House of Suns

House of Suns

House of Suns is a 2008 science fiction novel by Welsh author Alastair Reynolds. The novel was shortlisted for the 2009 Arthur C. Clarke Award. == Setting == Approximately six million years in the future, humanity has spread throughout the Milky Way galaxy, which appears devoid of any other organic sentient life. The galaxy is populated by numerous civilizations of humans and posthumans of widely varying levels of development. A civilization of sentient robots known as the Machine People coexists peacefully with humanity. Technologies of the era include anti-gravity, inertia damping, force fields, stellar engineering, and stasis fields. Also of note is the "Absence"—the mysterious disappearance of the Andromeda Galaxy. Large-scale human civilizations almost invariably seem to collapse and disappear within a few millennia (a phenomenon referred to as "turnover"), the limits of sub-lightspeed travel making it too difficult to hold interstellar empires together. Consequently, the most powerful entities in the galaxy are the "Lines"—familial organizations made of cloned "shatterlings". The Lines do not inhabit planets, but instead travel through space, holding reunions after they have performed a "circuit" of the galaxy; something that takes about 200,000 years. House of Suns concerns the Gentian Line, also known as the House of Flowers, composed of Abigail Gentian and her 999 clones (or "shatterlings"), male and female: exactly which of the 1,000 shatterlings is the original Abigail Gentian is unknown. The clones and Abigail travel the Milky Way Galaxy, helping young civilizations, collecting knowledge, and experiencing what the universe has to offer. Members of the Gentian Line are named after flowering plants. == Synopsis == The novel is divided into eight parts, with the first chapter of each part taking the form of a narrative flashback to Abigail Gentian's early life (six million years earlier, in the 31st century), before the cloning and the creation of the Gentian Line. Each subsequent chapter is narrated from the first-person perspective of two shatterlings named Campion and Purslane, alternating between them each chapter. Campion and Purslane are in a relationship, which is frowned upon, even punishable, by the Line. The primary storyline begins as Campion and Purslane are roughly fifty years late to the 32nd Gentian reunion. They take a detour to contact a posthuman known as ‘Ateshga’ in hopes of getting a replacement ship for Campion because his is getting old (several million years old). After being tricked by Ateshga, Campion and Purslane manage to turn the tables on him and leave his planet with a being he had been keeping captive, a golden robot called Hesperus. Hesperus is a member of the "Machine People", an advanced civilization of robots, and supposedly the only non-human sentient society in existence. The two shatterlings hope that the rescue of Hesperus will let them off the hook for their lateness, as returning him to his people (who will be at the reunion as guests of other shatterlings) will put the Gentian Line on good terms with the Machine People. However, before reaching the reunion world, Campion and Purslane encounter an emergency distress signal from Fescue, another Gentian shatterling. There was a vicious attack on the reunion world; an ambush in which the majority of the Gentian Line was wiped out. The identity of the responsible party is unknown, but the attackers used the supposedly long-vanished 'Homunculus' weapons – monstrous spacetime-bending weapons that were created ages ago, but were ordered to be destroyed by another Line. Despite Fescue's warning, Campion and Purslane approach the reunion system to look for survivors. They manage to find the remains of a ship with several Gentian members still alive, and rescue them and the four enemy prisoners they had captured. Hesperus, however, is gravely injured in the process by remaining ambushers. The group escapes and make their way to the Gentian backup meeting planet, Neume, in the hope of re-grouping with any other Gentians who may have survived the ambush. Upon reaching Neume, Campion, Purslane and the other shatterlings they rescued are greeted by the few Gentian survivors of the ambush (numbering only in the forties, compared to the hundreds that existed before the ambush). They also meet two members of the Machine People: Cadence and Cascade, guests of another shatterling. During the next few days, the interrogation of the prisoners commences. Another Gentian, Cyphel, is mysteriously murdered, which fuels the Line's concerns that there is a traitor among them. As a way of punishing Campion for transgressions against the Line, Purslane is made to give up her ship, the Silver Wings of Morning (one of the fastest and most powerful in the Line) to Cadence and Cascade, ostensibly so they can return to the Machine People with news of the ambush, in a bid to gain the Line some assistance. Hesperus, still critically wounded following the rescue of the survivors, is taken to the Neumean "Spirit of the Air", an ancient posthuman machine-intelligence, in the hopes that it will fix him. The Spirit takes Hesperus away and returns him some time later, though apparently still not functioning. The robots Cadence and Cascade make preparations to leave on Purslane's ship. They agree to take him aboard and return him to their people, who they promise may be able to help Hesperus. Purslane accompanies them to her ship, where she must be physically present to give the ship order to transfer control over to the robots. On their way to the bridge, Hesperus suddenly springs to life, grabbing Purslane and hiding her while Cadence and Cascade are whisked along to the bridge. Hersperus quickly explains that Cadence and Cascade are actually planning on hijacking the ship. Bewildered by this sudden change of events, Purslane delays in acting, not sure if she should trust Hesperus, before deciding to ask the ship to detain and eject the robots in the bridge. By then, though, it is too late. Cadence and Cascade hack into the ship's computer, taking it over, and take off from Neume with Hesperus and Purslane still aboard. Campion and several other shatterlings immediately launch a pursuit. Together Hesperus and Purslane find a hideout in a smaller ship in the hold of the Silver Wings of Morning. Using information gained from the other two robots and his own memories, Hesperus (who is now an amalgamation of both Hesperus and the Spirit of the Air) has pieced together what is going on: Cadence and Cascade have discovered that the Line was involved in the accidental extermination of a forgotten earlier race of machine people, dubbed the "First Machines". The Commonality (a confederation of the various Lines), horrified and ashamed of this pointless genocide, erased all knowledge of the event from historical records and their own memories. Unfortunately, Campion, in a previous circuit, unwittingly uncovered information pertaining to the extermination. Hesperus believes that the ambush at the reunion was seeking to destroy this evidence before it could spread, carried out by a shadow Line known as the "House of Suns", tasked with maintaining the conspiracy. Cadence and Cascade, on the other hand, are racing for a wormhole which leads to the Andromeda Galaxy, to where the few survivors of the First Machines are revealed to have retreated. They plan to release the First Machines back into the Milky Way, thus effecting a revenge against the Commonality for the genocide. As Campion and the shatterlings are pursuing Purslane's hijacked ship, transmissions from Neume confirm that a shatterling within their midst, Galingale, is the traitor and a secret member of the House of Suns. The shatterlings open fire on both Galingale's and Purslane's ships, and while they manage to capture Galingale, they are unable to stop Purslane's ship. Unable to get within weapons range, Campion pursues Purslane's ship for sixty thousand light years, during which time he and Purslane, on their separate ships, are suspended in "abeyance", a form of temporal slowdown or stasis. Despite efforts to stop the hijacked ship from reaching the concealed wormhole by local civilisations, the robot Cascade succeeds in opening the "stardam" enclosing the wormhole and travelling through it to the Andromeda Galaxy. On board Silver Wings of Morning, Hesperus reveals to Campion that while he managed to destroy Cadence before they could leave the Neume star system, Cascade survived and he and Cascade had engaged in a marathon battle, several thousand years. Hesperus was ultimately victorious, but Cascade has fused the ship controls before his defeat and they are past the point of no return. Campion, now the only shatterling still in pursuit, enters the wormhole after them and emerges in the Andromeda Galaxy, a place apparently devoid of all sentient life. In his search for Purslane and her ship, he travels to a star enca

Multisample anti-aliasing

Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. It is an optimization of supersampling, where only the necessary parts are sampled more. Jaggies are only noticed in a small area, so the area is quickly found, and only that is anti-aliased. == Definition == The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing (FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition had been updated to include fully supersampling implementations as well.) In graphics literature in general, "multisampling" refers to any special case of supersampling where some components of the final image are not fully supersampled. The lists below refer specifically to the ARB_multisample definition. == Description == In supersample anti-aliasing, multiple locations are sampled within every pixel, and each of those samples is fully rendered and combined with the others to produce the pixel that is ultimately displayed. This is computationally expensive, because the entire rendering process must be repeated for each sample location. It is also inefficient, as aliasing is typically only noticed in some parts of the image, such as the edges, whereas supersampling is performed for every single pixel. In multisample anti-aliasing, if any of the multi sample locations in a pixel is covered by the triangle being rendered, a shading computation must be performed for that triangle. However this calculation only needs to be performed once for the whole pixel regardless of how many sample positions are covered; the result of the shading calculation is simply applied to all of the relevant multi sample locations. In the case where only one triangle covers every multi sample location within the pixel, only one shading computation is performed, and these pixels are little more expensive than (and the result is no different from) the non-anti-aliased image. This is true of the middle of triangles, where aliasing is not an issue. (Edge detection can reduce this further by explicitly limiting the MSAA calculation to pixels whose samples involve multiple triangles, or triangles at multiple depths.) In the extreme case where each of the multi sample locations is covered by a different triangle, a different shading computation will be performed for each location and the results then combined to give the final pixel, and the result and computational expense are the same as in the equivalent supersampled image. The shading calculation is not the only operation that must be performed on a given pixel; multisampling implementations may variously sample other operations such as visibility at different sampling levels. == Advantages == The pixel shader usually only needs to be evaluated once per pixel for every triangle covering at least one sample point. The edges of polygons (the most obvious source of aliasing in 3D graphics) are anti-aliased. Since multiple subpixels per pixel are sampled, polygonal details smaller than one pixel that might have been missed without MSAA can be captured and made a part of the final rendered image if enough samples are taken. == Disadvantages == === Alpha testing === Alpha testing is a technique common to older video games used to render translucent objects by rejecting pixels from being written to the framebuffer. If the alpha value of a translucent fragment (pixel) is below a specified threshold, it will be discarded. Because this is performed on a pixel by pixel basis, the image does not receive the benefits of multi-sampling (all of the multisamples in a pixel are discarded based on the alpha test) for these pixels. The resulting image may contain aliasing along the edges of transparent objects or edges within textures, although the image quality will be no worse than it would be without any anti-aliasing. Translucent objects that are modelled using alpha-test textures will also be aliased due to alpha testing. This effect can be minimized by rendering objects with transparent textures multiple times, although this would result in a high performance reduction for scenes containing many transparent objects. === Aliasing === Because multi-sampling calculates interior polygon fragments only once per pixel, aliasing and other artifacts will still be visible inside rendered polygons where fragment shader output contains high frequency components. === Performance === While less performance-intensive than SSAA (supersampling), it is possible in certain scenarios (scenes heavy in complex fragments) for MSAA to be multiple times more intensive for a given frame than post processing anti-aliasing techniques such as FXAA, SMAA and MLAA. Early techniques in this category tend towards a lower performance impact, but suffer from accuracy problems. More recent post-processing based anti-aliasing techniques such as temporal anti-aliasing (TAA), which reduces aliasing by combining data from previously rendered frames, have seen the reversal of this trend, as post-processing AA becomes both more versatile and more expensive than MSAA, which cannot antialias an entire frame alone. == Sampling methods == === Point sampling === In a point-sampled mask, the coverage bit for each multisample is only set if the multisample is located inside the rendered primitive. Samples are never taken from outside a rendered primitive, so images produced using point-sampling will be geometrically correct, but filtering quality may be low because the proportion of bits set in the pixel's coverage mask may not be equal to the proportion of the pixel that is actually covered by the fragment in question. === Area sampling === Filtering quality can be improved by using area sampled masks. In this method, the number of bits set in a coverage mask for a pixel should be proportionate to the actual area coverage of the fragment. This will result in some coverage bits being set for multisamples that are not actually located within the rendered primitive, and can cause aliasing and other artifacts. == Sample patterns == === Regular grid === A regular grid sample pattern, where multisample locations form an evenly spaced grid throughout the pixel, is easy to implement and simplifies attribute evaluation (i.e. setting subpixel masks, sampling color and depth). This method is computationally expensive due to the large number of samples. Edge optimization is poor for screen-aligned edges, but image quality is good when the number of multisamples is large. === Sparse regular grid === A sparse regular grid sample pattern is a subset of samples that are chosen from the regular grid sample pattern. As with the regular grid, attribute evaluation is simplified due to regular spacing. The method is less computationally expensive due to having a fewer samples. Edge optimization is good for screen aligned edges, and image quality is good for a moderate number of multisamples. === Stochastic sample patterns === A stochastic sample pattern is a random distribution of multisamples throughout the pixel. The irregular spacing of samples makes attribute evaluation complicated. The method is cost efficient due to low sample count (compared to regular grid patterns). Edge optimization with this method, although sub-optimal for screen aligned edges. Image quality is excellent for a moderate number of samples. == Quality == Compared to supersampling, multisample anti-aliasing can provide similar quality at higher performance, or better quality for the same performance. Further improved results can be achieved by using rotated grid subpixel masks. The additional bandwidth required by multi-sampling is reasonably low if Z and colour compression are available. Most modern GPUs support 2×, 4×, and 8× MSAA samples. Higher values result in better quality, but are slower.

Stable Diffusion

Stable Diffusion is a deep learning, text-to-image model released in 2022 based on diffusion techniques. The generative artificial intelligence technology is the premier product of Stability AI and is considered to be a part of the ongoing AI boom. It is primarily used to generate detailed images conditioned on text descriptions, though it can also be applied to other tasks such as inpainting, outpainting, and generating image-to-image translations guided by a text prompt. Its development involved researchers from the CompVis Group at LMU Munich and Runway with a computational donation from Stability and training data from non-profit organizations. Stable Diffusion is a latent diffusion model, a kind of deep generative artificial neural network. Its code and model weights have been released publicly, and an optimized version can run on most consumer hardware equipped with a modest GPU with as little as 2.4 GB VRAM. This marked a departure from previous proprietary text-to-image models such as DALL-E and Midjourney which were accessible only via cloud services. == Development == Stable Diffusion originated from a project called Latent Diffusion, developed in Germany by researchers at LMU Munich in Munich and Heidelberg University. Four of the original 5 authors (Robin Rombach, Andreas Blattmann, Patrick Esser and Dominik Lorenz) later joined Stability AI and released subsequent versions of Stable Diffusion. The technical license for the model was released by the CompVis group at LMU Munich. Development was led by Patrick Esser of Runway and Robin Rombach of CompVis, who were among the researchers who had earlier invented the latent diffusion model architecture used by Stable Diffusion. Stability AI also credited EleutherAI and LAION (a German nonprofit which assembled the dataset on which Stable Diffusion was trained) as supporters of the project. == Technology == === Architecture === Diffusion models, introduced in 2015, are trained with the objective of removing successive applications of Gaussian noise on training images, which can be thought of as a sequence of denoising autoencoders. The name diffusion is from the thermodynamic diffusion, since they were first developed with inspiration from thermodynamics. Models in Stable Diffusion series before SD 3 all used a variant of diffusion models, called latent diffusion model (LDM), developed in 2021 by the CompVis (Computer Vision & Learning) group at LMU Munich. Stable Diffusion consists of 3 parts: the variational autoencoder (VAE), U-Net, and an optional text encoder. The VAE encoder compresses the image from pixel space to a smaller dimensional latent space, capturing a more fundamental semantic meaning of the image. Gaussian noise is iteratively applied to the compressed latent representation during forward diffusion. The U-Net block, composed of a ResNet backbone, denoises the output from forward diffusion backwards to obtain a latent representation. Finally, the VAE decoder generates the final image by converting the representation back into pixel space. The denoising step can be flexibly conditioned on a string of text, an image, or another modality. The encoded conditioning data is exposed to denoising U-Nets via a cross-attention mechanism. For conditioning on text, the fixed, pretrained CLIP ViT-L/14 text encoder is used to transform text prompts to an embedding space. Researchers point to increased computational efficiency for training and generation as an advantage of LDMs. With 860 million parameters in the U-Net and 123 million in the text encoder, Stable Diffusion is considered relatively lightweight by 2022 standards, and unlike other diffusion models, it can run on consumer GPUs, and even CPU-only if using the OpenVINO version of Stable Diffusion. ==== SD XL ==== The XL version uses the same LDM architecture as previous versions, except larger: larger UNet backbone, larger cross-attention context, two text encoders instead of one, and trained on multiple aspect ratios (not just the square aspect ratio like previous versions). The SD XL Refiner, released at the same time, has the same architecture as SD XL, but it was trained for adding fine details to preexisting images via text-conditional img2img. ==== SD 3.0 ==== The 3.0 version completely changes the backbone. Not a UNet, but a Rectified Flow Transformer, which implements the rectified flow method with a Transformer. The Transformer architecture used for SD 3.0 has three "tracks", for original text encoding, transformed text encoding, and image encoding (in latent space). The transformed text encoding and image encoding are mixed during each transformer block. The architecture is named "multimodal diffusion transformer (MMDiT), where the "multimodal" means that it mixes text and image encodings inside its operations. This differs from previous versions of DiT, where the text encoding affects the image encoding, but not vice versa. === Training data === Stable Diffusion was trained on pairs of images and captions taken from LAION-5B, a publicly available dataset derived from Common Crawl data scraped from the web, where 5 billion image-text pairs were classified based on language and filtered into separate datasets by resolution, a predicted likelihood of containing a watermark, and predicted "aesthetic" score (e.g. subjective visual quality). The dataset was created by LAION, a German non-profit which receives funding from Stability AI. The Stable Diffusion model was trained on three subsets of LAION-5B: laion2B-en, laion-high-resolution, and laion-aesthetics v2 5+. A third-party analysis of the model's training data identified that out of a smaller subset of 12 million images taken from the original wider dataset used, approximately 47% of the sample size of images came from 100 different domains, with Pinterest taking up 8.5% of the subset, followed by websites such as WordPress, Blogspot, Flickr, DeviantArt and Wikimedia Commons. An investigation by Bayerischer Rundfunk showed that LAION's datasets, hosted on Hugging Face, contain large amounts of private and sensitive data. === Training procedures === The model was initially trained on the laion2B-en and laion-high-resolution subsets, with the last few rounds of training done on LAION-Aesthetics v2 5+, a subset of 600 million captioned images which the LAION-Aesthetics Predictor V2 predicted that humans would, on average, give a score of at least 5 out of 10 when asked to rate how much they liked them. The LAION-Aesthetics v2 5+ subset also excluded low-resolution images and images which LAION-5B-WatermarkDetection identified as carrying a watermark with greater than 80% probability. Final rounds of training additionally dropped 10% of text conditioning to improve Classifier-Free Diffusion Guidance. The model was trained using 256 Nvidia A100 GPUs on Amazon Web Services for a total of 150,000 GPU-hours, at a cost of $600,000. === Limitations === Stable Diffusion has issues with degradation and inaccuracies in certain scenarios. Initial releases of the model were trained on a dataset that consists of 512×512 resolution images, meaning that the quality of generated images noticeably degrades when user specifications deviate from its "expected" 512×512 resolution; the version 2.0 update of the Stable Diffusion model later introduced the ability to natively generate images at 768×768 resolution. Another challenge is in generating human limbs due to poor data quality of limbs in the LAION database. The model is insufficiently trained to replicate human limbs and faces due to the lack of representative features in the database, and prompting the model to generate images of such type can confound the model. In addition to human limbs, Stable Diffusion is unable to generate legible ambigrams and some other forms of text and typography. Stable Diffusion XL (SDXL) version 1.0, released in July 2023, introduced native 1024x1024 resolution and improved generation for limbs and text. Accessibility for individual developers can also be a problem. In order to customize the model for new use cases that are not included in the dataset, such as generating anime characters ("waifu diffusion"), new data and further training are required. Fine-tuned adaptations of Stable Diffusion created through additional retraining have been used for a variety of different use-cases, from medical imaging to algorithmically generated music. However, this fine-tuning process is sensitive to the quality of new data; low resolution images or different resolutions from the original data can not only fail to learn the new task but degrade the overall performance of the model. Even when the model is additionally trained on high quality images, it is difficult for individuals to run models in consumer electronics. For example, the training process for waifu-diffusion requires a minimum 30 GB of VRAM, which exceeds the usual resource provided in such consumer GPUs as Nvidia's GeForce 30 series, w

Course of Action Display and Evaluation Tool

Course of Action Display and Evaluation Tool (CADET) was a research program, and the eponymous prototype software system, that applied knowledge-based techniques of Artificial Intelligence to the problem of battle planning. CADET was also known as Course of Action Display and Elaboration Tool. It was considered an early example of such systems and was funded by the United States Army and by the Defense Advanced Research Projects Agency (DARPA). CADET influenced a later DARPA program called RAID which in turn produced a technology adopted by the United States Army and the United States Marine Corps. == History == The development of Course of Action Display and Evaluation Tool (CADET) began in 1996, at the Carnegie Group, Inc., Pittsburgh PA, funded under the Small Business Innovation Research (SBIR) program. The goal of the first phase SBIR project was to produce “...a live storyboard of [Course of Action] COA development, wargaming, animation, and assessment.” In 1997, the United States Army awarded the Carnegie Group Inc. $750K for SBIR Phase II. The intent was to develop “...a war-gaming modeling and analysis Decision Support System (DSS), … CADET will consist of a combination of Knowledge-Based and decision analytic tools and technologies to provide fast nimble COA war-gaming modeling, simulation, and animation under direct control of the commander and staff. ...Phase II will result in an operations prototype (OP) suitable for use and evaluation in field exercises.” In 2000, CADET was integrated and experimentally evaluated within the framework of the Integrated Course of Action Critiquing and Elaboration System (ICCES) experiment, conducted by the Battle Command Battle Laboratory – Leavenworth (BCBL-L) within the program Concept Experimentation Program (CEP) sponsored by TRADOC. In 2000-2002, DARPA applied CADET in the program titled Command Post of the Future (CPoF) as a tool to generate a course of action. Under the umbrella of the CPoF program, CADET was integrated with the FOX GA system to provide a detailed planner, coupled with COA generation capability. In the same period, Battle Command Battle Lab-Huachuca (BCBL-H) performed an integration CADET with the system called All Source Analysis System-Light (ASAS-L); here CADET was intended to generate plans for intelligence assets, and conduct wargames of different COAs, enemy versus friendly. From 1996 through 2002, work on CADET was performed by the Carnegie Group, Inc., and supported by funding from the US Army CECOM (CADET SBIR Phase I, CADET SBIR Phase II and CADET Enhancements); DARPA (Command Post of the Future); and TRADOC BCBL-H. == Operation == CADET was intended to be used by the staff of the United States Army Brigade, within the Military Decision Making Process (MDMP). In particular, CADET helped produce, automatically or semi-automatically, the products generated within the step of MDMP called Course of Action (COA) Development and the following step of MDMP called COA Analysis and Wargaming. CADET software resided on a laptop computer. Using the computer, the staff officers entered the input to CADET, or alternatively this input arrived at CADET from upstream computer systems. The input consisted of: Order of Battle, i.e., the units constituting the friendly brigade and the enemy units participating in the battle, and their various characteristics; primary activities of the Course of Action, where each activity is typically linked to one or more geographic areas or a route, and sometimes to a major unit executing the activity; digital map of the region where the battle was to take place, including the digital description of significant features such as locations of friendly and enemy units, roads, assembly areas, objectives, and axes of attacks. Taking this input, CADET automatically performed the following tasks (not sequentially): Planning and scheduling the low-level tasks necessary for a given COA Allocating tasks to various units and assets constituting the brigade Assigning suitable locations and routes Estimating the battle losses (attrition) of friendly and enemy forces, and consumption of resources (e.g., fuel and ammunition) Predicting enemy actions or reactions. CADET produced the following outputs: Synchronization matrix, directly editable and printable; synchronization matrix is a kind of Gantt chart that shows assignments of activities to units, to locations/routes and to time periods Map overlays in PPT or JPG formats Animation output XML formally-encoded plan Textual Operation Plan (OPLAN) draft E-mail messages with attachments: XML and text versions of OPLAN == Design == The core algorithm is a planning algorithm where CADET uses a knowledge-based approach of the hierarchical-task-network type. Each task class is associated with a model of more detailed subtasks that should be performed in order to accomplish the higher-level task. Algorithms selected (heuristically) a task and then decomposes it into subtasks. Although similar to hierarchical-task-network planning algorithm, CADET’s algorithm includes elements of adversarial reasoning. After adding a subtask, the algorithm uses rules to determine the enemy’s probable actions and reactions as well as friendly counteractions This approximated the action-reaction-counteraction technique of manual wargaming used by the United States Army. When a task involves movements of a unit, the algorithm performs routing, i.e., finds a route for the movement that minimizes the time required for the movement as well as exposure to the enemy attacks. Each added tasks (subtask) normally requires a unit which would execute the task, and a time period when the task would be executed. Therefore, when a certain number of subtasks is added by the planning process, the algorithm also performs the allocation of the newly added subtasks to units and to time periods (i.e., scheduling). allocation and scheduling of tasks relies on both domain-specific and constraint-guided heuristics. A tasks may also require expenditures of fuel and ammunition. If the tasks involves engagement with the enemy, the performing units will experience lossesof personnel and weapon systems (attrition). CADET’s algorithm includes estimates of consumption of different types of consumables, and also attrition. Depending on the degree of attrition and consumption, CADET adds tasks that are needed to refuel or reconstitute the units. The algorithm continually interleaves incremental steps of planning, routing, scheduling, and attrition and consumption estimates. == Evaluation == Two evaluation experiments are described in literature. The first experiment called ICCES took three days. The subjects were Army officers from combat arms branches, with 11 to 23 years of active service, in the ranks of majors and lieutenant colonels, a total of 8. Each officer was given 4 hours of training learning to operate CADET and related computer tools. Officers were divided into two groups and given a tactical scenario. One group (the control group) used the traditional, manual process; the other used the system called ICCES, the automated core of which was CADET. Each group produced three COA sketches and statements and one COA synchronization matrix. Then, the experiment was repeated with another scenario but the control group became the automated group and vice versa. The users were generally satisfied with the quality of the ICCES-generated products. The group using ICCES made only a few changes to the product that was automatically generated, indicating that they agreed with the majority of the plan that ICCES produced. The second experiment was reminiscent of Turing test. The experiment involved one user, nine judges (active-duty officers, mainly colonels and lieutenant colonels), and five scenarios obtained from several US Army exercises. For each scenario, experimenters obtained synchronization matrices that were produced in earlier exercises, typically by a team of four to five officers in three to four hours, spending approximately 16 person-hours in total. Using these scenarios and COAs, the user had CADET generate automatically detailed plans and express them as synchronization matrices. The user, a retired US Army officer, reviewed and slightly edited the matrices. The entire process took less than two minutes of computations by and approximately 20 minutes of review and post-editing, approximately 0.4 person-hour in total per product. The experimenters gave the resulting matrices the same visual style as those produced by humans. The judges, who did not know whether a planning product was a traditional product of humans, or with computerized aids, were asked to grade the products. The result was that the average grades for manual products and CADET-generated products were statistically indistinguishable, even though CADET-generated products required far less time to produce. == Legacy == CADET served as “...an example of how even relatively basic A

2024 Abu Dhabi Autonomous Racing League

On 27 April 2024, the inaugural race of the Abu Dhabi Autonomous Racing League was held at the Yas Marina Circuit in Abu Dhabi. The race, originally scheduled to last eight laps, was ultimately shortened to six laps due to various complications, including subpar performance. It involved four self-driving race cars, only two of which – German cars Hailey and Constructor AI – finished the race; the other two did not finish. == Background == === Abu Dhabi Autonomous Racing League (A2RL) === The A2RL is an autonomous racing championship based in Abu Dhabi and organized by ASPIRE, part of the Advanced Technology Research Council. It is one of two active autonomous car racing championships, the second being the US-based Indy Autonomous Challenge. Unlike the IAC, which primarily focuses on time trials, simulated races, and challenges for teams, the A2RL's car races are closer to a standard grand prix formula race format. Both use Dallara-supplied racecars; the IAC uses the AV-24 chassis derived from Indy NXT's IL-15, while the A2RL chassis is designated EAV-24 and is derived from the SF-23 chassis used in Japanese Super Formula races. === Entrants === In total, eight teams were part of the A2RL in 2024, but only four would compete in the race proper. The list of teams in 2024 is: Fly Eagle (China/UAE) Code19 Racing (United States) Constructor University (Germany) Kinetiz (Singapore/UAE) Humda Lab (Hungary) PoliMove (Italy) Unimore (Italy) Technical University of Munich (Germany) Most teams come from universities and many, such as PoliMove and TUM, already have experience with autonomous racing, primarily from competing in the IAC. All teams had two months to code and test their AIs. Unlike most international open-wheel racing tournaments, such as Formula 1 or Formula E, no free practice sessions were undertaken. === TII Pre-race demonstration === Prior to the race itself, a mock 1v1 duel between former F1 driver Danill Kvyat and a self-driving car from the non-competing TII Racing team took place; the autonomous car was green and had number 01, while Kvyat's car was red and had number 00. Kvyat spent most of the duel in the pits. Kvyat himself said: "I'm not racing autonomous cars here. It won't be a flat-out race". == Qualifying == === Qualifying report === As only four of the eight entrants would compete in the main event, qualifying time trials were held to determine the four main race competitors, as well as their positions in the grid. Only the cars with the four best lap times over three time trial sessions held on Friday and Saturday would qualify. Multiple errors and setbacks occurred during qualifying. In the first session, Maveric AI, Code19's car, left the track and stopped just after turn 14 due to connectivity issues. Fly Eagle's car, Feiying, had multiple upsets; at one point, Feiying ran into localization issues and began swerving left and right before stopping just before turn 10. Later, Feiying swerved again and nearly hit the wall at the back straight, near the support pits, due to further localization issues. Sparkz, the Kinetiz team's car, swerved and crashed into the wall near yacht berths 51-56 after turn 11, damaging the front right wheel's axle and partially detaching the forward wings. Sparkz would be the only car to not have a set time at the end of the time trials. PoliMove car Eva braked hard without warning at the straight, the LED status indicator turning off, suggesting the AI computer had a system crash or shut itself down. After the sun went down, during the second session, Hailey, the car from the TUM team, went off-track after turn 9 and stopped, its status indicator flashing red, meaning Hailey's AI disengaged itself. Eva had further issues, once again braking hard and spinning out into turn 1. Later, the same thing happened to Feiying; it later swerved left and right and stopped due to further localization issues. The morning after, during the third and final session, Hailey went off-track after turn 5, and were unable to regain the pole position. === Qualifying classification === == Attack/Defend challenge == === Attack/Defend challenge report === In this part of the event, cars would be put on a series of 1v1 duels to see how well they could defend their position or attack to gain one higher. During one such duel, an incident occurred where Hailey rear-ended Eva, sending both off the track and prematurely ending the duel. The challenge was otherwise uneventful. === Attack/Defend challenge results === == Main race == === Race report === Eventually, at around 20:30 Gulf Standard Time on the night of 27 April, the main event (termed the "Grand Final" on-stream) would begin. The starting order was Eva first, Gianna second, Hailey third, and Constructor AI last. The race began with a rolling start. As a safety measure, the first two laps were conducted under virtual safety car (VSC) to make sure the cars stayed together, making them de facto formation laps, even if they counted towards race distance. However, Hailey ended up stopping at the final turn and strayed too far from the cars ahead, and as a result, the VSC conditions were extended for another lap. According to the livestream's on-screen graphics, Hailey was upwards of one minute and 22.3 seconds behind Gianna after the former started moving again. On lap 4, halfway through the planned race, and with Hailey more than 30 seconds behind Gianna, the VSC was lifted, and the green flag finally dropped. At first, the two Italian cars were leading the pack, Eva was the race leader with Gianna 3.2 seconds behind, however, as it entered the chicane, Eva hit the brakes and spun out, with Gianna briefly stopping as it passed Eva. Eva's spin automatically triggered a full-course yellow flag. Normally, under yellow flag conditions, overtaking is not permitted, but with Eva stopped and being moved off the track, it was theoretically permitted to overtake Eva. However, presumably due to an oversight in the AI's code, the cars assumed overtaking Eva, despite being off the track, was not permitted. As a result, both Gianna and Constructor AI stopped as they did not want to overtake Eva due to the yellow flag, with Hailey following suit as it approached. Constructor AI's status indicator was solid red, suggesting the AI had disengaged; however, Gianna's status indicator remained solid purple, showing the AI was still in control. Eva's status indicator was also solid purple, but was soon flashing green, suggesting the AI had disengaged but was ready to take control again. With all cars stalled, and Eva being off the track, the race was effectively red-flagged and suspended. Hailey, Gianna, and Constructor AI drove themselves back to their team's pits; Eva did not, it was towed to the main pits on a flatbed truck. Constructor was the first to arrive at the pits, followed by Gianna and Hailey, in that order. This incident, combined with loss of internet connection, led to Eva retiring - it did not finish the race. Eventually, it was decided to resume the race. With Eva retired, the restart order was Gianna first, Hailey second, and Constructor AI third. The race was also shortened - from eight laps to six. With lap 5 under full-course yellow, this meant all three remaining teams would effectively restart the race on the sixth and final lap. The trio left the pits at 22:25 Gulf Standard Time, and the race resumed two minutes later. At first, Gianna was winning with Hailey 2.6 seconds behind, but then Gianna stopped on turn 5, giving Hailey the lead. Constructor AI also overtook Gianna, but not without briefly stopping. Gianna remained stopped, its status indicator solid red - it did not finish either. With both Italian teams out of the picture, Hailey finished first and won A2RL 2024, with Constructor AI finishing second, 27.2 seconds behind. === Final race classification ===

CHAOS (chess)

CHAOS (Chess Heuristics and Other Stuff) is a chess playing program that was developed by programmers working at the RCA Systems Programming division in the late 1960s. It played competitively in computer chess competitions in the 1970s and 1980s. It differed from other programs of that era in its look-ahead philosophy, choosing to use chess knowledge to evaluate fewer positions and continuations as opposed to simple evaluations that relied on deep look-ahead to avoid bad moves. == Introduction == CHAOS was originally developed by Ira Ruben, Fred Swartz, Victor Berman, Joe Winograd and William Toikka while working at RCA in Cinnaminson, NJ. Its name is an acronym for 'Chess Heuristics and Other Stuff.' Program development moved to the Computing Center of the University of Michigan when Swartz changed jobs, and Mike Alexander joined the development group. Swartz, Alexander and Berman were continuously group members from that point onward in CHAOS' evolution, as others of the original authors left and new members contributed episodically. Chess Senior Master Jack O'Keefe contributed to CHAOS' development from about 1980 onwards. CHAOS was written in Fortran, except for low-level board representation manipulations written in assembly language or C. Due to this portability, it ran on RCA, Univac and IBM-compatible mainframes in its lifetime. CHAOS heralds from the mainframe computing era when only machines of that capacity were able to play at a high level. Consequently, development and testing could only take place at off-peak times for production use of the machine. In a competition, CHAOS had to run on a dedicated mainframe with a telephone link to the match venue. In its later years, CHAOS ran on computers on the machine assembly floor of Amdahl Corporation on MTS. == Background == === Chess and artificial intelligence === Mathematicians Claude Shannon and Alan Turing, working separately, were the first to view playing chess as a challenge to machines. Working for AT&T / Bell Labs with its access to telephone switching equipment, Shannon built a relay-based machine that learned how to work its way through a two-dimensional, 5x5 cell maze in 1949. Shannon viewed this as an analogue of the way that organisms learn things about their natural environment. There is a random element to searching it, a memory element to benefit from the search outcome, and a reward element that reinforces learning when the global outcome is favorable to the organism. Soon afterward, Shannon wrote a mathematical analysis of the game of chess, published in 1950. Like with the maze, he broke down game play into the necessary elements for reinforcement learning. Associated with each board configuration a move will be made from, there is a numerical score. To decide what move to make, a player wants to maximize their own position's score after the move and to minimize their opponent's score (a minimax view). Since there are about 32 possible moves at each of the early stages of the game, and about 40 moves and responses in each game, then there are about 32 80 {\displaystyle 32^{80}} or about 10 120 {\displaystyle 10^{120}} possible games - an impossibly large set to evaluate completely. Therefore, there must be a way to limit the number of moves to look ahead for to find the best one. Reducing the game to these few key elements provided a way to think about human intelligence in general. Shannon became part of a wider group using computing machines to mimic aspects of human intelligence that grew into the general idea of artificial intelligence. (Other members of this group were John McCarthy, Herbert Simon, Allen Newell, Alan Kotok, Alex Bernstein and Richard Greenblatt.) The paradigm that evolved was that there was a quantification of the position on the board into a score, an evaluation method to find favorable outcomes (minimax, later alpha-beta pruning), and a strategy to manage the combinatorial explosion of the look-ahead possibilities. By the early 1960s, there were computer programs that played chess at a rudimentary level. They used very simple evaluation functions for each position and tried to search as far forward as was practical given the time constraints and available compute power. Naturally, programmers optimized their code to use the available computing resources. This led to a major philosophical divide among chess programs: those that tried to evaluate as many positions as possible, and those that tried to evaluate the most promising move sequences as deeply as possible. CHAOS was firmly in the camp believing only the most promising moves should be evaluated in depth. Said Swartz, "The 'brute force people' ... look at every (possible move) no matter what garbage it is. Most moves are just terrible, terrible moves, and most computing time is being spent on pure garbage." The program spent more time evaluating each board position in the expectation that it would find the most promising lines of play to explore in depth. In 1983, the then-fastest chess program (Belle) evaluated 110,000 positions per second, and typical programs 1000–50,000 per second, whereas CHAOS evaluated about 50-100 per second. === Machine learning and strategies to manage search === From about 1949 onward, Arthur Samuel began work for IBM on machine learning, culminating in a checkers-playing program in 1952 and publications on the topic. Concurrently, Christopher Strachey created Checkers, a program to play the board game of checkers in 1951, but it had no capacity to learn from its play. Checkers was chosen by both authors because it was simpler than chess yet contained the basic characteristics of an intellectual activity, and, in Samuel's view, was a test-bed in which heuristic procedures and learning processes could be evaluated quickly. Checker playing programs introduced the notion of the game tree and evaluating play to various depths to choose the best move. The complexity of chess, however, promoted it to the status of an analogue for human intelligence, and it attracted computer scientists' attention, who referred to it as research into artificial intelligence (AI). Like checkers, it required a numerical assessment of each arrangement of chess pieces on a board. It also required looking ahead to future moves to decide how to play the present position. Due to the enormous number of possible moves, there had to be a way to confine the look-ahead search to the most promising lines of play. From these factors, the notion of minimax score evaluation developed and, later, alpha-beta tree pruning to abandon looking at positions worse than any that have already been examined. === Chess search strategies === The AI community viewed artificial intelligence as comprising two parts: a way to symbolically quantify the knowledge in hand (a chess board position), and a set of heuristics to limit look-ahead to the consequences of a move. The early chess playing programs attempted to look forward as far as possible, perhaps to 3 moves ahead by each player, and to choose the best outcome. This led to the horizon effect, whereby a key move 4 or more moves ahead would be unexamined and therefore missed. Consequently, the programs were quite weak and heuristics to manage the search became important in their development. CHAOS used a selective search strategy with iterative widening. As chess programs evolved, they incorporated books of opening lines of play from historic sources. Nowadays, book moves are catalogued in machine-readable form, but originally programmers had to type them in. CHAOS had an extensive book for its time of around 10,000 moves that O'Keefe helped to develop. A problem with play from an opening book is the behavior of the program when the play leaves the book: the positional advantage may be so subtle that the evaluation scheme may be unable to understand it, leading to very wide and shallow searches to establish a line of play. The horizon effect again plagues move selection after leaving the book. CHAOS mitigated these problems by only using book lines that it could understand, and by relying on cached analyses of continuations out of the book made while the opponent's clock was running. == Game Play History == CHAOS played in twelve ACM computer chess tournaments and four World Computer Chess Championships (WCCC). Its debut was the ACM computer chess tournament in 1973, taking 2nd place. In 1974, it again won 2nd place in the WCCC, defeating the tournament favorite Chess 4.0 but losing to Kaissa. CHAOS was close to winning the 1980 WCCC, but lost to Belle in a playoff. The 1985 ACM computer chess tournament was CHAOS' last competition. One of CHAOS' notable victories was over Chess 4.0 at the 1974 WCCC tournament. Chess 4.0 was unbeaten by any other program up until then. Playing as white, CHAOS made a knight sacrifice (16 Nd4-e6!!) that traded material for open lines of attack and eventually won the game. CHAOS’ authors thought the move was due to a

Loab

Loab ( LOBE) is a fictional character that artist and writer Steph Maj Swanson claimed to have discovered with a text-to-image AI model in April 2022. In a viral Twitter thread, Swanson described the images of Loab as an unexpectedly emergent property of the software, saying they discovered them when asking the model to produce something "as different from the prompt as possible". == History == The Sweden-based artist Steph Maj Swanson said that they first generated these images in April 2022 by using the algorithmic technique of "negative prompt weights" accessing latent space. The initial prompt - 'Brando::-1', requesting the opposite of actor Marlon Brando - generated a "skyline logo" with the cryptic lettering "DIGITA PNTICS". Attempting to generate the opposite of this image using the prompt "DIGITA PNTICS skyline logo::-1" yielded what Swanson described as "off-putting images, all of the same devastated-looking older woman with defined triangles of rosacea(?) on her cheeks". Swanson nicknamed the character "Loab", after one of the generated images resembled an album cover that included the printed word "loab". Swanson says that using the image as a prompt for further images produced increasingly violent and gory results. Swanson speculated that something about the image could be "adjacent to extremely gory and macabre imagery in the distribution of the AI's world knowledge". Swanson says that when they combined images of Loab with other pictures, the subsequent results consistently return an image including Loab, regardless of how much distortion they added to the prompts to try and remove her visage. Swanson speculated that the latent space region of the AI map that Loab is located in, in addition to being near gruesome imagery, must be isolated enough that any combinations with other images could only use Loab from her area and no related images due to its isolation. After enough crossbreeding of images and dilution attempts, Swanson was able to eventually generate images without Loab, but found that crossbreeding those diluted images would also eventually lead to a version of Loab to reappear in the resulting images. Swanson has said that "for various reasons" they declined to disclose the software used to create the images. Loab has been referred to as the "first AI-generated cryptid" and as such has gone viral. Despite hyping up the cryptid nature of the discovery in their wording, Swanson admitted that "Loab isn't really haunted, of course", but noted that the mythos that has sprung up around the AI-generated character has gone beyond their initial involvement. Swanson speculated that people sharing pictures and memes of Loab would lead future AIs to use those images as a part of their latent space maps, making her an innate part of the internet landscape, with Swanson adding "If we want to get rid of her, it's already too late." == Response == There has been discussion of whether the Loab series of images are "a legitimate quirk of AI art software, or a cleverly disguised creepypasta." Smithsonian magazine has written that "Loab sparked some lengthy ethical conversations around visual aesthetics, art and technology," and some have criticized the labeling of a woman with rosacea as a horror image, considering this to be "stigmatizing disability". Swanson responded that if the AI map is combining Loab with violent imagery, then that is a "social bias" in the data being used for the image modeling software. The Atlantic writer Stephen Marche described Loab as a "form of expression that has never existed before" whose authorship is unclear and that exists as an "emanation of the collective imagistic heritage, the unconscious visual mind". Laurens Verhagen in de Volkskrant commented that rather than showing that there are "dark horror creatures hidden deep within AI", the existence of Loab instead implies that our current "understanding of AI is limited". Mhairi Aitken at the Alan Turing Institute stated that rather than a "creepy" emergent property, output results like Loab were representative of the "limitations of AI image-generator models" and was more concerned about the urban legends that are born from such "boring" innocuous things and how easily "other people take these things seriously". Carly Cassella for ScienceAlert described Loab as a "modern day tronie" (a style of Dutch painting) that is not representative of an actual person, but just a concept or idea, similar but distinct from works like the Girl With A Pearl Earring. Wired's Joel Warner argued that Loab was only the beginning and that, with AI text generators such as ChatGPT becoming more commonplace, a "linguistic version of Loab" would emerge in that space as well and begin creating ideas through "intentional prompts" or otherwise that will be as disturbing as The 120 Days of Sodom.