Azure Maps is a suite of cloud-based, location-based services provided by Microsoft as part of the company's Azure platform. The platform provides geospatial and location-based services via REST APIs and software development kits (SDKs). The service is typically used to integrate maps or geospatial data into applications. Azure Maps differs from Microsoft's other enterprise mapping service, Bing Maps, in its pricing model, focus on privacy, and its level of integration into the broader Azure cloud ecosystem. == History == Azure Maps was first introduced in public preview mode under the name "Azure Location Based Services" in 2017, primarily as an enterprise solution. The services was intended to add mapping and location-based functionality onto the existing Azure cloud services suite, seen as a critical part of Microsoft's broader Internet-of-Things (IoT) strategy. The preview version included APIs which could be used to develop location aware apps for use cases such as logistics and mobility. In 2018, the software was renamed "Azure Maps," and became generally available to the public, and a number of new functions were added, including route calculation, travel time calculation, and incorporation of real-time traffic data and incident information. Azure Maps was integrated with Azure IoT Central in 2018, which added tracking, monitoring, and geofencing capabilities. A set of mobility APIs on were added in 2019, with applications such as use in public transport apps and shared bicycle fleet management. “Azure Maps Creator,” which converts private facility floor plans into indoor map data, was also introduced in 2019. Some commentators linked these services to Microsoft's broader development of augmented reality products. In 2020, Azure Maps Visual for Power BI was released, integrating location-based features and mapping capabilities into Microsoft's business intelligence software. An elevation API (which was later retired), geolocation services, and an iOS and Android software development kit were introduced in 2021. In 2022, support for historical weather, air quality, and tropical storm data was made generally available and custom styling for indoor maps was also introduced. In 2023, Azure Maps was certified as HIPAA compliant in a move to target healthcare and health insurance companies. == Functionality == === Geocoding === Geocoding is one of the core functionalities of Azure Maps, converting addresses or place names into geographic coordinates. Batch geocoding is used to process large amounts of address data, a function used for route optimization and spatial analysis. === Reverse geocoding === Reverse geocoding derives human-readable information from geographic coordinates like longitude and latitude, used in navigation and by geographic information systems. === Routing === Azure Maps uses map data and routing algorithms to calculate the shortest or fastest routes between locations based on factors like vehicle size and type, traffic conditions, and distance. Routing also supports multi-modal routing, which include multiple modes of transport in a single trip, including cycling, walking, and ferries. This functionality is used for location-based searches and route optimization in applications like fleet management, proximity marketing, and emergency services as well as logistics and delivery, urban planning, ride sharing apps, and outdoor activities. === Map visualization === The platform supports map visualizations that can be modified to reflect real-time data (including from IoT sensors) as well as historical data patterns. Visualizations include heat maps, street maps, satellite imagery and other custom data layers. Maps are rendered using raster or vector tiles which reduce the load of displaying large data sets or complex maps. This can be used in various applications in areas like transportation, smart cities, retail and marketing, public health, and environmental monitoring. For example, it can be used for tracking the spread of diseases or measuring the impact of changing climatic patterns. === Geofencing and spatial analytics === Azure Maps supports polygonal geofencing, which enables the definition of custom geographic boundaries. Geofenced areas can be monitored in real-time for events of interest. For example, an application could send an alert when equipment or persons enter or leave a defined area. Tools for analyzing historical geofencing data are also available via the APIs for optimization purposes. == Industry usage == Azure Maps' geofencing function has seen usage in the construction industry, designating hazardous areas for safety purposes and sending alerts if anyone enters the area. Private facility maps are used by construction companies for monitoring large construction sites to increase productivity and prevent accidents or damage. In emergency management, New Zealand based company Beca has used Azure Maps to provide analysis on the impact of earthquakes to users, including information on the severity and location of an earthquake and the impact on affected properties. Alaska's Department of Transportation uses Azure Maps as part of an information system providing weather-related warnings and analytics to road crews. Airmap, an airspace management platform for drones, uses Azure Maps. Azure Maps has also been used in conjunction with Azure Monitor for risk monitoring by an insurance company. Other companies that use or have used Azure Maps include BMW, Banco Santander, Jvion, MV Transportation, C.H. Robertson, Wise Skulls, Tata Consultancy Services, Providence Health and Services, Gas Brasiliano Distribuidora S.A., Shell plc, Persistent Systems, Phase 2 Dining and Entertainment, Symbio, HID, Globant, and Insight Enterprises. == Partnerships == Azure Maps and TomTom have been partners since 2016, and TomTom provides location data to Azure Maps and can process data from Azure Maps for mapping purposes. In 2021, Azure Maps partnered with AccuWeather to make climatic data available via its APIs, making weather data along all parts of calculated routes available for mobility and logistics purposes. Microsoft has partnered with Esri, the developer of ArcGIS, and there is cross-compatibility between Azure and ArcGIS so that data from Azure Maps can be integrated into ArcGIS and vice versa. Azure Maps partnered with Moovit in 2019, a startup providing software that interfaces with public transport data. Moovit's database on global public transit networks, including information on which stations and facilities are wheelchair accessible, was linked to Azure Maps. This service was noted for its use increasing accessibility to public transport for the visually impaired by means of voice activated route planning assistance. NORAD has used some Azure Maps functions for their NORAD Tracks Santa website during Christmas holidays. == Components == === REST APIs === Various APIs cover the major functionalities across Azure Maps: Data registry API Geolocation API Render API Route API Search API Spatial API Time zone API Traffic API Weather API === SDKs === Azure Maps SDKs uses MapLibre-style specifications and open source MapLibre GL-based libraries as a rendering engine. The Web SDK is used for developing web apps with maps and location-based data and functionality. It includes a map control module as well as modules with drawing tools. It also supports Azure Maps Creator and various spatial data formats. The platform also includes a set of REST SDKs for developers integrating Azure Maps REST APIs into Python, C#, Java or JavaScript applications. Azure Maps also includes Android and iOS SDKs used for developing applications for Android and Apple devices. === Azure Maps Creator === Azure Maps Creator is a tool for generating custom maps for locations like large office complexes, construction sites, or university campuses. These maps can then be integrated into applications and used with other Azure Maps functions for purposes such as wayfinding and maintenance and security in building automation contexts. === Azure Maps Visual for Power BI === Azure Maps is integrated with Microsoft Power BI, a graphical tool for producing data visualizations. Since July 2020, Power BI can be used in conjunction with Azure Maps for developing map-based data visualizations. This functionality entered general availability in May 2023.
International Conference on Language Resources and Evaluation
The International Conference on Language Resources and Evaluation is an international conference organised by the ELRA Language Resources Association every other year (on even years) with the support of institutions and organisations involved in Natural language processing. The series of LREC conferences was launched in Granada in 1998. == History of conferences == The survey of the LREC conferences over the period 1998-2013 was presented during the 2014 conference in Reykjavik as a closing session. It appears that the number of papers and signatures is increasing over time. The average number of authors per paper is higher as well. The percentage of new authors is between 68% and 78%. The distribution between male (65%) and female (35%) authors is stable over time. The most frequent technical term is "annotation", then comes "part-of-speech". == The LRE Map == The LRE Map was introduced at LREC 2010 and is now a regular feature of the LREC submission process for both the conference papers and the workshop papers. At the submission stage, the authors are asked to provide some basic information about all the resources (in a broad sense, i.e. including tools, standards and evaluation packages), either used or created, described in their papers. All these descriptors are then gathered in a global matrix called the LRE Map. This feature has been extended to several other conferences.
General Problem Solver
General Problem Solver (GPS) is a computer program created in 1957 by Herbert A. Simon, J. C. Shaw, and Allen Newell (RAND Corporation) intended to work as a universal problem solver machine. In contrast to the former Logic Theorist project, the GPS works with means–ends analysis. == Overview == Any problem that can be expressed as a set of well-formed formulas (WFFs) or Horn clauses, and that constitutes a directed graph with one or more sources (that is, hypotheses) and sinks (that is, desired conclusions), can be solved, in principle, by GPS. Proofs in the predicate logic and Euclidean geometry problem spaces are prime examples of the domain of applicability of GPS. It was based on Simon and Newell's theoretical work on logic machines. GPS was the first computer program that separated its knowledge of problems (rules represented as input data) from its strategy of how to solve problems (a generic solver engine). GPS was implemented in the third-order programming language, IPL. While GPS solved simple problems such as the Towers of Hanoi that could be sufficiently formalized, it could not solve any real-world problems because the search was easily lost in the combinatorial explosion. Put another way, the number of "walks" through the inferential digraph became computationally untenable. (In practice, even a straightforward state space search such as the Towers of Hanoi can become computationally infeasible, albeit judicious prunings of the state space can be achieved by such elementary AI techniques as A and IDA). The user defined objects and operations that could be done on the objects, and GPS generated heuristics by means–ends analysis in order to solve problems. It focused on the available operations, finding what inputs were acceptable and what outputs were generated. It then created subgoals to get closer and closer to the goal. The GPS paradigm eventually evolved into the Soar architecture for artificial intelligence.
SERVQUAL
SERVQUAL is a research tool that measures customer perception of service quality by comparing what customers expect from a service to their assessment of the service actually delivered. The instrument was developed in the United States in the mid-1980s by researchers A. Parasuraman, Valarie Zeithaml, and Leonard L. Berry, and is designed for use in after-service evaluation processes. It assesses service quality across five dimensions: reliability, assurance, tangibles, empathy, and responsiveness. SERVQUAL has been applied in sectors including healthcare, banking, education, and libraries. == Overview == The SERVQUAL questionnaire consists of matched pairs of items, 22 expectation items and 22 perception items, organized into five dimensions that correspond to the consumer's mental framework for evaluating service quality. Each item is part of a pair: one question asks what excellent organizations in a given industry should offer (expectation), and the other asks how the specific organization being evaluated performs (perception). == The model of service quality == The model of service quality, referred to as the gaps model, was developed by Parasuraman, Zeithaml, and Berry during a systematic research program conducted in the 1980s. The model identifies five gaps that may cause customers to experience poor service quality. In this framework, gap 5 is the service quality gap, which represents the difference between customer expectations and their perceptions of the service. This is the only gap that can be directly measured, and the SERVQUAL instrument was designed specifically to capture it. Gaps 1 through 4 have diagnostic value and point to probable causes of service failures. == Development of the instrument == Development of the model of service quality began in 1983 and, after iterative refinements, led to the publication of the SERVQUAL instrument in 1988. The research team conducted in-depth interviews and focus groups in four service sectors: retail banking, credit card services, securities brokerage, and product repair and maintenance. The questionnaire was tested across multiple samples to verify its reliability, validity, and factor structure. == Adaptations and variants == SERVQUAL has been adapted for specific industries and contexts. Well‑known derivatives include: LibQUAL+ – a library service quality survey developed by the Association of Research Libraries. EDUQUAL – an instrument tailored for the evaluation of service quality in educational institutions. HEALTHQUAL – adapted for measuring patient perceptions of healthcare service quality. ARTSQUAL – used to evaluate visitor perceptions of quality in museums and performing arts venues. == Criticisms == Researchers have raised several concerns about SERVQUAL. Critics argue that the instrument's definition of expectations is ambiguous and that it does not adequately account for the dynamic nature of customer expectations over time. Other scholars question whether the five‑dimension structure is universally applicable across all service contexts, and whether a generic instrument can capture the unique attributes of specific industries without modification.
TD-Gammon
TD-Gammon is a computer backgammon program developed in the 1990s by Gerald Tesauro at IBM's Thomas J. Watson Research Center. Its name comes from the fact that it is an artificial neural net trained by a form of temporal-difference learning, specifically TD-Lambda. It explored strategies that humans had not pursued and led to advances in the theory of correct backgammon play. In 1993, TD-Gammon (version 2.1) was trained with 1.5 million games of self-play, and achieved a level of play just slightly below that of the top human backgammon players of the time. In 1998, during a 100-game series, it was defeated by the world champion by a mere margin of 8 points. Its unconventional assessment of some opening strategies had been accepted and adopted by expert players. TD-gammon is commonly cited as an early success of reinforcement learning and neural networks, and was cited in, for example, papers for deep Q-learning and AlphaGo. == Algorithm for play and learning == During play, TD-Gammon examines on each turn all possible legal moves and all their possible responses (lookahead search), feeds each resulting board position into its evaluation function, and chooses the move that leads to the board position that got the highest score. In this respect, TD-Gammon is no different than almost any other computer board-game program. TD-Gammon's innovation was in how it learned its evaluation function. TD-Gammon's learning algorithm consists of updating the weights in its neural net after each turn to reduce the difference between its evaluation of previous turns' board positions and its evaluation of the present turn's board position—hence "temporal-difference learning". The score of any board position is a set of four numbers reflecting the program's estimate of the likelihood of each possible game result: White wins normally, Black wins normally, White wins a gammon, Black wins a gammon. For the final board position of the game, the algorithm compares with the actual result of the game rather than its own evaluation of the board position. The core of TD-gammon is a neural network with 3 layers. The input layer has two types of neurons. One type codes for the board position. They are non-negative integers ranging from 0 to 15, indicating the number of White or Black checkers at each board location. There are 99 input neurons for each, totaling 198 neurons. Another type codes for hand-crafted features previously used in Neurogammon. These features encoded standard concepts used by human experts, such as "advanced anchor," "blockade strength," "home board strength" and the probability of a "blot" (single checker) being hit. The hidden layer contains hidden neurons. Later versions had more of these. The output layer contains 4 neurons, representing the network's estimate of the probability ("equity") that the current board would lead to. The 4 neurons code for: White normal win, White gammon win, Black normal win, Black gammon win. Backgammon win is so rare that Tesauro opted to not represent it. After each turn, the learning algorithm updates each weight in the neural net according to the following rule: w t + 1 − w t = α ( Y t + 1 − Y t ) ∑ k = 1 t λ t − k ∇ w Y k {\displaystyle w_{t+1}-w_{t}=\alpha (Y_{t+1}-Y_{t})\sum _{k=1}^{t}\lambda ^{t-k}\nabla _{w}Y_{k}} where: It was found that picking small λ {\displaystyle \lambda } offered performance roughly equally good, and large λ {\displaystyle \lambda } degraded performance. Because of this, after 1992, TD-Gammon was trained with λ = 0 {\displaystyle \lambda =0} , degenerating into standard TD-learning. This saved compute by a factor of 2. == Development history == Version 1.0 used simple 1-ply search: every next move is scored by the neural net, and the highest-scoring move is selected. Versions 2.0 and 2.1 used 2-ply search: Make a 1-ply analysis to remove unlikely moves ("forward pruning"). Make a 2-play minimax analysis for only the likely moves. Pick the best move, probability-weighted by each of the opponent's 21 possible dice rolls (weighting non-doubles twice as much as doubles). Versions 3.0 and 3.1 used 3-ply search, using 21 2 = 441 {\displaystyle 21^{2}=441} possible dice rolls instead of 21. The last version, 3.1, was trained specifically for an exhibition match against Malcolm Davis at the 1998 AAAI Hall of Champions. It lost at -8 points, mainly due to one blunder, where TD-Gammon opted to double and got gammoned at -32 points. == Experiments and stages of training == Unlike previous neural-net backgammon programs such as Neurogammon (also written by Tesauro), where an expert trained the program by supplying the "correct" evaluation of each position, TD-Gammon was at first programmed "knowledge-free". In early experimentation, using only a raw board encoding with no human-designed features, TD-Gammon reached a level of play comparable to Neurogammon: that of an intermediate-level human backgammon player. Even though TD-Gammon discovered insightful features on its own, Tesauro wondered if its play could be improved by using hand-designed features like Neurogammon's. Indeed, the self-training TD-Gammon with expert-designed features soon surpassed all previous computer backgammon programs. It stopped improving after about 1,500,000 games (self-play) using a three-layered neural network, with 198 input units encoding expert-designed features, 80 hidden units, and one output unit representing predicted probability of winning. == Advances in backgammon theory == TD-Gammon's exclusive training through self-play (rather than imitation learning) enabled it to explore strategies that humans previously had not considered or had ruled out erroneously. Its success with unorthodox strategies had a significant impact on the backgammon community. Late 1991, Bill Robertie, Paul Magriel, and Malcolm Davis, were invited to play against TD-Gammon (version 1.0). A total of 51 games were played, with TD-Gammon losing at -0.25 ppg. Robertie found TD-Gammon to be at the level of a competent advanced player, and better than any previous backgammon program. Robertie subsequently wrote about the use of TD-Gammon for backgammon study. For example, on the opening play, the conventional wisdom was that given a roll of 2-1, 4-1, or 5-1, White should move a single checker from point 6 to point 5. Known as "slotting", this technique trades the risk of a hit for the opportunity to develop an aggressive position. TD-Gammon found that the more conservative play of splitting 24-23 was superior. Tournament players began experimenting with TD-Gammon's move, and found success. Within a few years, slotting had disappeared from tournament play, replaced by splitting, though in 2006 it made a reappearance for 2-1. Backgammon expert Kit Woolsey found that TD-Gammon's positional judgement, especially its weighing of risk against safety, was superior to his own or any human's. TD-Gammon's excellent positional play was undercut by occasional poor endgame play. The endgame requires a more analytical approach, sometimes with extensive lookahead. TD-Gammon's limitation to two-ply lookahead put a ceiling on what it could achieve in this part of the game. TD-Gammon's strengths and weaknesses were the opposite of symbolic artificial intelligence programs and most computer software in general: it was good at matters that require an intuitive "feel" but bad at systematic analysis. It is also poor at doubling strategies. This is likely due to the fact that the neural network is trained without the doubling cube, with the doubling added by feeding the neural network's cubeless equity estimates into theoretically-based heuristic formulae. This was particularly the case in the 1998 exhibition match, where it played 100 games against Malcolm Davis. A single doubling blunder lost the match. TD-gammon was never commercialized or released to the public in some other form, but it inspired commercial backgammon programs based on neural networks, such as JellyFish (1994) and Snowie (1998).
Exploration–exploitation dilemma
The exploration–exploitation dilemma, also known as the explore–exploit tradeoff, is a fundamental concept in decision-making that arises in many domains. It is depicted as the balancing act between two opposing strategies. Exploitation involves choosing the best option based on current knowledge of the system (which may be incomplete or misleading), while exploration involves trying out new options that may lead to better outcomes in the future at the expense of an exploitation opportunity. Finding the optimal balance between these two strategies is a crucial challenge in many decision-making problems whose goal is to maximize long-term benefits. == Application in machine learning == In the context of machine learning, the exploration–exploitation tradeoff is fundamental in reinforcement learning (RL), a type of machine learning that involves training agents to make decisions based on feedback from the environment. Crucially, this feedback may be incomplete or delayed. The agent must decide whether to exploit the current best-known policy or explore new policies to improve its performance. === Multi-armed bandit methods === The multi-armed bandit (MAB) problem was a classic example of the tradeoff, and many methods were developed for it, such as epsilon-greedy, Thompson sampling, and the upper confidence bound (UCB). See the page on MAB for details. In more complex RL situations than the MAB problem, the agent can treat each choice as a MAB, where the payoff is the expected future reward. For example, if the agent performs an epsilon-greedy method, then the agent will often "pull the best lever" by picking the action that had the best predicted expected reward (exploit). However, it would pick a random action with probability epsilon (explore). Monte Carlo tree search, for example, uses a variant of the UCB method. === Exploration problems === There are some problems that make exploration difficult. Sparse reward. If rewards occur only once a long while, then the agent might not persist in exploring. Furthermore, if the space of actions is large, then the sparse reward would mean the agent would not be guided by the reward to find a good direction for deeper exploration. A standard example is Montezuma's Revenge. Deceptive reward. If some early actions give immediate small reward, but other actions give later large reward, then the agent might be lured away from exploring the other actions. Noisy TV problem. If certain observations are irreducibly noisy (such as a television showing random images), then the agent might be trapped exploring those observations (watching the television). === Exploration reward === This section based on. The exploration reward (also called exploration bonus) methods convert the exploration-exploitation dilemma into a balance of exploitations. That is, instead of trying to get the agent to balance exploration and exploitation, exploration is simply treated as another form of exploitation, and the agent simply attempts to maximize the sum of rewards from exploration and exploitation. The exploration reward can be treated as a form of intrinsic reward. We write these as r t i , r t e {\displaystyle r_{t}^{i},r_{t}^{e}} , meaning the intrinsic and extrinsic rewards at time step t {\displaystyle t} . However, exploration reward is different from exploitation in two regards: The reward of exploitation is not freely chosen, but given by the environment, but the reward of exploration may be picked freely. Indeed, there are many different ways to design r t i {\displaystyle r_{t}^{i}} described below. The reward of exploitation is usually stationary (i.e. the same action in the same state gives the same reward), but the reward of exploration is non-stationary (i.e. the same action in the same state should give less and less reward). Count-based exploration uses N n ( s ) {\displaystyle N_{n}(s)} , the number of visits to a state s {\displaystyle s} during the time-steps 1 : n {\displaystyle 1:n} , to calculate the exploration reward. This is only possible in small and discrete state space. Density-based exploration extends count-based exploration by using a density model ρ n ( s ) {\displaystyle \rho _{n}(s)} . The idea is that, if a state has been visited, then nearby states are also partly-visited. In maximum entropy exploration, the entropy of the agent's policy π {\displaystyle \pi } is included as a term in the intrinsic reward. That is, r t i = − ∑ a π ( a | s t ) ln π ( a | s t ) + ⋯ {\displaystyle r_{t}^{i}=-\sum _{a}\pi (a|s_{t})\ln \pi (a|s_{t})+\cdots } . === Prediction-based === This section based on. The forward dynamics model is a function for predicting the next state based on the current state and the current action: f : ( s t , a t ) ↦ s t + 1 {\displaystyle f:(s_{t},a_{t})\mapsto s_{t+1}} . The forward dynamics model is trained as the agent plays. The model becomes better at predicting state transition for state-action pairs that had been done many times. A forward dynamics model can define an exploration reward by r t i = ‖ f ( s t , a t ) − s t + 1 ‖ 2 2 {\displaystyle r_{t}^{i}=\|f(s_{t},a_{t})-s_{t+1}\|_{2}^{2}} . That is, the reward is the squared-error of the prediction compared to reality. This rewards the agent to perform state-action pairs that had not been done many times. This is however susceptible to the noisy TV problem. Dynamics model can be run in latent space. That is, r t i = ‖ f ( s t , a t ) − ϕ ( s t + 1 ) ‖ 2 2 {\displaystyle r_{t}^{i}=\|f(s_{t},a_{t})-\phi (s_{t+1})\|_{2}^{2}} for some featurizer ϕ {\displaystyle \phi } . The featurizer can be the identity function (i.e. ϕ ( x ) = x {\displaystyle \phi (x)=x} ), randomly generated, the encoder-half of a variational autoencoder, etc. A good featurizer improves forward dynamics exploration. The Intrinsic Curiosity Module (ICM) method trains simultaneously a forward dynamics model and a featurizer. The featurizer is trained by an inverse dynamics model, which is a function for predicting the current action based on the features of the current and the next state: g : ( ϕ ( s t ) , ϕ ( s t + 1 ) ) ↦ a t {\displaystyle g:(\phi (s_{t}),\phi (s_{t+1}))\mapsto a_{t}} . By optimizing the inverse dynamics, both the inverse dynamics model and the featurizer are improved. Then, the improved featurizer improves the forward dynamics model, which improves the exploration of the agent. Random Network Distillation (RND) method attempts to solve this problem by teacher–student distillation. Instead of a forward dynamics model, it has two models f , f ′ {\displaystyle f,f'} . The f ′ {\displaystyle f'} teacher model is fixed, and the f {\displaystyle f} student model is trained to minimize ‖ f ( s ) − f ′ ( s ) ‖ 2 2 {\displaystyle \|f(s)-f'(s)\|_{2}^{2}} on states s {\displaystyle s} . As a state is visited more and more, the student network becomes better at predicting the teacher. Meanwhile, the prediction error is also an exploration reward for the agent, and so the agent learns to perform actions that result in higher prediction error. Thus, we have a student network attempting to minimize the prediction error, while the agent attempting to maximize it, resulting in exploration. The states are normalized by subtracting a running average and dividing a running variance, which is necessary since the teacher model is frozen. The rewards are normalized by dividing with a running variance. Exploration by disagreement trains an ensemble of forward dynamics models, each on a random subset of all ( s t , a t , s t + 1 ) {\displaystyle (s_{t},a_{t},s_{t+1})} tuples. The exploration reward is the variance of the models' predictions. === Noise === For neural network–based agents, the NoisyNet method changes some of its neural network modules by noisy versions. That is, some network parameters are random variables from a probability distribution. The parameters of the distribution are themselves learnable. For example, in a linear layer y = W x + b {\displaystyle y=Wx+b} , both W , b {\displaystyle W,b} are sampled from Gaussian distributions N ( μ W , Σ W ) , N ( μ b , Σ b ) {\displaystyle {\mathcal {N}}(\mu _{W},\Sigma _{W}),{\mathcal {N}}(\mu _{b},\Sigma _{b})} at every step, and the parameters μ W , Σ W , μ b , Σ b {\displaystyle \mu _{W},\Sigma _{W},\mu _{b},\Sigma _{b}} are learned via the reparameterization trick.
Pax Silica
Pax Silica is a United States-led international initiative focused on strengthening and coordinating "trusted" supply chains for advanced technologies—especially semiconductors, artificial intelligence (AI) infrastructure, critical minerals, advanced manufacturing, logistics, and associated energy and data infrastructure. The initiative is coordinated by the US Department of State and was launched in December 2025 alongside the signing of the non-binding Pax Silica Declaration by an initial group of partner countries. The initiative describes itself as a "positive-sum" partnership intended to reduce "coercive dependencies" and improve resilience across the full technology stack, from mineral extraction and processing through chip manufacturing and computing infrastructure. US officials described Pax Silica as a framework for coordinating flagship projects and policy alignment across partner countries, including supply-chain mapping, investment and co-investment initiatives, and protection of critical infrastructure and sensitive technologies. Reuters reported discussions of projects linked to trade and logistics routes and an industrial park initiative in Israel. Gulf countries, such as the UAE and Qatar, are betting on attracting AI companies with cheap energy. Moreover, the UAE's potential to invest in Pax Silica's activities has been noted as a fundamental asset for the initiative. In early 2026, the U.S. announced plans to contribute $250M toward an investmest consortium that's intended to strengthen energy and critical mineral supply chains. == Launch and background == During the 2020s, governments increasingly treated supply-chain resilience in semiconductors, critical minerals, and AI-related computing infrastructure as a national-security priority, amid export controls, industrial policy measures, and geopolitical competition over the technologies underpinning advanced manufacturing and AI. Pax Silica was presented by US officials as an economic-security framework aimed at aligning policies and investment among "trusted partners" that host major technology firms and key industrial capacity. Pacific Forum's analyst Akhil Ramesh, writing for the National Interest magazine, described the initiative as understanding that: "economic security today is inseparable from control over energy, critical minerals, high-end manufacturing, and advanced models." On December 11, 2025, the US Department of State announced the inaugural Pax Silica Summit and a planned signing of the Pax Silica Declaration, describing Pax Silica as the Department's flagship effort on AI and supply-chain security. The initial summit was held in Washington, D.C. on December 12, 2025. The State Department fact sheet described cooperation areas including connectivity and data infrastructure, compute and semiconductors, advanced manufacturing, logistics, mineral refining and processing, and energy. == Membership == Pax Silica participation has been discussed in terms of (1) countries that have signed the declaration and (2) countries invited to summit discussions or publicly reported as prospective signatories but which had not (as of mid-January 2026) signed the declaration. === Countries that signed the Pax Silica Declaration === Seven countries signed the declaration at the December 12, 2025, summit in Washington, D.C.: Australia Israel Japan South Korea Singapore United Kingdom United States Some countries who attended the initial conversations did not immediately sign, while additional countries were invited to join after the discussions concluded. The following are the later signatory countries on the declaration: Greece Netherlands (joined December 17, 2025; "non-signing partner") Qatar (joined January 13, 2026) United Arab Emirates (joined January 14, 2026) India (joined February 20, 2026) Sweden (signed March 17, 2026) Finland (signed April 16, 2026) Philippines (signed April 17, 2026) Norway (signed May 6, 2026) === Countries invited / participating, but not yet signed === At launch, US materials and contemporaneous reporting described additional invited participants and observers, including: Canada – observer/participant in related discussions, per US briefing materials; not listed among signatories. Taiwan – participated in summit sessions according to a State Department briefing; not listed among signatories. The Organisation for Economic Co-operation and Development (OECD) and European Union were also noted by US officials as present in an observer capacity, but are not countries.