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      Generative artificial intelligence empowers educational reform: current status, issues, and prospects

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      Frontiers in Education
      Frontiers Media SA

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          Abstract

          The emergence of Chat GPT has once again sparked a wave of information revolution in generative artificial intelligence. This article provides a detailed overview of the development and technical support of generative artificial intelligence. It conducts an in-depth analysis of the current application of generative artificial intelligence in the field of education, and identifies problems in four aspects: opacity and unexplainability, data privacy and security, personalization and fairness, and effectiveness and reliability. Corresponding solutions are proposed, such as developing explainable and fair algorithms, upgrading encryption technology, and formulating relevant laws and regulations to protect data, as well as improving the quality and quantity of datasets. The article also looks ahead to the future development trends of generative artificial intelligence in education from four perspectives: personalized education, intelligent teaching, collaborative education, and virtual teaching. The aim of the study is to provide important reference value for research and practice in this field.

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          Mastering the game of Go with deep neural networks and tree search.

          The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses 'value networks' to evaluate board positions and 'policy networks' to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of state-of-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away.
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            Explanation in artificial intelligence: Insights from the social sciences

            Tim Miller (2019)
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              A Style-Based Generator Architecture for Generative Adversarial Networks

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                Author and article information

                Journal
                Frontiers in Education
                Front. Educ.
                Frontiers Media SA
                2504-284X
                June 1 2023
                June 1 2023
                : 8
                Article
                10.3389/feduc.2023.1183162
                dfac4e6e-83b5-4b9b-a666-6b70e3247886
                © 2023

                Free to read

                https://creativecommons.org/licenses/by/4.0/

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