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[SOURCE: https://en.wikipedia.org/wiki/World_(disambiguation)] | [TOKENS: 72]
Contents World (disambiguation) The world is a common name for the whole of human civilization, specifically human experience, history, or the human condition in general, worldwide, i.e. anywhere on Earth. World, worlds or the world may also refer to: Astronomy Places Businesses and companies Periodicals Gaming Literature Film, television and radio Music Other See also
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[SOURCE: https://en.wikipedia.org/wiki/Memtransistor] | [TOKENS: 353]
Contents Memtransistor The memtransistor (a blend word from Memory Transfer Resistor) is an experimental multi-terminal passive electronic component that might be used in the construction of artificial neural networks. It is a combination of the memristor and transistor technology. This technology is different from the 1T-1R approach since the devices are merged into one single entity. Multiple memristors can be embedded with a single transistor, enabling it to more accurately model a neuron with its multiple synaptic connections. A neural network produced from these would provide hardware-based artificial intelligence with a good foundation. Applications These types of devices would allow for a synapse model that could realise a learning rule, by which the synaptic efficacy is altered by voltages applied to the terminals of the device. An example of such a learning rule is spike-timing-dependant-plasticty by which the weight of the synapse, in this case the conductivity, could be modulated based on the timing of pre and post synaptic spikes arriving at each terminal. The advantage of this approach over two terminal memristive devices is that read and write protocols have the possibility to occur simultaneously and distinctly. Implementations Researchers at Northwestern University have fabricated a seven-terminal device fabricated on molybdenum disulfide (MoS2). One terminal controls the current between the other six. It has been shown that the I_D / V_D characteristics of the transistor can be modified even after fabrication. Subsequently, designs which would originally require multiple (selectable) transistors can be implemented with a single configurable transistor. References This electronics-related article is a stub. You can help Wikipedia by adding missing information. This artificial neural network-related article is a stub. You can help Wikipedia by adding missing information.
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[SOURCE: https://en.wikipedia.org/wiki/File:Hubble_ultra_deep_field.jpg] | [TOKENS: 211]
File:Hubble ultra deep field.jpg If you have an image of similar quality that can be published under a suitable copyright license, be sure to upload it, tag it, and nominate it. Summary The material was created for NASA by Space Telescope Science Institute under Contract NAS5-26555, or for ESA by the Hubble European Space Agency Information Centre. Copyright statement at hubblesite.org or 2008 copyright statement at spacetelescope.org. File history Click on a date/time to view the file as it appeared at that time. File usage More than 100 pages use this file. The following list shows the first 100 pages that use this file only. A full list is available. View more links to this file. Global file usage The following other wikis use this file: View more global usage of this file. Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file.
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#Modification] | [TOKENS: 12858]
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#Minecraft_for_Windows] | [TOKENS: 12858]
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/State%E2%80%93action%E2%80%93reward%E2%80%93state%E2%80%93action] | [TOKENS: 705]
Contents State–action–reward–state–action State–action–reward–state–action (SARSA) is an algorithm for learning a Markov decision process policy, used in the reinforcement learning area of machine learning. It was proposed by Rummery and Niranjan in a technical note with the name "Modified Connectionist Q-Learning" (MCQ-L). The alternative name SARSA, proposed by Rich Sutton, was only mentioned as a footnote. This name reflects the fact that the main function for updating the Q-value depends on the current state of the agent "S1", the action the agent chooses "A1", the reward "R2" the agent gets for choosing this action, the state "S2" that the agent enters after taking that action, and finally the next action "A2" the agent chooses in its new state. The acronym for the quintuple (St, At, Rt+1, St+1, At+1) is SARSA. Some authors use a slightly different convention and write the quintuple (St, At, Rt, St+1, At+1), depending on which time step the reward is formally assigned. The rest of the article uses the former convention. Algorithm A SARSA agent interacts with the environment and updates the policy based on actions taken, hence this is known as an on-policy learning algorithm. The Q value for a state-action is updated by an error, adjusted by the learning rate α. Q values represent the possible reward received in the next time step for taking action a in state s, plus the discounted future reward received from the next state-action observation. Watkin's Q-learning updates an estimate of the optimal state-action value function Q ∗ {\displaystyle Q^{*}} based on the maximum reward of available actions. While SARSA learns the Q values associated with taking the policy it follows itself, Watkin's Q-learning learns the Q values associated with taking the optimal policy while following an exploration/exploitation policy. Some optimizations of Watkin's Q-learning may be applied to SARSA. Hyperparameters The learning rate determines to what extent newly acquired information overrides old information. A factor of 0 will make the agent not learn anything, while a factor of 1 would make the agent consider only the most recent information. The discount factor determines the importance of future rewards. A discount factor of 0 makes the agent "opportunistic", or "myopic", e.g., by only considering current rewards, while a factor approaching 1 will make it strive for a long-term high reward. If the discount factor meets or exceeds 1, the Q {\displaystyle Q} values may diverge. Since SARSA is an iterative algorithm, it implicitly assumes an initial condition before the first update occurs. A high (infinite) initial value, also known as "optimistic initial conditions", can encourage exploration: no matter what action takes place, the update rule causes it to have higher values than the other alternative, thus increasing their choice probability. In 2013 it was suggested that the first reward r {\displaystyle r} could be used to reset the initial conditions. According to this idea, the first time an action is taken the reward is used to set the value of Q {\displaystyle Q} . This allows immediate learning in case of fixed deterministic rewards. This resetting-of-initial-conditions (RIC) approach seems to be consistent with human behavior in repeated binary choice experiments. See also References
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[SOURCE: https://en.wikipedia.org/wiki/Policy_gradient_method] | [TOKENS: 10952]
Contents Policy gradient method Policy gradient methods are a class of reinforcement learning algorithms. Policy gradient methods are a sub-class of policy optimization methods. Unlike value-based methods which learn a value function to derive a policy, policy optimization methods directly learn a policy function π {\displaystyle \pi } that selects actions without consulting a value function. For policy gradient to apply, the policy function π θ {\displaystyle \pi _{\theta }} is parameterized by a differentiable parameter θ {\displaystyle \theta } . Overview In policy-based RL, the actor is a parameterized policy function π θ {\displaystyle \pi _{\theta }} , where θ {\displaystyle \theta } are the parameters of the actor. The actor takes as argument the state of the environment s {\displaystyle s} and produces a probability distribution π θ ( ⋅ ∣ s ) {\displaystyle \pi _{\theta }(\cdot \mid s)} . If the action space is discrete, then ∑ a π θ ( a ∣ s ) = 1 {\displaystyle \sum _{a}\pi _{\theta }(a\mid s)=1} . If the action space is continuous, then ∫ a π θ ( a ∣ s ) d a = 1 {\displaystyle \int _{a}\pi _{\theta }(a\mid s)\mathrm {d} a=1} . The goal of policy optimization is to find some θ {\displaystyle \theta } that maximizes the expected episodic reward J ( θ ) {\displaystyle J(\theta )} : J ( θ ) = E π θ [ ∑ t ∈ 0 : T γ t R t | S 0 = s 0 ] {\displaystyle J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t\in 0:T}\gamma ^{t}R_{t}{\Big |}S_{0}=s_{0}\right]} where γ {\displaystyle \gamma } is the discount factor, R t {\displaystyle R_{t}} is the reward at step t {\displaystyle t} , s 0 {\displaystyle s_{0}} is the starting state, and T {\displaystyle T} is the time-horizon (which can be infinite). The policy gradient is defined as ∇ θ J ( θ ) {\displaystyle \nabla _{\theta }J(\theta )} . Different policy gradient methods stochastically estimate the policy gradient in different ways. The goal of any policy gradient method is to iteratively maximize J ( θ ) {\displaystyle J(\theta )} by gradient ascent. Since the key part of any policy gradient method is the stochastic estimation of the policy gradient, they are also studied under the title of "Monte Carlo gradient estimation". REINFORCE The REINFORCE algorithm, introduced by Ronald J. Williams in 1992, was the first policy gradient method. It is based on the identity for the policy gradient ∇ θ J ( θ ) = E π θ [ ∑ t ∈ 0 : T ∇ θ ln ⁡ π θ ( A t ∣ S t ) ∑ t ∈ 0 : T ( γ t R t ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t\in 0:T}\nabla _{\theta }\ln \pi _{\theta }(A_{t}\mid S_{t})\;\sum _{t\in 0:T}(\gamma ^{t}R_{t}){\Big |}S_{0}=s_{0}\right]} which can be improved via the "causality trick" ∇ θ J ( θ ) = E π θ [ ∑ t ∈ 0 : T ∇ θ ln ⁡ π θ ( A t ∣ S t ) ∑ τ ∈ t : T ( γ τ R τ ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t\in 0:T}\nabla _{\theta }\ln \pi _{\theta }(A_{t}\mid S_{t})\sum _{\tau \in t:T}(\gamma ^{\tau }R_{\tau }){\Big |}S_{0}=s_{0}\right]} Lemma—The expectation of the score function is zero, conditional on any present or past state. That is, for any 0 ≤ i ≤ j ≤ T {\displaystyle 0\leq i\leq j\leq T} and any state s i {\displaystyle s_{i}} , we have E π θ [ ∇ θ ln ⁡ π θ ( A j | S j ) | S i = s i ] = 0. {\displaystyle \mathbb {E} _{\pi _{\theta }}[\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j})|S_{i}=s_{i}]=0.} Further, if Ψ i {\textstyle \Psi _{i}} is a random variable that is independent of A i , S i + 1 , A i + 1 , … {\textstyle A_{i},S_{i+1},A_{i+1},\dots } , then E π θ [ ∇ θ ln ⁡ π θ ( A j | S j ) ⋅ Ψ i | S i = s i ] = 0. {\displaystyle \mathbb {E} _{\pi _{\theta }}[\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j})\cdot \Psi _{i}|S_{i}=s_{i}]=0.} Use the reparameterization trick. E π θ [ ∇ θ ln ⁡ π θ ( A j | S j ) | S i = s i ] = ∑ s P r ( S j = s | S i = s i ) ∑ a π θ ( a | s ) ∇ θ ln ⁡ π θ ( a | s ) = ∑ s P r ( S j = s | S i = s i ) ∑ a π θ ( a | s ) ∇ θ π θ ( a | s ) π θ ( a | s ) = ∑ s P r ( S j = s | S i = s i ) ∑ a ∇ θ π θ ( a | s ) = ∑ s P r ( S j = s | S i = s i ) ∇ θ ∑ a π θ ( a | s ) {\displaystyle {\begin{aligned}\mathbb {E} _{\pi _{\theta }}[\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j})|S_{i}=s_{i}]&=\sum _{s}Pr(S_{j}=s|S_{i}=s_{i})\sum _{a}\pi _{\theta }(a|s)\nabla _{\theta }\ln \pi _{\theta }(a|s)\\&=\sum _{s}Pr(S_{j}=s|S_{i}=s_{i})\sum _{a}\pi _{\theta }(a|s){\frac {\nabla _{\theta }\pi _{\theta }(a|s)}{\pi _{\theta }(a|s)}}\\&=\sum _{s}Pr(S_{j}=s|S_{i}=s_{i})\sum _{a}\nabla _{\theta }\pi _{\theta }(a|s)\\&=\sum _{s}Pr(S_{j}=s|S_{i}=s_{i})\nabla _{\theta }\sum _{a}\pi _{\theta }(a|s)\end{aligned}}} Since the policy π θ ( a | s ) {\displaystyle \pi _{\theta }(a|s)} is a probability distribution over actions for a given state, ∑ a π θ ( a | s ) = 1 {\textstyle \sum _{a}\pi _{\theta }(a|s)=1} . E π θ [ ∇ θ ln ⁡ π θ ( A | S ) ] = ∑ s P r ( S j = s | S i = s i ) ∇ θ ( 1 ) = ∑ s P r ( S j = s | S i = s i ) 0 = 0 {\displaystyle {\begin{aligned}\mathbb {E} _{\pi _{\theta }}[\nabla _{\theta }\ln \pi _{\theta }(A|S)]&=\sum _{s}Pr(S_{j}=s|S_{i}=s_{i})\nabla _{\theta }(1)\\&=\sum _{s}Pr(S_{j}=s|S_{i}=s_{i})0\\&=0\end{aligned}}} By the tower law and the previous lemma. E π θ [ Ψ i ∇ θ ln ⁡ π θ ( A j | S j ) | S i = s i ] = E π θ [ E π θ [ Ψ i ∇ θ ln ⁡ π θ ( A j | S j ) | S j ] | S i = s i ] = E π θ [ Ψ i E π θ [ ∇ θ ln ⁡ π θ ( A j | S j ) | S j ] | S i = s i ] = E π θ [ Ψ i 0 | S i = s i ] = 0 {\displaystyle {\begin{aligned}\mathbb {E} _{\pi _{\theta }}\left[\Psi _{i}\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j}){\Big |}S_{i}=s_{i}\right]&=\mathbb {E} _{\pi _{\theta }}\left[\mathbb {E} _{\pi _{\theta }}[\Psi _{i}\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j})|S_{j}]{\Big |}S_{i}=s_{i}\right]\\&=\mathbb {E} _{\pi _{\theta }}\left[\Psi _{i}\mathbb {E} _{\pi _{\theta }}[\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j})|S_{j}]{\Big |}S_{i}=s_{i}\right]\\&=\mathbb {E} _{\pi _{\theta }}\left[\Psi _{i}0{\Big |}S_{i}=s_{i}\right]\\&=0\end{aligned}}} Applying the reparameterization trick, ∇ θ J ( θ ) = ∇ θ E π θ [ ∑ i ∈ 0 : T γ i R i | S 0 = s 0 ] = E π θ [ ( ∑ i ∈ 0 : T γ i R i ) ∇ θ ln ⁡ ( π θ ( A 0 , A 1 , … , A T | S 0 , S 1 , … , S T ) ) | S 0 = s 0 ] = E π θ [ ( ∑ i ∈ 0 : T γ i R i ) ∑ j ∈ 0 : T ∇ θ ln ⁡ ( π θ ( A j | S j ) ) | S 0 = s 0 ] = E π θ [ ∑ i , j ∈ 0 : T ( γ i R i ) ∇ θ ln ⁡ π θ ( A j | S j ) | S 0 = s 0 ] {\displaystyle {\begin{aligned}\nabla _{\theta }J(\theta )&=\nabla _{\theta }\mathbb {E} _{\pi _{\theta }}\left[\sum _{i\in 0:T}\gamma ^{i}R_{i}{\Big |}S_{0}=s_{0}\right]\\&=\mathbb {E} _{\pi _{\theta }}\left[\left(\sum _{i\in 0:T}\gamma ^{i}R_{i}\right)\nabla _{\theta }\ln(\pi _{\theta }(A_{0},A_{1},\dots ,A_{T}|S_{0},S_{1},\dots ,S_{T})){\Big |}S_{0}=s_{0}\right]\\&=\mathbb {E} _{\pi _{\theta }}\left[\left(\sum _{i\in 0:T}\gamma ^{i}R_{i}\right)\sum _{j\in 0:T}\nabla _{\theta }\ln(\pi _{\theta }(A_{j}|S_{j})){\Big |}S_{0}=s_{0}\right]\\&=\mathbb {E} _{\pi _{\theta }}\left[\sum _{i,j\in 0:T}(\gamma ^{i}R_{i})\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j}){\Big |}S_{0}=s_{0}\right]\end{aligned}}} which is the first equation. By the lemma, E π θ [ ( γ i R i ) ∇ θ ln ⁡ π θ ( A j | S j ) | S 0 = s 0 ] = 0 {\displaystyle \mathbb {E} _{\pi _{\theta }}\left[(\gamma ^{i}R_{i})\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j}){\Big |}S_{0}=s_{0}\right]=0} for any 0 ≤ i < j ≤ T {\textstyle 0\leq i<j\leq T} . Plugging this into the previous formula, we zero out a whole triangle of terms, to get ∇ θ J ( θ ) = E π θ [ ∑ 0 ≤ j ≤ i ≤ T ( γ i R i ) ∇ θ ln ⁡ π θ ( A j | S j ) | S 0 = s 0 ] = E π θ [ ∑ j ∈ 0 : T ∇ θ ln ⁡ π θ ( A j | S j ) ∑ i ∈ j : T ( γ i R i ) | S 0 = s 0 ] {\displaystyle {\begin{aligned}\nabla _{\theta }J(\theta )&=\mathbb {E} _{\pi _{\theta }}\left[\sum _{0\leq j\leq i\leq T}(\gamma ^{i}R_{i})\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j}){\Big |}S_{0}=s_{0}\right]\\&=\mathbb {E} _{\pi _{\theta }}\left[\sum _{j\in 0:T}\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j})\sum _{i\in j:T}(\gamma ^{i}R_{i}){\Big |}S_{0}=s_{0}\right]\end{aligned}}} which is the second equation. Thus, we have an unbiased estimator of the policy gradient: ∇ θ J ( θ ) ≈ 1 N ∑ n = 1 N [ ∑ t ∈ 0 : T ∇ θ ln ⁡ π θ ( A t , n ∣ S t , n ) ∑ τ ∈ t : T ( γ τ − t R τ , n ) ] {\displaystyle \nabla _{\theta }J(\theta )\approx {\frac {1}{N}}\sum _{n=1}^{N}\left[\sum _{t\in 0:T}\nabla _{\theta }\ln \pi _{\theta }(A_{t,n}\mid S_{t,n})\sum _{\tau \in t:T}(\gamma ^{\tau -t}R_{\tau ,n})\right]} where the index n {\displaystyle n} ranges over N {\displaystyle N} rollout trajectories using the policy π θ {\displaystyle \pi _{\theta }} . The score function ∇ θ ln ⁡ π θ ( A t ∣ S t ) {\displaystyle \nabla _{\theta }\ln \pi _{\theta }(A_{t}\mid S_{t})} can be interpreted as the direction in the parameter space that increases the probability of taking action A t {\displaystyle A_{t}} in state S t {\displaystyle S_{t}} . The policy gradient, then, is a weighted average of all possible directions to increase the probability of taking any action in any state, but weighted by reward signals, so that if taking a certain action in a certain state is associated with high reward, then that direction would be highly reinforced, and vice versa. The REINFORCE algorithm is a loop: Here, α i {\displaystyle \alpha _{i}} is the learning rate at update step i {\displaystyle i} . Variance reduction REINFORCE is an on-policy algorithm, meaning that the trajectories used for the update must be sampled from the current policy π θ {\displaystyle \pi _{\theta }} . This can lead to high variance in the updates, as the returns R ( τ ) {\displaystyle R(\tau )} can vary significantly between trajectories. Many variants of REINFORCE have been introduced, under the title of variance reduction. A common way for reducing variance is the REINFORCE with baseline algorithm, based on the following identity: ∇ θ J ( θ ) = E π θ [ ∑ t ∈ 0 : T ∇ θ ln ⁡ π θ ( A t | S t ) ( ∑ τ ∈ t : T ( γ τ R τ ) − b ( S t ) ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t\in 0:T}\nabla _{\theta }\ln \pi _{\theta }(A_{t}|S_{t})\left(\sum _{\tau \in t:T}(\gamma ^{\tau }R_{\tau })-b(S_{t})\right){\Big |}S_{0}=s_{0}\right]} for any function b : States → R {\displaystyle b:{\text{States}}\to \mathbb {R} } . This can be proven by applying the previous lemma. The algorithm uses the modified gradient estimator g i ← 1 N ∑ n = 1 N [ ∑ t ∈ 0 : T ∇ θ t ln ⁡ π θ ( A t , n | S t , n ) ( ∑ τ ∈ t : T ( γ τ R τ , n ) − b i ( S t , n ) ) ] {\displaystyle g_{i}\leftarrow {\frac {1}{N}}\sum _{n=1}^{N}\left[\sum _{t\in 0:T}\nabla _{\theta _{t}}\ln \pi _{\theta }(A_{t,n}|S_{t,n})\left(\sum _{\tau \in t:T}(\gamma ^{\tau }R_{\tau ,n})-b_{i}(S_{t,n})\right)\right]} and the original REINFORCE algorithm is the special case where b i ≡ 0 {\displaystyle b_{i}\equiv 0} . If b i {\textstyle b_{i}} is chosen well, such that b i ( S t ) ≈ ∑ τ ∈ t : T ( γ τ R τ ) = γ t V π θ i ( S t ) {\textstyle b_{i}(S_{t})\approx \sum _{\tau \in t:T}(\gamma ^{\tau }R_{\tau })=\gamma ^{t}V^{\pi _{\theta _{i}}}(S_{t})} , this could significantly decrease variance in the gradient estimation. That is, the baseline should be as close to the value function V π θ i ( S t ) {\displaystyle V^{\pi _{\theta _{i}}}(S_{t})} as possible, approaching the ideal of: ∇ θ J ( θ ) = E π θ [ ∑ t ∈ 0 : T ∇ θ ln ⁡ π θ ( A t | S t ) ( ∑ τ ∈ t : T ( γ τ R τ ) − γ t V π θ ( S t ) ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t\in 0:T}\nabla _{\theta }\ln \pi _{\theta }(A_{t}|S_{t})\left(\sum _{\tau \in t:T}(\gamma ^{\tau }R_{\tau })-\gamma ^{t}V^{\pi _{\theta }}(S_{t})\right){\Big |}S_{0}=s_{0}\right]} Note that, as the policy π θ t {\displaystyle \pi _{\theta _{t}}} updates, the value function V π θ i ( S t ) {\displaystyle V^{\pi _{\theta _{i}}}(S_{t})} updates as well, so the baseline should also be updated. One common approach is to train a separate function that estimates the value function, and use that as the baseline. This is one of the actor-critic methods, where the policy function is the actor and the value function is the critic. The Q-function Q π {\displaystyle Q^{\pi }} can also be used as the critic, since ∇ θ J ( θ ) = E π θ [ ∑ 0 ≤ t ≤ T γ t ∇ θ ln ⁡ π θ ( A t | S t ) ⋅ Q π θ ( S t , A t ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=E_{\pi _{\theta }}\left[\sum _{0\leq t\leq T}\gamma ^{t}\nabla _{\theta }\ln \pi _{\theta }(A_{t}|S_{t})\cdot Q^{\pi _{\theta }}(S_{t},A_{t}){\Big |}S_{0}=s_{0}\right]} by a similar argument using the tower law. Subtracting the value function as a baseline, we find that the advantage function A π ( S , A ) = Q π ( S , A ) − V π ( S ) {\displaystyle A^{\pi }(S,A)=Q^{\pi }(S,A)-V^{\pi }(S)} can be used as the critic as well: ∇ θ J ( θ ) = E π θ [ ∑ 0 ≤ t ≤ T γ t ∇ θ ln ⁡ π θ ( A t | S t ) ⋅ A π θ ( S t , A t ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=E_{\pi _{\theta }}\left[\sum _{0\leq t\leq T}\gamma ^{t}\nabla _{\theta }\ln \pi _{\theta }(A_{t}|S_{t})\cdot A^{\pi _{\theta }}(S_{t},A_{t}){\Big |}S_{0}=s_{0}\right]} In summary, there are many unbiased estimators for ∇ θ J θ {\textstyle \nabla _{\theta }J_{\theta }} , all in the form of: ∇ θ J ( θ ) = E π θ [ ∑ 0 ≤ t ≤ T ∇ θ ln ⁡ π θ ( A t | S t ) ⋅ Ψ t | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=E_{\pi _{\theta }}\left[\sum _{0\leq t\leq T}\nabla _{\theta }\ln \pi _{\theta }(A_{t}|S_{t})\cdot \Psi _{t}{\Big |}S_{0}=s_{0}\right]} where Ψ t {\textstyle \Psi _{t}} is any linear sum of the following terms: Some more possible Ψ t {\textstyle \Psi _{t}} are as follows, with very similar proofs. Natural policy gradient The natural policy gradient method is a variant of the policy gradient method, proposed by Sham Kakade in 2001. Unlike standard policy gradient methods, which depend on the choice of parameters θ {\displaystyle \theta } (making updates coordinate-dependent), the natural policy gradient aims to provide a coordinate-free update, which is geometrically "natural". Standard policy gradient updates θ i + 1 = θ i + α ∇ θ J ( θ i ) {\displaystyle \theta _{i+1}=\theta _{i}+\alpha \nabla _{\theta }J(\theta _{i})} solve a constrained optimization problem: { max θ i + 1 J ( θ i ) + ( θ i + 1 − θ i ) T ∇ θ J ( θ i ) ‖ θ i + 1 − θ i ‖ ≤ α ⋅ ‖ ∇ θ J ( θ i ) ‖ {\displaystyle {\begin{cases}\max _{\theta _{i+1}}J(\theta _{i})+(\theta _{i+1}-\theta _{i})^{T}\nabla _{\theta }J(\theta _{i})\\\|\theta _{i+1}-\theta _{i}\|\leq \alpha \cdot \|\nabla _{\theta }J(\theta _{i})\|\end{cases}}} While the objective (linearized improvement) is geometrically meaningful, the Euclidean constraint ‖ θ i + 1 − θ i ‖ {\displaystyle \|\theta _{i+1}-\theta _{i}\|} introduces coordinate dependence. To address this, the natural policy gradient replaces the Euclidean constraint with a Kullback–Leibler divergence (KL) constraint: { max θ i + 1 J ( θ i ) + ( θ i + 1 − θ i ) T ∇ θ J ( θ i ) D ¯ K L ( π θ i + 1 ‖ π θ i ) ≤ ϵ {\displaystyle {\begin{cases}\max _{\theta _{i+1}}J(\theta _{i})+(\theta _{i+1}-\theta _{i})^{T}\nabla _{\theta }J(\theta _{i})\\{\bar {D}}_{KL}(\pi _{\theta _{i+1}}\|\pi _{\theta _{i}})\leq \epsilon \end{cases}}} where the KL divergence between two policies is averaged over the state distribution under policy π θ i {\displaystyle \pi _{\theta _{i}}} . That is, D ¯ K L ( π θ i + 1 ‖ π θ i ) := E s ∼ π θ i [ D K L ( π θ i + 1 ( ⋅ | s ) ‖ π θ i ( ⋅ | s ) ) ] {\displaystyle {\bar {D}}_{KL}(\pi _{\theta _{i+1}}\|\pi _{\theta _{i}}):=\mathbb {E} _{s\sim \pi _{\theta _{i}}}[D_{KL}(\pi _{\theta _{i+1}}(\cdot |s)\|\pi _{\theta _{i}}(\cdot |s))]} This ensures updates are invariant to invertible affine parameter transformations. For small ϵ {\displaystyle \epsilon } , the KL divergence is approximated by the Fisher information metric: D ¯ K L ( π θ i + 1 ‖ π θ i ) ≈ 1 2 ( θ i + 1 − θ i ) T F ( θ i ) ( θ i + 1 − θ i ) {\displaystyle {\bar {D}}_{KL}(\pi _{\theta _{i+1}}\|\pi _{\theta _{i}})\approx {\frac {1}{2}}(\theta _{i+1}-\theta _{i})^{T}F(\theta _{i})(\theta _{i+1}-\theta _{i})} where F ( θ ) {\displaystyle F(\theta )} is the Fisher information matrix of the policy, defined as: F ( θ ) = E s , a ∼ π θ [ ∇ θ ln ⁡ π θ ( a | s ) ( ∇ θ ln ⁡ π θ ( a | s ) ) T ] {\displaystyle F(\theta )=\mathbb {E} _{s,a\sim \pi _{\theta }}\left[\nabla _{\theta }\ln \pi _{\theta }(a|s)\left(\nabla _{\theta }\ln \pi _{\theta }(a|s)\right)^{T}\right]} This transforms the problem into a problem in quadratic programming, yielding the natural policy gradient update: θ i + 1 = θ i + α F ( θ i ) − 1 ∇ θ J ( θ i ) {\displaystyle \theta _{i+1}=\theta _{i}+\alpha F(\theta _{i})^{-1}\nabla _{\theta }J(\theta _{i})} The step size α {\displaystyle \alpha } is typically adjusted to maintain the KL constraint, with α ≈ 2 ϵ ( ∇ θ J ( θ i ) ) T F ( θ i ) − 1 ∇ θ J ( θ i ) {\textstyle \alpha \approx {\sqrt {\frac {2\epsilon }{(\nabla _{\theta }J(\theta _{i}))^{T}F(\theta _{i})^{-1}\nabla _{\theta }J(\theta _{i})}}}} . Inverting F ( θ ) {\displaystyle F(\theta )} is computationally intensive, especially for high-dimensional parameters (e.g., neural networks). Practical implementations often use approximations. Trust Region Policy Optimization (TRPO) Trust Region Policy Optimization (TRPO) is a policy gradient method that extends the natural policy gradient approach by enforcing a trust region constraint on policy updates. Developed by Schulman et al. in 2015, TRPO improves upon the natural policy gradient method. The natural gradient descent is theoretically optimal, if the objective is truly a quadratic function, but this is only an approximation. TRPO's line search and KL constraint attempts to restrict the solution to within a "trust region" in which this approximation does not break down. This makes TRPO more robust in practice. Like natural policy gradient, TRPO iteratively updates the policy parameters θ {\displaystyle \theta } by solving a constrained optimization problem specified coordinate-free: { max θ L ( θ , θ i ) D ¯ K L ( π θ ‖ π θ i ) ≤ ϵ {\displaystyle {\begin{cases}\max _{\theta }L(\theta ,\theta _{i})\\{\bar {D}}_{KL}(\pi _{\theta }\|\pi _{\theta _{i}})\leq \epsilon \end{cases}}} where Note that in general, other surrogate advantages are possible: L ( θ , θ i ) = E s , a ∼ π θ i [ π θ ( a | s ) π θ i ( a | s ) Ψ π θ i ( s , a ) ] {\displaystyle L(\theta ,\theta _{i})=\mathbb {E} _{s,a\sim \pi _{\theta _{i}}}\left[{\frac {\pi _{\theta }(a|s)}{\pi _{\theta _{i}}(a|s)}}\Psi ^{\pi _{\theta _{i}}}(s,a)\right]} where Ψ {\displaystyle \Psi } is any linear sum of the previously mentioned type. Indeed, OpenAI recommended using the Generalized Advantage Estimate, instead of the plain advantage A π θ {\displaystyle A^{\pi _{\theta }}} . The surrogate advantage L ( θ , θ t ) {\displaystyle L(\theta ,\theta _{t})} is designed to align with the policy gradient ∇ θ J ( θ ) {\displaystyle \nabla _{\theta }J(\theta )} . Specifically, when θ = θ t {\displaystyle \theta =\theta _{t}} , ∇ θ L ( θ , θ t ) {\displaystyle \nabla _{\theta }L(\theta ,\theta _{t})} equals the policy gradient derived from the advantage function: ∇ θ J ( θ ) = E ( s , a ) ∼ π θ [ ∇ θ ln ⁡ π θ ( a | s ) ⋅ A π θ ( s , a ) ] = ∇ θ L ( θ , θ t ) {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{(s,a)\sim \pi _{\theta }}\left[\nabla _{\theta }\ln \pi _{\theta }(a|s)\cdot A^{\pi _{\theta }}(s,a)\right]=\nabla _{\theta }L(\theta ,\theta _{t})} However, when θ ≠ θ i {\displaystyle \theta \neq \theta _{i}} , this is not necessarily true. Thus it is a "surrogate" of the real objective. As with natural policy gradient, for small policy updates, TRPO approximates the surrogate advantage and KL divergence using Taylor expansions around θ t {\displaystyle \theta _{t}} : L ( θ , θ i ) ≈ g T ( θ − θ i ) , D ¯ KL ( π θ ‖ π θ i ) ≈ 1 2 ( θ − θ i ) T H ( θ − θ i ) , {\displaystyle {\begin{aligned}L(\theta ,\theta _{i})&\approx g^{T}(\theta -\theta _{i}),\\{\bar {D}}_{\text{KL}}(\pi _{\theta }\|\pi _{\theta _{i}})&\approx {\frac {1}{2}}(\theta -\theta _{i})^{T}H(\theta -\theta _{i}),\end{aligned}}} where: This reduces the problem to a quadratic optimization, yielding the natural policy gradient update: θ i + 1 = θ i + 2 ϵ g T F − 1 g F − 1 g . {\displaystyle \theta _{i+1}=\theta _{i}+{\sqrt {\frac {2\epsilon }{g^{T}F^{-1}g}}}F^{-1}g.} So far, this is essentially the same as natural gradient method. However, TRPO improves upon it by two modifications: Proximal Policy Optimization (PPO) A further improvement is proximal policy optimization (PPO), which avoids even computing F ( θ ) {\displaystyle F(\theta )} and F ( θ ) − 1 {\displaystyle F(\theta )^{-1}} via a first-order approximation using clipped probability ratios. Specifically, instead of maximizing the surrogate advantage max θ L ( θ , θ t ) = E s , a ∼ π θ t [ π θ ( a | s ) π θ t ( a | s ) A π θ t ( s , a ) ] {\displaystyle \max _{\theta }L(\theta ,\theta _{t})=\mathbb {E} _{s,a\sim \pi _{\theta _{t}}}\left[{\frac {\pi _{\theta }(a|s)}{\pi _{\theta _{t}}(a|s)}}A^{\pi _{\theta _{t}}}(s,a)\right]} under a KL divergence constraint, it directly inserts the constraint into the surrogate advantage: max θ E s , a ∼ π θ t [ { min ( π θ ( a | s ) π θ t ( a | s ) , 1 + ϵ ) A π θ t ( s , a ) if A π θ t ( s , a ) > 0 max ( π θ ( a | s ) π θ t ( a | s ) , 1 − ϵ ) A π θ t ( s , a ) if A π θ t ( s , a ) < 0 ] {\displaystyle \max _{\theta }\mathbb {E} _{s,a\sim \pi _{\theta _{t}}}\left[{\begin{cases}\min \left({\frac {\pi _{\theta }(a|s)}{\pi _{\theta _{t}}(a|s)}},1+\epsilon \right)A^{\pi _{\theta _{t}}}(s,a)&{\text{ if }}A^{\pi _{\theta _{t}}}(s,a)>0\\\max \left({\frac {\pi _{\theta }(a|s)}{\pi _{\theta _{t}}(a|s)}},1-\epsilon \right)A^{\pi _{\theta _{t}}}(s,a)&{\text{ if }}A^{\pi _{\theta _{t}}}(s,a)<0\end{cases}}\right]} and PPO maximizes the surrogate advantage by stochastic gradient descent, as usual. In words, gradient-ascending the new surrogate advantage function means that, at some state s , a {\displaystyle s,a} , if the advantage is positive: A π θ t ( s , a ) > 0 {\displaystyle A^{\pi _{\theta _{t}}}(s,a)>0} , then the gradient should direct θ {\displaystyle \theta } towards the direction that increases the probability of performing action a {\displaystyle a} under the state s {\displaystyle s} . However, as soon as θ {\displaystyle \theta } has changed so much that π θ ( a | s ) ≥ ( 1 + ϵ ) π θ t ( a | s ) {\displaystyle \pi _{\theta }(a|s)\geq (1+\epsilon )\pi _{\theta _{t}}(a|s)} , then the gradient should stop pointing it in that direction. And similarly if A π θ t ( s , a ) < 0 {\displaystyle A^{\pi _{\theta _{t}}}(s,a)<0} . Thus, PPO avoids pushing the parameter update too hard, and avoids changing the policy too much. To be more precise, to update θ t {\displaystyle \theta _{t}} to θ t + 1 {\displaystyle \theta _{t+1}} requires multiple update steps on the same batch of data. It would initialize θ = θ t {\displaystyle \theta =\theta _{t}} , then repeatedly apply gradient descent (such as the Adam optimizer) to update θ {\displaystyle \theta } until the surrogate advantage has stabilized. It would then assign θ t + 1 {\displaystyle \theta _{t+1}} to θ {\displaystyle \theta } , and do it again. During this inner-loop, the first update to θ {\displaystyle \theta } would not hit the 1 − ϵ , 1 + ϵ {\displaystyle 1-\epsilon ,1+\epsilon } bounds, but as θ {\displaystyle \theta } is updated further and further away from θ t {\displaystyle \theta _{t}} , it eventually starts hitting the bounds. For each such bound hit, the corresponding gradient becomes zero, and thus PPO avoid updating θ {\displaystyle \theta } too far away from θ t {\displaystyle \theta _{t}} . This is important, because the surrogate loss assumes that the state-action pair s , a {\displaystyle s,a} is sampled from what the agent would see if the agent runs the policy π θ t {\displaystyle \pi _{\theta _{t}}} , but policy gradient should be on-policy. So, as θ {\displaystyle \theta } changes, the surrogate loss becomes more and more off-policy. This is why keeping θ {\displaystyle \theta } proximal to θ t {\displaystyle \theta _{t}} is necessary. If there is a reference policy π ref {\displaystyle \pi _{\text{ref}}} that the trained policy should not diverge too far from, then additional KL divergence penalty can be added: − β E s , a ∼ π θ t [ log ⁡ ( π θ ( a | s ) π ref ( a | s ) ) ] {\displaystyle -\beta \mathbb {E} _{s,a\sim \pi _{\theta _{t}}}\left[\log \left({\frac {\pi _{\theta }(a|s)}{\pi _{\text{ref}}(a|s)}}\right)\right]} where β {\displaystyle \beta } adjusts the strength of the penalty. This has been used in training reasoning language models with reinforcement learning from human feedback. The KL divergence penalty term can be estimated with lower variance using the equivalent form (see f-divergence for details): − β E s , a ∼ π θ t [ log ⁡ ( π θ ( a | s ) π ref ( a | s ) ) + π ref ( a | s ) π θ ( a | s ) − 1 ] {\displaystyle -\beta \mathbb {E} _{s,a\sim \pi _{\theta _{t}}}\left[\log \left({\frac {\pi _{\theta }(a|s)}{\pi _{\text{ref}}(a|s)}}\right)+{\frac {\pi _{\text{ref}}(a|s)}{\pi _{\theta }(a|s)}}-1\right]} The Group Relative Policy Optimization (GRPO) is a minor variant of PPO that omits the value function estimator V {\displaystyle V} . Instead, for each state s {\displaystyle s} , it samples multiple actions a 1 , … , a G {\displaystyle a_{1},\dots ,a_{G}} from the policy π θ t {\displaystyle \pi _{\theta _{t}}} , then calculate the group-relative advantage A π θ t ( s , a j ) = r ( s , a j ) − μ σ {\displaystyle A^{\pi _{\theta _{t}}}(s,a_{j})={\frac {r(s,a_{j})-\mu }{\sigma }}} where μ , σ {\displaystyle \mu ,\sigma } are the mean and standard deviation of r ( s , a 1 ) , … , r ( s , a G ) {\displaystyle r(s,a_{1}),\dots ,r(s,a_{G})} . That is, it is the standard score of the rewards. Then, it maximizes the PPO objective, averaged over all actions: max θ 1 G ∑ i = 1 G E ( s , a 1 , … , a G ) ∼ π θ t [ { min ( π θ ( a i | s ) π θ t ( a i | s ) , 1 + ϵ ) A π θ t ( s , a i ) if A π θ t ( s , a i ) > 0 max ( π θ ( a i | s ) π θ t ( a i | s ) , 1 − ϵ ) A π θ t ( s , a i ) if A π θ t ( s , a i ) < 0 ] {\displaystyle \max _{\theta }{\frac {1}{G}}\sum _{i=1}^{G}\mathbb {E} _{(s,a_{1},\dots ,a_{G})\sim \pi _{\theta _{t}}}\left[{\begin{cases}\min \left({\frac {\pi _{\theta }(a_{i}|s)}{\pi _{\theta _{t}}(a_{i}|s)}},1+\epsilon \right)A^{\pi _{\theta _{t}}}(s,a_{i})&{\text{ if }}A^{\pi _{\theta _{t}}}(s,a_{i})>0\\\max \left({\frac {\pi _{\theta }(a_{i}|s)}{\pi _{\theta _{t}}(a_{i}|s)}},1-\epsilon \right)A^{\pi _{\theta _{t}}}(s,a_{i})&{\text{ if }}A^{\pi _{\theta _{t}}}(s,a_{i})<0\end{cases}}\right]} Intuitively, each policy update step in GRPO makes the policy more likely to respond to each state with an action that performed relatively better than other actions tried at that state, and less likely to respond with one that performed relatively worse. As before, the KL penalty term can be applied to encourage the trained policy to stay close to a reference policy. GRPO was first proposed in the context of training reasoning language models by researchers at DeepSeek. Policy Optimization and the Mirror Descent perspective (MDPO) Methods like TRPO, PPO and natural policy gradient share a common idea - while the policy should be updated in the direction of the policy gradient, the update should be done in a safe and stable manner, typically measured by some distance with respect to the policy before the update. A similar notion of update stability is found in proximal convex optimization techniques like Mirror Descent. There, x {\textstyle \mathbf {x} } , the proposed minimizer of f {\textstyle f} in some constraint set C {\textstyle {\mathcal {C}}} , is iteratively updated in the direction of the gradient ∇ f {\textstyle \nabla f} , with a proximity penalty with respect to the current x t {\textstyle \mathbf {x} _{t}} measured by some Bregman divergence B ω {\textstyle B_{\omega }} , which can formalized by the following formula: x t + 1 ∈ arg ⁡ min x ∈ C ∇ f ( x t ) T ( x − x t ) + 1 η t B ω ( x , x t ) , {\displaystyle \mathbf {x} _{t+1}\in \arg \min _{\mathbf {x} \in {\mathcal {C}}}\nabla f(\mathbf {x} _{t})^{T}(\mathbf {x} -\mathbf {x} _{t})+{\frac {1}{\eta _{t}}}B_{\omega }(x,x_{t}),} where η t {\textstyle \eta _{t}} controls the proximity between consecutive iterates, similar to the learning rate in gradient descent. This leads to reconsidering the policy update procedure as an optimization procedure aimed at finding an optimal policy, in the (non-convex) optimization landscape of the underlying Markov decision process (MDP). This optimization viewpoint of using the policy gradient is termed Mirror Descent Policy Optimization (MDPO), leading to the following update when the KL is the chosen Bregman divergence: π t + 1 ∈ arg ⁡ max π E s , a ∼ π [ A π t ( s , a ) ] + 1 η t D K L ( π | | π t ) {\displaystyle \pi _{t+1}\in \arg \max _{\pi }\mathbb {E} _{s,a\sim \pi }\left[A^{\pi _{t}}(s,a)\right]+{\frac {1}{\eta _{t}}}D_{KL}(\pi ||\pi _{t})} With a parameterized policy π θ {\textstyle \pi _{\theta }} , the MDPO loss becomes: max θ L ( θ , θ t ) = E s , a ∼ π θ t [ π θ ( a | s ) π θ t ( a | s ) A π θ t ( s , a ) ] + 1 η t D K L ( π θ | | π θ t ) {\displaystyle \max _{\theta }L(\theta ,\theta _{t})=\mathbb {E} _{s,a\sim \pi _{\theta _{t}}}\left[{\frac {\pi _{\theta }(a|s)}{\pi _{\theta _{t}}(a|s)}}A^{\pi _{\theta _{t}}}(s,a)\right]+{\frac {1}{\eta _{t}}}D_{KL}(\pi _{\theta }||\pi _{\theta _{t}})} This objective can be used together with other common techniques like the clipping done in PPO. In fact, the KL divergence penalty also appears in the original PPO paper, suggesting the MDPO perspective as a theoretical unification of the main derivation concepts behind many concurrent policy gradient techniques. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#Java_Edition] | [TOKENS: 12858]
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Q-learning] | [TOKENS: 2971]
Contents Q-learning Q-learning is a reinforcement learning algorithm that trains an agent to assign values to its possible actions based on its current state, without requiring a model of the environment (model-free). It can handle problems with stochastic transitions and rewards without requiring adaptations. For example, in a grid maze, an agent learns to reach an exit worth 10 points. At a junction, Q-learning might assign a higher value to moving right than left if right gets to the exit faster, improving this choice by trying both directions over time. For any finite Markov decision process, Q-learning finds an optimal policy in the sense of maximizing the expected value of the total reward over any and all successive steps, starting from the current state. Q-learning can identify an optimal action-selection policy for any given finite Markov decision process, given infinite exploration time and a partly random policy. "Q" refers to the function that the algorithm computes: the expected reward—that is, the quality—of an action taken in a given state. Reinforcement learning Reinforcement learning involves an agent, a set of states S {\displaystyle {\mathcal {S}}} , and a set A {\displaystyle {\mathcal {A}}} of actions per state. By performing an action a ∈ A {\displaystyle a\in {\mathcal {A}}} , the agent transitions from state to state. Executing an action in a specific state provides the agent with a reward (a numerical score). The goal of the agent is to maximize its total reward. It does this by adding the maximum reward attainable from future states to the reward for achieving its current state, effectively influencing the current action by the potential future reward. This potential reward is a weighted sum of expected values of the rewards of all future steps starting from the current state. As an example, consider the process of boarding a train, in which the reward is measured by the negative of the total time spent boarding (alternatively, the cost of boarding the train is equal to the boarding time). One strategy is to enter the train door as soon as they open, minimizing the initial wait time for yourself. If the train is crowded, however, then you will have a slow entry after the initial action of entering the door as people are fighting you to depart the train as you attempt to board. The total boarding time, or cost, is then: On the next day, by random chance (exploration), you decide to wait and let other people depart first. This initially results in a longer wait time. However, less time is spent fighting the departing passengers. Overall, this path has a higher reward than that of the previous day, since the total boarding time is now: Through exploration, despite the initial (patient) action resulting in a larger cost (or negative reward) than in the forceful strategy, the overall cost is lower, thus revealing a more rewarding strategy. Algorithm After Δ t {\displaystyle \Delta t} steps into the future the agent will decide some next step. The weight for this step is calculated as γ Δ t {\displaystyle \gamma ^{\Delta t}} , where γ {\displaystyle \gamma } (the discount factor) is a number between 0 and 1 ( 0 ≤ γ ≤ 1 {\displaystyle 0\leq \gamma \leq 1} ). Assuming γ < 1 {\displaystyle \gamma <1} , it has the effect of valuing rewards received earlier higher than those received later (reflecting the value of a "good start"). γ {\displaystyle \gamma } may also be interpreted as the probability to succeed (or survive) at every step Δ t {\displaystyle \Delta t} . The algorithm, therefore, has a function that calculates the quality of a state–action combination: Before learning begins, ⁠ Q {\displaystyle Q} ⁠ is initialized to a possibly arbitrary fixed value (chosen by the programmer). Then, at each time t {\displaystyle t} the agent selects an action A t {\displaystyle A_{t}} , observes a reward R t + 1 {\displaystyle R_{t+1}} , enters a new state S t + 1 {\displaystyle S_{t+1}} (that may depend on both the previous state S t {\displaystyle S_{t}} and the selected action), and Q {\displaystyle Q} is updated. The core of the algorithm is a Bellman equation as a simple value iteration update, using the weighted average of the current value and the new information: where R t + 1 {\displaystyle R_{t+1}} is the reward received when moving from the state S t {\displaystyle S_{t}} to the state S t + 1 {\displaystyle S_{t+1}} , and α {\displaystyle \alpha } is the learning rate ( 0 < α ≤ 1 ) {\displaystyle (0<\alpha \leq 1)} . Note that Q n e w ( S t , A t ) {\displaystyle Q^{new}(S_{t},A_{t})} is the sum of three terms: An episode of the algorithm ends when state S t + 1 {\displaystyle S_{t+1}} is a final or terminal state. However, Q-learning can also learn in non-episodic tasks (as a result of the property of convergent infinite series). If the discount factor is lower than 1, the action values are finite even if the problem can contain infinite loops or paths. For all final states s f {\displaystyle s_{f}} , Q ( s f , a ) {\displaystyle Q(s_{f},a)} is never updated, but is set to the reward value r {\displaystyle r} observed for state s f {\displaystyle s_{f}} . In most cases, Q ( s f , a ) {\displaystyle Q(s_{f},a)} can be taken to equal zero. Influence of variables The learning rate or step size determines to what extent newly acquired information overrides old information. A factor of 0 makes the agent learn nothing (exclusively exploiting prior knowledge), while a factor of 1 makes the agent consider only the most recent information (ignoring prior knowledge to explore possibilities). In fully deterministic environments, a learning rate of α t = 1 {\displaystyle \alpha _{t}=1} is optimal. When the problem is stochastic, the algorithm converges under some technical conditions on the learning rate that require it to decrease to zero. In practice, often a constant learning rate is used, such as α t = 0.1 {\displaystyle \alpha _{t}=0.1} for all t {\displaystyle t} . The discount factor ⁠ γ {\displaystyle \gamma } ⁠ determines the importance of future rewards. A factor of 0 will make the agent "myopic" (or short-sighted) by only considering current rewards, i.e. r t {\displaystyle r_{t}} (in the update rule above), while a factor approaching 1 will make it strive for a long-term high reward. If the discount factor meets or exceeds 1, the action values may diverge. For ⁠ γ = 1 {\displaystyle \gamma =1} ⁠, without a terminal state, or if the agent never reaches one, all environment histories become infinitely long, and utilities with additive, undiscounted rewards generally become infinite. Even with a discount factor only slightly lower than 1, Q-function learning leads to propagation of errors and instabilities when the value function is approximated with an artificial neural network. In that case, starting with a lower discount factor and increasing it towards its final value accelerates learning. Since Q-learning is an iterative algorithm, it implicitly assumes an initial condition before the first update occurs. High initial values, also known as "optimistic initial conditions", can encourage exploration: no matter what action is selected, the update rule will cause it to have lower values than the other alternative, thus increasing their choice probability. The first reward r {\displaystyle r} can be used to reset the initial conditions. According to this idea, the first time an action is taken the reward is used to set the value of Q {\displaystyle Q} . This allows immediate learning in case of fixed deterministic rewards. A model that incorporates reset of initial conditions (RIC) is expected to predict participants' behavior better than a model that assumes any arbitrary initial condition (AIC). RIC seems to be consistent with human behaviour in repeated binary choice experiments. Implementation Q-learning at its simplest stores data in tables. This approach falters with increasing numbers of states/actions since the likelihood of the agent visiting a particular state and performing a particular action is increasingly small. Q-learning can be combined with function approximation. This makes it possible to apply the algorithm to larger problems, even when the state space is continuous. One solution is to use an (adapted) artificial neural network as a function approximator. Another possibility is to integrate Fuzzy Rule Interpolation (FRI) and use sparse fuzzy rule-bases instead of discrete Q-tables or ANNs, which has the advantage of being a human-readable knowledge representation form. Function approximation may speed up learning in finite problems, due to the fact that the algorithm can generalize earlier experiences to previously unseen states. Another technique to decrease the state/action space quantizes possible values. Consider the example of learning to balance a stick on a finger. To describe a state at a certain point in time involves the position of the finger in space, its velocity, the angle of the stick and the angular velocity of the stick. This yields a four-element vector that describes one state, i.e. a snapshot of one state encoded into four values. The problem is that infinitely many possible states are present. To shrink the possible space of valid actions multiple values can be assigned to a bucket. The exact distance of the finger from its starting position (-Infinity to Infinity) is not known, but rather whether it is far away or not (Near, Far). History Q-learning was introduced by Chris Watkins in 1989. A convergence proof was presented by Watkins and Peter Dayan in 1992, building on Watkins' doctoral dissertation, Learning from Delayed Rewards. Eight years earlier in 1981, the same problem, under the name of "Delayed reinforcement learning," was solved by Bozinovski's Crossbar Adaptive Array (CAA). The memory matrix W = ‖ w ( a , s ) ‖ {\displaystyle W=\|w(a,s)\|} was the same as the eight years later Q-table of Q-learning. The architecture introduced the term "state evaluation" in reinforcement learning. The crossbar learning algorithm, written in mathematical pseudocode in the paper, in each iteration performs the following computation: The term "secondary reinforcement" is borrowed from animal learning theory, to model state values via backpropagation: the state value ⁠ v ( s ′ ) {\displaystyle v(s')} ⁠ of the consequence situation is backpropagated to the previously encountered situations. CAA computes state values vertically and actions horizontally (the "crossbar"). Demonstration graphs showing delayed reinforcement learning contained states (desirable, undesirable, and neutral states), which were computed by the state evaluation function. This learning system was a forerunner of the Q-learning algorithm. In 2014, Google DeepMind patented an application of Q-learning to deep learning, entitled "deep reinforcement learning" or "deep Q-learning," that can play Atari 2600 games at expert human levels. Variants The DeepMind system used a deep convolutional neural network, with layers of tiled convolutional filters to mimic the effects of receptive fields. Reinforcement learning is unstable or divergent when a nonlinear function approximator such as a neural network is used to represent Q. This instability comes from the correlations present in the sequence of observations, the fact that small updates to Q may significantly change the policy of the agent and the data distribution, and the correlations between Q and the target values. The method can be used for stochastic search in various domains and applications. The technique used experience replay, a biologically inspired mechanism that uses a random sample of prior actions instead of the most recent action to proceed. This removes correlations in the observation sequence and smooths changes in the data distribution. Iterative updates adjust Q towards target values that are only periodically updated, further reducing correlations with the target. Because the future maximum approximated action value in Q-learning is evaluated using the same Q function as in current action selection policy, in noisy environments Q-learning can sometimes overestimate the action values, slowing the learning. A variant called Double Q-learning was proposed to correct this. Double Q-learning is an off-policy reinforcement learning algorithm, where a different policy is used for value evaluation than what is used to select the next action. In practice, two separate value functions Q A {\displaystyle Q^{A}} and Q B {\displaystyle Q^{B}} are trained in a mutually symmetric fashion using separate experiences. The double Q-learning update step is then as follows: Now the estimated value of the discounted future is evaluated using a different policy, which solves the overestimation issue. This algorithm was later modified in 2015 and combined with deep learning, as in the DQN algorithm, resulting in Double DQN, which outperforms the original DQN algorithm. Delayed Q-learning is an alternative implementation of the online Q-learning algorithm, with probably approximately correct (PAC) learning. Greedy GQ is a variant of Q-learning to use in combination with (linear) function approximation. The advantage of Greedy GQ is that convergence is guaranteed even when function approximation is used to estimate the action values. Distributional Q-learning is a variant of Q-learning which seeks to model the distribution of returns rather than the expected return of each action. It has been observed to facilitate estimate by deep neural networks and can enable alternative control methods, such as risk-sensitive control. Q-learning has been proposed in the multi-agent setting (see Section 4.1.2 in ). One approach consists in pretending the environment is passive. Littman proposes the minimax Q learning algorithm. Limitations The standard Q-learning algorithm (using a Q {\displaystyle Q} table) applies only to discrete action and state spaces. Discretization of these values leads to inefficient learning, largely due to the curse of dimensionality. However, there are adaptations of Q-learning that attempt to solve this problem such as Wire-fitted Neural Network Q-Learning. See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Minecraft#China_Edition] | [TOKENS: 12858]
Contents Minecraft Minecraft is a sandbox game developed and published by Mojang Studios. Following its initial public alpha release in 2009, it was formally released in 2011 for personal computers. The game has since been ported to numerous platforms, including mobile devices and various video game consoles. In Minecraft, players explore a procedurally generated world with virtually infinite terrain made up of voxels (cubes). They can discover and extract raw materials, craft tools and items, build structures, fight hostile mobs, and cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities. Originally created by Markus "Notch" Persson using the Java programming language, Jens "Jeb" Bergensten was handed control over the game's development following its full release. In 2014, Mojang and the Minecraft intellectual property were purchased by Microsoft for US$2.5 billion; Xbox Game Studios hold the publishing rights for the Bedrock Edition, the unified cross-platform version which evolved from the Pocket Edition codebase[i] and replaced the legacy console versions. Bedrock is updated concurrently with Mojang's original Java Edition, although with numerous, generally small, differences. Minecraft is the best-selling video game in history with over 350 million copies sold. It has received critical acclaim, winning several awards and being cited as one of the greatest video games of all time. Social media, parodies, adaptations, merchandise, and the annual Minecon conventions have played prominent roles in popularizing it. The wider Minecraft franchise includes several spin-off games, such as Minecraft: Story Mode, Minecraft Dungeons, and Minecraft Legends. A film adaptation, titled A Minecraft Movie, was released in 2025 and became the second highest-grossing video game film of all time. Gameplay Minecraft is a 3D sandbox video game that has no required goals to accomplish, giving players a large amount of freedom in choosing how to play the game. The game features an optional achievement system. Gameplay is in the first-person perspective by default, but players have the option of third-person perspectives. The game world is composed of rough 3D objects—mainly cubes, referred to as blocks—representing various materials, such as dirt, stone, ores, tree trunks, water, and lava. The core gameplay revolves around picking up and placing these objects. These blocks are arranged in a voxel grid, while players can move freely around the world. Players can break, or mine, blocks and then place them elsewhere, enabling them to build things. Very few blocks are affected by gravity, instead maintaining their voxel position in the air. Players can also craft a wide variety of items, such as armor, which mitigates damage from attacks; weapons (such as swords or bows and arrows), which allow monsters and animals to be killed more easily; and tools (such as pickaxes or shovels), which break certain types of blocks more quickly. Some items have multiple tiers depending on the material used to craft them, with higher-tier items being more effective and durable. They may also freely craft helpful blocks—such as furnaces which can cook food and smelt ores, and torches that produce light—or exchange items with villagers (NPC) through trading emeralds for different goods and vice versa. The game has an inventory system, allowing players to carry a limited number of items. The in-game time system follows a day and night cycle, with one full cycle lasting for 20 real-time minutes. The game also contains a material called redstone, which can be used to make primitive mechanical devices, electrical circuits, and logic gates, allowing for the construction of many complex systems. New players are given a randomly selected default character skin out of nine possibilities, including Steve or Alex, but are able to create and upload their own skins. Players encounter various mobs (short for mobile entities) including animals, villagers, and hostile creatures. Passive mobs, such as cows, pigs, and chickens, spawn during the daytime and can be hunted for food and crafting materials, while hostile mobs—including large spiders, witches, skeletons, and zombies—spawn during nighttime or in dark places such as caves. Some hostile mobs, such as zombies and skeletons, burn under the sun if they have no headgear and are not standing in water. Other creatures unique to Minecraft include the creeper (an exploding creature that sneaks up on the player) and the enderman (a creature with the ability to teleport as well as pick up and place blocks). There are also variants of mobs that spawn in different conditions; for example, zombies have husk and drowned variants that spawn in deserts and oceans, respectively. The Minecraft environment is procedurally generated as players explore it using a map seed that is randomly chosen at the time of world creation (or manually specified by the player). Divided into biomes representing different environments with unique resources and structures, worlds are designed to be effectively infinite in traditional gameplay, though technical limits on the player have existed throughout development, both intentionally and not. Implementation of horizontally infinite generation initially resulted in a glitch termed the "Far Lands" at over 12 million blocks away from the world center, where terrain generated as wall-like, fissured patterns. The Far Lands and associated glitches were considered the effective edge of the world until they were resolved, with the current horizontal limit instead being a special impassable barrier called the world border, located 30 million blocks away. Vertical space is comparatively limited, with an unbreakable bedrock layer at the bottom and a building limit several hundred blocks into the sky. Minecraft features three independent dimensions accessible through portals and providing alternate game environments. The Overworld is the starting dimension and represents the real world, with a terrestrial surface setting including plains, mountains, forests, oceans, caves, and small sources of lava. The Nether is a hell-like underworld dimension accessed via an obsidian portal and composed mainly of lava. Mobs that populate the Nether include shrieking, fireball-shooting ghasts, alongside anthropomorphic pigs called piglins and their zombified counterparts. Piglins in particular have a bartering system, where players can give them gold ingots and receive items in return. Structures known as Nether Fortresses generate in the Nether, containing mobs such as wither skeletons and blazes, which can drop blaze rods needed to access the End dimension. The player can also choose to build an optional boss mob known as the Wither, using skulls obtained from wither skeletons and soul sand. The End can be reached through an end portal, consisting of twelve end portal frames. End portals are found in underground structures in the Overworld known as strongholds. To find strongholds, players must craft eyes of ender using an ender pearl and blaze powder. Eyes of ender can then be thrown, traveling in the direction of the stronghold. Once the player reaches the stronghold, they can place eyes of ender into each portal frame to activate the end portal. The dimension consists of islands floating in a dark, bottomless void. A boss enemy called the Ender Dragon guards the largest, central island. Killing the dragon opens access to an exit portal, which, when entered, cues the game's ending credits and the End Poem, a roughly 1,500-word work written by Irish novelist Julian Gough, which takes about nine minutes to scroll past, is the game's only narrative text, and the only text of significant length directed at the player.: 10–12 At the conclusion of the credits, the player is teleported back to their respawn point and may continue the game indefinitely. In Survival mode, players have to gather natural resources such as wood and stone found in the environment in order to craft certain blocks and items. Depending on the difficulty, monsters spawn in darker areas outside a certain radius of the character, requiring players to build a shelter in order to survive at night. The mode also has a health bar which is depleted by attacks from mobs, falls, drowning, falling into lava, suffocation, starvation, and other events. Players also have a hunger bar, which must be periodically refilled by eating food in-game unless the player is playing on peaceful difficulty. If the hunger bar is empty, the player starves. Health replenishes when players have a full hunger bar or continuously on peaceful. Upon losing all health, players die. The items in the players' inventories are dropped unless the game is reconfigured not to do so. Players then re-spawn at their spawn point, which by default is where players first spawn in the game and can be changed by sleeping in a bed or using a respawn anchor. Dropped items can be recovered if players can reach them before they despawn after 5 minutes. Players may acquire experience points (commonly referred to as "xp" or "exp") by killing mobs and other players, mining, smelting ores, animal breeding, and cooking food. Experience can then be spent on enchanting tools, armor and weapons. Enchanted items are generally more powerful, last longer, or have other special effects. The game features two more game modes based on Survival, known as Hardcore mode and Adventure mode. Hardcore mode plays identically to Survival mode, but with the game's difficulty setting locked to "Hard" and with permadeath, forcing them to delete the world or explore it as a spectator after dying. Adventure mode was added to the game in a post-launch update, and prevents the player from directly modifying the game's world. It was designed primarily for use in custom maps, allowing map designers to let players experience it as intended. In Creative mode, players have access to an infinite number of all resources and items in the game through the inventory menu and can place or mine them instantly. Players can toggle the ability to fly freely around the game world at will, and their characters usually do not take any damage nor are affected by hunger. The game mode helps players focus on building and creating projects of any size without disturbance. Multiplayer in Minecraft enables multiple players to interact and communicate with each other on a single world. It is available through direct game-to-game multiplayer, local area network (LAN) play, local split screen (console-only), and servers (player-hosted and business-hosted). Players can run their own server by making a realm, using a host provider, hosting one themselves or connect directly to another player's game via Xbox Live, PlayStation Network or Nintendo Switch Online. Single-player worlds have LAN support, allowing players to join a world on locally interconnected computers without a server setup. Minecraft multiplayer servers are guided by server operators, who have access to server commands such as setting the time of day and teleporting players. Operators can also set up restrictions concerning which usernames or IP addresses are allowed or disallowed to enter the server. Multiplayer servers have a wide range of activities, with some servers having their own unique rules and customs. The largest and most popular server is Hypixel, which has been visited by over 14 million unique players. Player versus player combat (PvP) can be enabled to allow fighting between players. In 2013, Mojang announced Minecraft Realms, a server hosting service intended to enable players to run server multiplayer games easily and safely without having to set up their own. Unlike a standard server, only invited players can join Realms servers, and these servers do not use server addresses. Minecraft: Java Edition Realms server owners can invite up to twenty people to play on their server, with up to ten players online at a time. Minecraft Realms server owners can invite up to 3,000 people to play on their server, with up to ten players online at one time. The Minecraft: Java Edition Realms servers do not support user-made plugins, but players can play custom Minecraft maps. Minecraft Bedrock Realms servers support user-made add-ons, resource packs, behavior packs, and custom Minecraft maps. At Electronic Entertainment Expo 2016, support for cross-platform play between Windows 10, iOS, and Android platforms was added through Realms starting in June 2016, with Xbox One and Nintendo Switch support to come later in 2017, and support for virtual reality devices. On 31 July 2017, Mojang released the beta version of the update allowing cross-platform play. Nintendo Switch support for Realms was released in July 2018. The modding community consists of fans, users and third-party programmers. Using a variety of application program interfaces that have arisen over time, they have produced a wide variety of downloadable content for Minecraft, such as modifications, texture packs and custom maps. Modifications of the Minecraft code, called mods, add a variety of gameplay changes, ranging from new blocks, items, and mobs to entire arrays of mechanisms. The modding community is responsible for a substantial supply of mods from ones that enhance gameplay, such as mini-maps, waypoints, and durability counters, to ones that add to the game elements from other video games and media. While a variety of mod frameworks were independently developed by reverse engineering the code, Mojang has also enhanced vanilla Minecraft with official frameworks for modification, allowing the production of community-created resource packs, which alter certain game elements including textures and sounds. Players can also create their own "maps" (custom world save files) that often contain specific rules, challenges, puzzles and quests, and share them for others to play. Mojang added an adventure mode in August 2012 and "command blocks" in October 2012, which were created specially for custom maps in Java Edition. Data packs, introduced in version 1.13 of the Java Edition, allow further customization, including the ability to add new achievements, dimensions, functions, loot tables, predicates, recipes, structures, tags, and world generation. The Xbox 360 Edition supported downloadable content, which was available to purchase via the Xbox Games Store; these content packs usually contained additional character skins. It later received support for texture packs in its twelfth title update while introducing "mash-up packs", which combined texture packs with skin packs and changes to the game's sounds, music and user interface. The first mash-up pack (and by extension, the first texture pack) for the Xbox 360 Edition was released on 4 September 2013, and was themed after the Mass Effect franchise. Unlike Java Edition, however, the Xbox 360 Edition did not support player-made mods or custom maps. A cross-promotional resource pack based on the Super Mario franchise by Nintendo was released exclusively for the Wii U Edition worldwide on 17 May 2016, and later bundled free with the Nintendo Switch Edition at launch. Another based on Fallout was released on consoles that December, and for Windows and Mobile in April 2017. In April 2018, malware was discovered in several downloadable user-made Minecraft skins for use with the Java Edition of the game. Avast stated that nearly 50,000 accounts were infected, and when activated, the malware would attempt to reformat the user's hard drive. Mojang promptly patched the issue, and released a statement stating that "the code would not be run or read by the game itself", and would run only when the image containing the skin itself was opened. In June 2017, Mojang released the "1.1 Discovery Update" to the Pocket Edition of the game, which later became the Bedrock Edition. The update introduced the "Marketplace", a catalogue of purchasable user-generated content intended to give Minecraft creators "another way to make a living from the game". Various skins, maps, texture packs and add-ons from different creators can be bought with "Minecoins", a digital currency that is purchased with real money. Additionally, users can access specific content with a subscription service titled "Marketplace Pass". Alongside content from independent creators, the Marketplace also houses items published by Mojang and Microsoft themselves, as well as official collaborations between Minecraft and other intellectual properties. By 2022, the Marketplace had over 1.7 billion content downloads, generating over $500 million in revenue. Development Before creating Minecraft, Markus "Notch" Persson was a game developer at King, where he worked until March 2009. At King, he primarily developed browser games and learned several programming languages. During his free time, he prototyped his own games, often drawing inspiration from other titles, and was an active participant on the TIGSource forums for independent developers. One such project was "RubyDung", a base-building game inspired by Dwarf Fortress, but with an isometric, three-dimensional perspective similar to RollerCoaster Tycoon. Among the features in RubyDung that he explored was a first-person view similar to Dungeon Keeper, though he ultimately discarded this idea, feeling the graphics were too pixelated at the time. Around March 2009, Persson left King and joined jAlbum, while continuing to work on his prototypes. Infiniminer, a block-based open-ended mining game first released in April 2009, inspired Persson's vision for RubyDung's future direction. Infiniminer heavily influenced the visual style of gameplay, including bringing back the first-person mode, the "blocky" visual style and the block-building fundamentals. However, unlike Infiniminer, Persson wanted Minecraft to have RPG elements. The first public alpha build of Minecraft was released on 17 May 2009 on TIGSource. Over the years, Persson regularly released test builds that added new features, including tools, mobs, and entire new dimensions. In 2011, partly due to the game's rising popularity, Persson decided to release a full 1.0 version—a second part of the "Adventure Update"—on 18 November 2011. Shortly after, Persson stepped down from development, handing the project's lead to Jens "Jeb" Bergensten. On 15 September 2014, Microsoft, the developer behind the Microsoft Windows operating system and Xbox video game console, announced a $2.5 billion acquisition of Mojang, which included the Minecraft intellectual property. Persson had suggested the deal on Twitter, asking a corporation to buy his stake in the game after receiving criticism for enforcing terms in the game's end-user license agreement (EULA), which had been in place for the past three years. According to Persson, Mojang CEO Carl Manneh received a call from a Microsoft executive shortly after the tweet, asking if Persson was serious about a deal. Mojang was also approached by other companies including Activision Blizzard and Electronic Arts. The deal with Microsoft was arbitrated on 6 November 2014 and led to Persson becoming one of Forbes' "World's Billionaires". After 2014, Minecraft's primary versions received usually annual major updates—free to players who have purchased the game— each primarily centered around a specific theme. For instance, version 1.13, the Update Aquatic, focused on ocean-related features, while version 1.16, the Nether Update, introduced significant changes to the Nether dimension. However, in late 2024, Mojang announced a shift in their update strategy; rather than releasing large updates annually, they opted for a more frequent release schedule with smaller, incremental updates, stating, "We know that you want new Minecraft content more often." The Bedrock Edition has also received regular updates, now matching the themes of the Java Edition updates. Other versions of the game, such as various console editions and the Pocket Edition, were either merged into Bedrock or discontinued and have not received further updates. On 7 May 2019, coinciding with Minecraft's 10th anniversary, a JavaScript recreation of an old 2009 Java Edition build named Minecraft Classic was made available to play online for free. On 16 April 2020, a Bedrock Edition-exclusive beta version of Minecraft, called Minecraft RTX, was released by Nvidia. It introduced physically-based rendering, real-time path tracing, and DLSS for RTX-enabled GPUs. The public release was made available on 8 December 2020. Path tracing can only be enabled in supported worlds, which can be downloaded for free via the in-game Minecraft Marketplace, with a texture pack from Nvidia's website, or with compatible third-party texture packs. It cannot be enabled by default with any texture pack on any world. Initially, Minecraft RTX was affected by many bugs, display errors, and instability issues. On 22 March 2025, a new visual mode called Vibrant Visuals, an optional graphical overhaul similar to Minecraft RTX, was announced. It promises modern rendering features—such as dynamic shadows, screen space reflections, volumetric fog, and bloom—without the need of RTX-capable hardware. Vibrant Visuals was released as a part of the Chase the Skies update on 17 June 2025 for Bedrock Edition and is planned to release on Java Edition at a later date. Development began for the original edition of Minecraft—then known as Cave Game, and now known as the Java Edition—in May 2009,[k] and ended on 13 May, when Persson released a test video on YouTube of an early version of the game, dubbed the "Cave game tech test" or the "Cave game tech demo". The game was named Minecraft: Order of the Stone the next day, after a suggestion made by a player. "Order of the Stone" came from the webcomic The Order of the Stick, and "Minecraft" was chosen "because it's a good name". The title was later shortened to just Minecraft, omitting the subtitle. Persson completed the game's base programming over a weekend in May 2009, and private testing began on TigIRC on 16 May. The first public release followed on 17 May 2009 as a developmental version shared on the TIGSource forums. Based on feedback from forum users, Persson continued updating the game. This initial public build later became known as Classic. Further developmental phases—dubbed Survival Test, Indev, and Infdev—were released throughout 2009 and 2010. The first major update, known as Alpha, was released on 30 June 2010. At the time, Persson was still working a day job at jAlbum but later resigned to focus on Minecraft full-time as sales of the alpha version surged. Updates were distributed automatically, introducing new blocks, items, mobs, and changes to game mechanics such as water flow. With revenue generated from the game, Persson founded Mojang, a video game studio, alongside former colleagues Jakob Porser and Carl Manneh. On 11 December 2010, Persson announced that Minecraft would enter its beta phase on 20 December. He assured players that bug fixes and all pre-release updates would remain free. As development progressed, Mojang expanded, hiring additional employees to work on the project. The game officially exited beta and launched in full on 18 November 2011. On 1 December 2011, Jens "Jeb" Bergensten took full creative control over Minecraft, replacing Persson as lead designer. On 28 February 2012, Mojang announced the hiring of the developers behind Bukkit, a popular developer API for Minecraft servers, to improve Minecraft's support of server modifications. This move included Mojang taking apparent ownership of the CraftBukkit server mod, though this apparent acquisition later became controversial, and its legitimacy was questioned due to CraftBukkit's open-source nature and licensing under the GNU General Public License and Lesser General Public License. In August 2011, Minecraft: Pocket Edition was released as an early alpha for the Xperia Play via the Android Market, later expanding to other Android devices on 8 October 2011. The iOS version followed on 17 November 2011. A port was made available for Windows Phones shortly after Microsoft acquired Mojang. Unlike Java Edition, Pocket Edition initially focused on Minecraft's creative building and basic survival elements but lacked many features of the PC version. Bergensten confirmed on Twitter that the Pocket Edition was written in C++ rather than Java, as iOS does not support Java. On 10 December 2014, a port of Pocket Edition was released for Windows Phone 8.1. In July 2015, a port of the Pocket Edition to Windows 10 was released as the Windows 10 Edition, with full crossplay to other Pocket versions. In January 2017, Microsoft announced that it would no longer maintain the Windows Phone versions of Pocket Edition. On 20 September 2017, with the "Better Together Update", the Pocket Edition was ported to the Xbox One, and was renamed to the Bedrock Edition. The console versions of Minecraft debuted with the Xbox 360 edition, developed by 4J Studios and released on 9 May 2012. Announced as part of the Xbox Live Arcade NEXT promotion, this version introduced a redesigned crafting system, a new control interface, in-game tutorials, split-screen multiplayer, and online play via Xbox Live. Unlike the PC version, its worlds were finite, bordered by invisible walls. Initially, the Xbox 360 version resembled outdated PC versions but received updates to bring it closer to Java Edition before eventually being discontinued. The Xbox One version launched on 5 September 2014, featuring larger worlds and support for more players. Minecraft expanded to PlayStation platforms with PlayStation 3 and PlayStation 4 editions released on 17 December 2013 and 4 September 2014, respectively. Originally planned as a PS4 launch title, it was delayed before its eventual release. A PlayStation Vita version followed in October 2014. Like the Xbox versions, the PlayStation editions were developed by 4J Studios. Nintendo platforms received Minecraft: Wii U Edition on 17 December 2015, with a physical release in North America on 17 June 2016 and in Europe on 30 June. The Nintendo Switch version launched via the eShop on 11 May 2017. During a Nintendo Direct presentation on 13 September 2017, Nintendo announced that Minecraft: New Nintendo 3DS Edition, based on the Pocket Edition, would be available for download immediately after the livestream, and a physical copy available on a later date. The game is compatible only with the New Nintendo 3DS or New Nintendo 2DS XL systems and does not work with the original 3DS or 2DS systems. On 20 September 2017, the Better Together Update introduced Bedrock Edition across Xbox One, Windows 10, VR, and mobile platforms, enabling cross-play between these versions. Bedrock Edition later expanded to Nintendo Switch and PlayStation 4, with the latter receiving the update in December 2019, allowing cross-platform play for users with a free Xbox Live account. The Bedrock Edition released a native version for PlayStation 5 on 22 October 2024, while the Xbox Series X/S version launched on 17 June 2025. On 18 December 2018, the PlayStation 3, PlayStation Vita, Xbox 360, and Wii U versions of Minecraft received their final update and would later become known as "Legacy Console Editions". On 15 January 2019, the New Nintendo 3DS version of Minecraft received its final update, effectively becoming discontinued as well. An educational version of Minecraft, designed for use in schools, launched on 1 November 2016. It is available on Android, ChromeOS, iPadOS, iOS, MacOS, and Windows. On 20 August 2018, Mojang announced that it would bring Education Edition to iPadOS in Autumn 2018. It was released to the App Store on 6 September 2018. On 27 March 2019, it was announced that it would be operated by JD.com in China. On 26 June 2020, a public beta for the Education Edition was made available to Google Play Store compatible Chromebooks. The full game was released to the Google Play Store for Chromebooks on 7 August 2020. On 20 May 2016, China Edition (also known as My World) was announced as a localized edition for China, where it was released under a licensing agreement between NetEase and Mojang. The PC edition was released for public testing on 8 August 2017. The iOS version was released on 15 September 2017, and the Android version was released on 12 October 2017. The PC edition is based on the original Java Edition, while the iOS and Android mobile versions are based on the Bedrock Edition. The edition is free-to-play and had over 700 million registered accounts by September 2023. This version of Bedrock Edition is exclusive to Microsoft's Windows 10 and Windows 11 operating systems. The beta release for Windows 10 launched on the Windows Store on 29 July 2015. After nearly a year and a half in beta, Microsoft fully released the version on 19 December 2016. Called the "Ender Update", this release implemented new features to this version of Minecraft like world templates and add-on packs. On 7 June 2022, the Java and Bedrock Editions of Minecraft were merged into a single bundle for purchase on Windows; those who owned one version would automatically gain access to the other version. Both game versions would otherwise remain separate. Around 2011, prior to Minecraft's full release, Mojang collaborated with The Lego Group to create a Lego brick-based Minecraft game called Brickcraft. This would have modified the base Minecraft game to use Lego bricks, which meant adapting the basic 1×1 block to account for larger pieces typically used in Lego sets. Persson worked on an early version called "Project Rex Kwon Do", named after the character of the same name from the film Napoleon Dynamite. Although Lego approved the project and Mojang assigned two developers for six months, it was canceled due to the Lego Group's demands, according to Mojang's Daniel Kaplan. Lego considered buying Mojang to complete the game, but when Microsoft offered over $2 billion for the company, Lego stepped back, unsure of Minecraft's potential. On 26 June 2025, a build of Brickcraft dated 28 June 2012 was published on a community archive website Omniarchive. Initially, Markus Persson planned to support the Oculus Rift with a Minecraft port. However, after Facebook acquired Oculus in 2013, he abruptly canceled the plans, stating, "Facebook creeps me out." In 2016, a community-made mod, Minecraft VR, added VR support for Java Edition, followed by Vivecraft for HTC Vive. Later that year, Microsoft introduced official Oculus Rift support for Windows 10 Edition, leading to the discontinuation of the Minecraft VR mod due to trademark complaints. Vivecraft was endorsed by Minecraft VR contributors for its Rift support. Also available is a Gear VR version, titled Minecraft: Gear VR Edition. Windows Mixed Reality support was added in 2017. On 7 September 2020, Mojang Studios announced that the PlayStation 4 Bedrock version would receive PlayStation VR support later that month. In September 2024, the Minecraft team announced they would no longer support PlayStation VR, which received its final update in March 2025. Music and sound design Minecraft's music and sound effects were produced by German musician Daniel Rosenfeld, better known as C418. To create the sound effects for the game, Rosenfeld made extensive use of Foley techniques. On learning the processes for the game, he remarked, "Foley's an interesting thing, and I had to learn its subtleties. Early on, I wasn't that knowledgeable about it. It's a whole trial-and-error process. You just make a sound and eventually you go, 'Oh my God, that's it! Get the microphone!' There's no set way of doing anything at all." He reminisced on creating the in-game sound for grass blocks, stating "It turns out that to make grass sounds you don't actually walk on grass and record it, because grass sounds like nothing. What you want to do is get a VHS, break it apart, and just lightly touch the tape." According to Rosenfeld, his favorite sound to design for the game was the hisses of spiders. He elaborates, "I like the spiders. Recording that was a whole day of me researching what a spider sounds like. Turns out, there are spiders that make little screeching sounds, so I think I got this recording of a fire hose, put it in a sampler, and just pitched it around until it sounded like a weird spider was talking to you." Many of the sound design decisions by Rosenfeld were done accidentally or spontaneously. The creeper notably lacks any specific noises apart from a loud fuse-like sound when about to explode; Rosenfeld later recalled "That was just a complete accident by Markus and me [sic]. We just put in a placeholder sound of burning a matchstick. It seemed to work hilariously well, so we kept it." On other sounds, such as those of the zombie, Rosenfeld remarked, "I actually never wanted the zombies so scary. I intentionally made them sound comical. It's nice to hear that they work so well [...]." Rosenfeld remarked that the sound engine was "terrible" to work with, remembering "If you had two song files at once, it [the game engine] would actually crash. There were so many more weird glitches like that the guys never really fixed because they were too busy with the actual game and not the sound engine." The background music in Minecraft consists of instrumental ambient music. To compose the music of Minecraft, Rosenfeld used the package from Ableton Live, along with several additional plug-ins. Speaking on them, Rosenfeld said "They can be pretty much everything from an effect to an entire orchestra. Additionally, I've got some synthesizers that are attached to the computer. Like a Moog Voyager, Dave Smith Prophet 08 and a Virus TI." On 4 March 2011, Rosenfeld released a soundtrack titled Minecraft – Volume Alpha; it includes most of the tracks featured in Minecraft, as well as other music not featured in the game. Kirk Hamilton of Kotaku chose the music in Minecraft as one of the best video game soundtracks of 2011. On 9 November 2013, Rosenfeld released the second official soundtrack, titled Minecraft – Volume Beta, which included the music that was added in a 2013 "Music Update" for the game. A physical release of Volume Alpha, consisting of CDs, black vinyl, and limited-edition transparent green vinyl LPs, was issued by indie electronic label Ghostly International on 21 August 2015. On 14 August 2020, Ghostly released Volume Beta on CD and vinyl, with alternate color LPs and lenticular cover pressings released in limited quantities. The final update Rosenfeld worked on was 2018's 1.13 Update Aquatic. His music remained the only music in the game until 2020's "Nether Update", introducing pieces from Lena Raine. Since then, other composers have made contributions, including Kumi Tanioka, Samuel Åberg, Aaron Cherof, and Amos Roddy, with Raine remaining as the new primary composer. Ownership of all music besides Rosenfeld's independently released albums has been retained by Microsoft, with their label publishing all of the other artists' releases. Gareth Coker also composed some of the music for the game's mini games from the Legacy Console editions. Rosenfeld had stated his intent to create a third album of music for the game in a 2015 interview with Fact, and confirmed its existence in a 2017 tweet, stating that his work on the record as of then had tallied up to be longer than the previous two albums combined, which in total clocks in at over 3 hours and 18 minutes. However, due to licensing issues with Microsoft, the third volume has since not seen release. On 8 January 2021, Rosenfeld was asked in an interview with Anthony Fantano whether or not there was still a third volume of his music intended for release. Rosenfeld responded, saying, "I have something—I consider it finished—but things have become complicated, especially as Minecraft is now a big property, so I don't know." Reception Minecraft has received critical acclaim, with praise for the creative freedom it grants players in-game, as well as the ease of enabling emergent gameplay. Critics have expressed enjoyment in Minecraft's complex crafting system, commenting that it is an important aspect of the game's open-ended gameplay. Most publications were impressed by the game's "blocky" graphics, with IGN describing them as "instantly memorable". Reviewers also liked the game's adventure elements, noting that the game creates a good balance between exploring and building. The game's multiplayer feature has been generally received favorably, with IGN commenting that "adventuring is always better with friends". Jaz McDougall of PC Gamer said Minecraft is "intuitively interesting and contagiously fun, with an unparalleled scope for creativity and memorable experiences". It has been regarded as having introduced millions of children to the digital world, insofar as its basic game mechanics are logically analogous to computer commands. IGN was disappointed about the troublesome steps needed to set up multiplayer servers, calling it a "hassle". Critics also said that visual glitches occur periodically. Despite its release out of beta in 2011, GameSpot said the game had an "unfinished feel", adding that some game elements seem "incomplete or thrown together in haste". A review of the alpha version, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock Paper Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego Stalker". On 17 September 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. The Xbox 360 version was generally received positively by critics, but did not receive as much praise as the PC version. Although reviewers were disappointed by the lack of features such as mod support and content from the PC version, they acclaimed the port's addition of a tutorial and in-game tips and crafting recipes, saying that they make the game more user-friendly. The Xbox One Edition was one of the best received ports, being praised for its relatively large worlds. The PlayStation 3 Edition also received generally favorable reviews, being compared to the Xbox 360 Edition and praised for its well-adapted controls. The PlayStation 4 edition was the best received port to date, being praised for having 36 times larger worlds than the PlayStation 3 edition and described as nearly identical to the Xbox One edition. The PlayStation Vita Edition received generally positive reviews from critics but was noted for its technical limitations. The Wii U version received generally positive reviews from critics but was noted for a lack of GamePad integration. The 3DS version received mixed reviews, being criticized for its high price, technical issues, and lack of cross-platform play. The Nintendo Switch Edition received fairly positive reviews from critics, being praised, like other modern ports, for its relatively larger worlds. Minecraft: Pocket Edition initially received mixed reviews from critics. Although reviewers appreciated the game's intuitive controls, they were disappointed by the lack of content. The inability to collect resources and craft items, as well as the limited types of blocks and lack of hostile mobs, were especially criticized. After updates added more content, Pocket Edition started receiving more positive reviews. Reviewers complimented the controls and the graphics, but still noted a lack of content. Minecraft surpassed over a million purchases less than a month after entering its beta phase in early 2011. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth, and various unpaid references in popular media such as the Penny Arcade webcomic. By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game, and over 1 million sales of the beta version. In November 2011, prior to the game's full release, Minecraft beta surpassed 16 million registered users and 4 million purchases. By March 2012, Minecraft had become the 6th best-selling PC game of all time. As of 10 October 2014[update], the game had sold 17 million copies on PC, becoming the best-selling PC game of all time. On 25 February 2014, the game reached 100 million registered users. By May 2019, 180 million copies had been sold across all platforms, making it the single best-selling video game of all time. The free-to-play Minecraft China version had over 700 million registered accounts by September 2023. By 2023, the game had sold over 300 million copies. As of April 2025, Minecraft has sold over 350 million copies. The Xbox 360 version of Minecraft became profitable within the first day of the game's release in 2012, when the game broke the Xbox Live sales records with 400,000 players online. Within a week of being on the Xbox Live Marketplace, Minecraft sold a million copies. GameSpot announced in December 2012 that Minecraft sold over 4.48 million copies since the game debuted on Xbox Live Arcade in May 2012. In 2012, Minecraft was the most purchased title on Xbox Live Arcade; it was also the fourth most played title on Xbox Live based on average unique users per day. As of 4 April 2014[update], the Xbox 360 version has sold 12 million copies. In addition, Minecraft: Pocket Edition has reached a figure of 21 million in sales. The PlayStation 3 Edition sold one million copies in five weeks. The release of the game's PlayStation Vita version boosted Minecraft sales by 79%, outselling both PS3 and PS4 debut releases and becoming the largest Minecraft launch on a PlayStation console. The PS Vita version sold 100,000 digital copies in Japan within the first two months of release, according to an announcement by SCE Japan Asia. By January 2015, 500,000 digital copies of Minecraft were sold in Japan across all PlayStation platforms, with a surge in primary school children purchasing the PS Vita version. As of 2022, the Vita version has sold over 1.65 million physical copies in Japan, making it the best-selling Vita game in the country. Minecraft helped improve Microsoft's total first-party revenue by $63 million for the 2015 second quarter. The game, including all of its versions, had over 112 million monthly active players by September 2019. On its 11th anniversary in May 2020, the company announced that Minecraft had reached over 200 million copies sold across platforms with over 126 million monthly active players. By April 2021, the number of active monthly users had climbed to 140 million. In July 2010, PC Gamer listed Minecraft as the fourth-best game to play at work. In December of that year, Good Game selected Minecraft as their choice for Best Downloadable Game of 2010, Gamasutra named it the eighth best game of the year as well as the eighth best indie game of the year, and Rock, Paper, Shotgun named it the "game of the year". Indie DB awarded the game the 2010 Indie of the Year award as chosen by voters, in addition to two out of five Editor's Choice awards for Most Innovative and Best Singleplayer Indie. It was also awarded Game of the Year by PC Gamer UK. The game was nominated for the Seumas McNally Grand Prize, Technical Excellence, and Excellence in Design awards at the March 2011 Independent Games Festival and won the Grand Prize and the community-voted Audience Award. At Game Developers Choice Awards 2011, Minecraft won awards in the categories for Best Debut Game, Best Downloadable Game and Innovation Award, winning every award for which it was nominated. It also won GameCity's video game arts award. On 5 May 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of The Art of Video Games exhibit that opened on 16 March 2012. At the 2011 Spike Video Game Awards, Minecraft won the award for Best Independent Game and was nominated in the Best PC Game category. In 2012, at the British Academy Video Games Awards, Minecraft was nominated in the GAME Award of 2011 category and Persson received The Special Award. In 2012, Minecraft XBLA was awarded a Golden Joystick Award in the Best Downloadable Game category, and a TIGA Games Industry Award in the Best Arcade Game category. In 2013, it was nominated as the family game of the year at the British Academy Video Games Awards. During the 16th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated the Xbox 360 version of Minecraft for "Strategy/Simulation Game of the Year". Minecraft Console Edition won the award for TIGA Game Of The Year in 2014. In 2015, the game placed 6th on USgamer's The 15 Best Games Since 2000 list. In 2016, Minecraft placed 6th on Time's The 50 Best Video Games of All Time list. Minecraft was nominated for the 2013 Kids' Choice Awards for Favorite App, but lost to Temple Run. It was nominated for the 2014 Kids' Choice Awards for Favorite Video Game, but lost to Just Dance 2014. The game later won the award for the Most Addicting Game at the 2015 Kids' Choice Awards. In addition, the Java Edition was nominated for "Favorite Video Game" at the 2018 Kids' Choice Awards, while the game itself won the "Still Playing" award at the 2019 Golden Joystick Awards, as well as the "Favorite Video Game" award at the 2020 Kids' Choice Awards. Minecraft also won "Stream Game of the Year" at inaugural Streamer Awards in 2021. The game later garnered a Nickelodeon Kids' Choice Award nomination for Favorite Video Game in 2021, and won the same category in 2022 and 2023. At the Golden Joystick Awards 2025, it won the Still Playing Award - PC and Console. Minecraft has been subject to several notable controversies. In June 2014, Mojang announced that it would begin enforcing the portion of Minecraft's end-user license agreement (EULA) which prohibits servers from giving in-game advantages to players in exchange for donations or payments. Spokesperson Owen Hill stated that servers could still require players to pay a fee to access the server and could sell in-game cosmetic items. The change was supported by Persson, citing emails he received from parents of children who had spent hundreds of dollars on servers. The Minecraft community and server owners protested, arguing that the EULA's terms were more broad than Mojang was claiming, that the crackdown would force smaller servers to shut down for financial reasons, and that Mojang was suppressing competition for its own Minecraft Realms subscription service. The controversy contributed to Notch's decision to sell Mojang. In 2020, Mojang announced an eventual change to the Java Edition to require a login from a Microsoft account rather than a Mojang account, the latter of which would be sunsetted. This also required Java Edition players to create Xbox network Gamertags. Mojang defended the move to Microsoft accounts by saying that improved security could be offered, including two-factor authentication, blocking cyberbullies in chat, and improved parental controls. The community responded with intense backlash, citing various technical difficulties encountered in the process and how account migration would be mandatory, even for those who do not play on servers. As of 10 March 2022, Microsoft required that all players migrate in order to maintain access the Java Edition of Minecraft. Mojang announced a deadline of 19 September 2023 for account migration, after which all legacy Mojang accounts became inaccessible and unable to be migrated. In June 2022, Mojang added a player-reporting feature in Java Edition. Players could report other players on multiplayer servers for sending messages prohibited by the Xbox Live Code of Conduct; report categories included profane language,[l] substance abuse, hate speech, threats of violence, and nudity. If a player was found to be in violation of Xbox Community Standards, they would be banned from all servers for a specific period of time or permanently. The update containing the report feature (1.19.1) was released on 27 July 2022. Mojang received substantial backlash and protest from community members, one of the most common complaints being that banned players would be forbidden from joining any server, even private ones. Others took issue to what they saw as Microsoft increasing control over its player base and exercising censorship, leading some to start a hashtag #saveminecraft and dub the version "1.19.84", a reference to the dystopian novel Nineteen Eighty-Four. The "Mob Vote" was an online event organized by Mojang in which the Minecraft community voted between three original mob concepts; initially, the winning mob was to be implemented in a future update, while the losing mobs were scrapped, though after the first mob vote this was changed, and losing mobs would now have a chance to come to the game in the future. The first Mob Vote was held during Minecon Earth 2017 and became an annual event starting with Minecraft Live 2020. The Mob Vote was often criticized for forcing players to choose one mob instead of implementing all three, causing divisions and flaming within the community, and potentially allowing internet bots and Minecraft content creators with large fanbases to conduct vote brigading. The Mob Vote was also blamed for a perceived lack of new content added to Minecraft since Microsoft's acquisition of Mojang in 2014. The 2023 Mob Vote featured three passive mobs—the crab, the penguin, and the armadillo—with voting scheduled to start on 13 October. In response, a Change.org petition was created on 6 October, demanding that Mojang eliminate the Mob Vote and instead implement all three mobs going forward. The petition received approximately 445,000 signatures by 13 October and was joined by calls to boycott the Mob Vote, as well as a partially tongue-in-cheek "revolutionary" propaganda campaign in which sympathizers created anti-Mojang and pro-boycott posters in the vein of real 20th century propaganda posters. Mojang did not release an official response to the boycott, and the Mob Vote otherwise proceeded normally, with the armadillo winning the vote. In September 2024, as part of a blog post detailing their future plans for Minecraft's development, Mojang announced the Mob Vote would be retired. Cultural impact In September 2019, The Guardian classified Minecraft as the best video game of the 21st century to date, and in November 2019, Polygon called it the "most important game of the decade" in its 2010s "decade in review". In June 2020, Minecraft was inducted into the World Video Game Hall of Fame. Minecraft is recognized as one of the first successful games to use an early access model to draw in sales prior to its full release version to help fund development. As Minecraft helped to bolster indie game development in the early 2010s, it also helped to popularize the use of the early access model in indie game development. Social media sites such as YouTube, Facebook, and Reddit have played a significant role in popularizing Minecraft. Research conducted by the Annenberg School for Communication at the University of Pennsylvania showed that one-third of Minecraft players learned about the game via Internet videos. In 2010, Minecraft-related videos began to gain influence on YouTube, often made by commentators. The videos usually contain screen-capture footage of the game and voice-overs. Common coverage in the videos includes creations made by players, walkthroughs of various tasks, and parodies of works in popular culture. By May 2012, over four million Minecraft-related YouTube videos had been uploaded. The game would go on to be a prominent fixture within YouTube's gaming scene during the entire 2010s; in 2014, it was the second-most searched term on the entire platform. By 2018, it was still YouTube's biggest game globally. Some popular commentators have received employment at Machinima, a now-defunct gaming video company that owned a highly watched entertainment channel on YouTube. The Yogscast is a British company that regularly produces Minecraft videos; their YouTube channel has attained billions of views, and their panel at Minecon 2011 had the highest attendance. Another well-known YouTube personality is Jordan Maron, known online as CaptainSparklez, who has also created many Minecraft music parodies, including "Revenge", a parody of Usher's "DJ Got Us Fallin' in Love". Minecraft's popularity on YouTube was described by Polygon as quietly dominant, although in 2019, thanks in part to PewDiePie's playthroughs of the game, Minecraft experienced a visible uptick in popularity on the platform. Longer-running series include Far Lands or Bust, dedicated to reaching the obsolete "Far Lands" glitch by foot on an older version of the game. YouTube announced that on 14 December 2021 that the total amount of Minecraft-related views on the website had exceeded one trillion. Minecraft has been referenced by other video games, such as Torchlight II, Team Fortress 2, Borderlands 2, Choplifter HD, Super Meat Boy, The Elder Scrolls V: Skyrim, The Binding of Isaac, The Stanley Parable, and FTL: Faster Than Light. Minecraft is officially represented in downloadable content for the crossover fighter Super Smash Bros. Ultimate, with Steve as a playable character with a moveset including references to building, crafting, and redstone, alongside an Overworld-themed stage. It was also referenced by electronic music artist Deadmau5 in his performances. The game is also referenced heavily in "Informative Murder Porn", the second episode of the seventeenth season of the animated television series South Park. In 2025, A Minecraft Movie was released. It made $313 million in the box office in the first week, a record-breaking opening for a video game adaptation. Minecraft has been noted as a cultural touchstone for Generation Z, as many of the generation's members played the game at a young age. The possible applications of Minecraft have been discussed extensively, especially in the fields of computer-aided design (CAD) and education. In a panel at Minecon 2011, a Swedish developer discussed the possibility of using the game to redesign public buildings and parks, stating that rendering using Minecraft was much more user-friendly for the community, making it easier to envision the functionality of new buildings and parks. In 2012, a member of the Human Dynamics group at the MIT Media Lab, Cody Sumter, said: "Notch hasn't just built a game. He's tricked 40 million people into learning to use a CAD program." Various software has been developed to allow virtual designs to be printed using professional 3D printers or personal printers such as MakerBot and RepRap. In September 2012, Mojang began the Block by Block project in cooperation with UN Habitat to create real-world environments in Minecraft. The project allows young people who live in those environments to participate in designing the changes they would like to see. Using Minecraft, the community has helped reconstruct the areas of concern, and citizens are invited to enter the Minecraft servers and modify their own neighborhood. Carl Manneh, Mojang's managing director, called the game "the perfect tool to facilitate this process", adding "The three-year partnership will support UN-Habitat's Sustainable Urban Development Network to upgrade 300 public spaces by 2016." Mojang signed Minecraft building community, FyreUK, to help render the environments into Minecraft. The first pilot project began in Kibera, one of Nairobi's informal settlements and is in the planning phase. The Block by Block project is based on an earlier initiative started in October 2011, Mina Kvarter (My Block), which gave young people in Swedish communities a tool to visualize how they wanted to change their part of town. According to Manneh, the project was a helpful way to visualize urban planning ideas without necessarily having a training in architecture. The ideas presented by the citizens were a template for political decisions. In April 2014, the Danish Geodata Agency generated all of Denmark in fullscale in Minecraft based on their own geodata. This is possible because Denmark is one of the flattest countries with the highest point at 171 meters (ranking as the country with the 30th smallest elevation span), where the limit in default Minecraft was around 192 meters above in-game sea level when the project was completed. Taking advantage of the game's accessibility where other websites are censored, the non-governmental organization Reporters Without Borders has used an open Minecraft server to create the Uncensored Library, a repository within the game of journalism by authors from countries (including Egypt, Mexico, Russia, Saudi Arabia and Vietnam) who have been censored and arrested, such as Jamal Khashoggi. The neoclassical virtual building was created over about 250 hours by an international team of 24 people. Despite its unpredictable nature, Minecraft speedrunning, where players time themselves from spawning into a new world to reaching The End and defeating the Ender Dragon boss, is popular. Some speedrunners use a combination of mods, external programs, and debug menus, while other runners play the game in a more vanilla or more consistency-oriented way. Minecraft has been used in educational settings through initiatives such as MinecraftEdu, founded in 2011 to make the game affordable and accessible for schools in collaboration with Mojang. MinecraftEdu provided features allowing teachers to monitor student progress, including screenshot submissions as evidence of lesson completion, and by 2012 reported that approximately 250,000 students worldwide had access to the platform. Mojang also developed Minecraft: Education Edition with pre-built lesson plans for up to 30 students in a closed environment. Educators have used Minecraft to teach subjects such as history, language arts, and science through custom-built environments, including reconstructions of historical landmarks and large-scale models of biological structures such as animal cells. The introduction of redstone blocks enabled the construction of functional virtual machines such as a hard drive and an 8-bit computer. Mods have been created to use these mechanics for teaching programming. In 2014, the British Museum announced a project to reproduce its building and exhibits in Minecraft in collaboration with the public. Microsoft and Code.org have offered Minecraft-based tutorials and activities designed to teach programming, reporting by 2018 that more than 85 million children had used their resources. In 2025, the Musée de Minéralogie in Paris held a temporary exhibition titled "Minerals in Minecraft." Following the initial surge in popularity of Minecraft in 2010, other video games were criticised for having various similarities to Minecraft, and some were described as being "clones", often due to a direct inspiration from Minecraft, or a superficial similarity. Examples include Ace of Spades, CastleMiner, CraftWorld, FortressCraft, Terraria, BlockWorld 3D, Total Miner, and Luanti (formerly Minetest). David Frampton, designer of The Blockheads, reported that one failure of his 2D game was the "low resolution pixel art" that too closely resembled the art in Minecraft, which resulted in "some resistance" from fans. A homebrew adaptation of the alpha version of Minecraft for the Nintendo DS, titled DScraft, has been released; it has been noted for its similarity to the original game considering the technical limitations of the system. In response to Microsoft's acquisition of Mojang and their Minecraft IP, various developers announced further clone titles developed specifically for Nintendo's consoles, as they were the only major platforms not to officially receive Minecraft at the time. These clone titles include UCraft (Nexis Games), Cube Life: Island Survival (Cypronia), Discovery (Noowanda), Battleminer (Wobbly Tooth Games), Cube Creator 3D (Big John Games), and Stone Shire (Finger Gun Games). Despite this, the fears of fans were unfounded, with official Minecraft releases on Nintendo consoles eventually resuming. Markus Persson made another similar game, Minicraft, for a Ludum Dare competition in 2011. In 2025, Persson announced through a poll on his X account that he was considering developing a spiritual successor to Minecraft. He later clarified that he was "100% serious", and that he had "basically announced Minecraft 2". Within days, however, Persson cancelled the plans after speaking to his team. In November 2024, artificial intelligence companies Decart and Etched released Oasis, an artificially generated version of Minecraft, as a proof of concept. Every in-game element is completely AI-generated in real time and the model does not store world data, leading to "hallucinations" such as items and blocks appearing that were not there before. In January 2026, indie game developer Unomelon announced that their voxel sandbox game Allumeria would be playable in Steam Next Fest that year. On 10 February, Mojang issued a DMCA takedown of Allumeria on Steam through Valve, alleging the game was infringing on Minecraft's copyright. Some reports suggested that the takedown may have used an automatic AI copyright claiming service. The DMCA was later withdrawn. Minecon was an annual official fan convention dedicated to Minecraft. The first full Minecon was held in November 2011 at the Mandalay Bay Hotel and Casino in Las Vegas. The event included the official launch of Minecraft; keynote speeches, including one by Persson; building and costume contests; Minecraft-themed breakout classes; exhibits by leading gaming and Minecraft-related companies; commemorative merchandise; and autograph and picture times with Mojang employees and well-known contributors from the Minecraft community. In 2016, Minecon was held in-person for the last time, with the following years featuring annual "Minecon Earth" livestreams on minecraft.net and YouTube instead. These livestreams, later rebranded to "Minecraft Live", included the mob/biome votes, and announcements of new game updates. In 2025, "Minecraft Live" became a biannual event as part of Minecraft's changing update schedule.[citation needed] Notes References External links
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[SOURCE: https://en.wikipedia.org/wiki/Learning_curve_(machine_learning)] | [TOKENS: 656]
Contents Learning curve (machine learning) In machine learning (ML), a learning curve (or training curve) is a graphical representation that shows how a model's performance on a training set (and usually a validation set) changes with the number of training iterations (epochs) or the amount of training data. Typically, the number of training epochs or training set size is plotted on the x-axis, and the value of the loss function (and possibly some other metric such as the cross-validation score) on the y-axis. Synonyms include error curve, experience curve, improvement curve and generalization curve. More abstractly, learning curves plot the difference between learning effort and predictive performance, where "learning effort" usually means the number of training samples, and "predictive performance" means accuracy on testing samples. Learning curves have many useful purposes in ML, including: Learning curves can also be tools for determining how much a model benefits from adding more training data, and whether the model suffers more from a variance error or a bias error. If both the validation score and the training score converge to a certain value, then the model will no longer significantly benefit from more training data. Formal definition When creating a function to approximate the distribution of some data, it is necessary to define a loss function L ( f θ ( X ) , Y ) {\displaystyle L(f_{\theta }(X),Y)} to measure how good the model output is (e.g., accuracy for classification tasks or mean squared error for regression). We then define an optimization process which finds model parameters θ {\displaystyle \theta } such that L ( f θ ( X ) , Y ) {\displaystyle L(f_{\theta }(X),Y)} is minimized, referred to as θ ∗ {\displaystyle \theta ^{*}} . If the training data is { x 1 , x 2 , … , x n } , { y 1 , y 2 , … y n } {\displaystyle \{x_{1},x_{2},\dots ,x_{n}\},\{y_{1},y_{2},\dots y_{n}\}} and the validation data is { x 1 ′ , x 2 ′ , … x m ′ } , { y 1 ′ , y 2 ′ , … y m ′ } {\displaystyle \{x_{1}',x_{2}',\dots x_{m}'\},\{y_{1}',y_{2}',\dots y_{m}'\}} , a learning curve is the plot of the two curves where X i = { x 1 , x 2 , … x i } {\displaystyle X_{i}=\{x_{1},x_{2},\dots x_{i}\}} Many optimization algorithms are iterative, repeating the same step (such as backpropagation) until the process converges to an optimal value. Gradient descent is one such algorithm. If θ i ∗ {\displaystyle \theta _{i}^{*}} is the approximation of the optimal θ {\displaystyle \theta } after i {\displaystyle i} steps, a learning curve is the plot of See also References
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[SOURCE: https://en.wikipedia.org/wiki/World_language] | [TOKENS: 1083]
Contents World language A world language (sometimes called a global language: 101 or, rarely, an international language) is a language that is geographically widespread and makes it possible for members of different language communities to communicate. The term may also be used to refer to constructed international auxiliary languages. English is the foremost world language and, by some accounts, the only one. Other languages that can be considered world languages include Arabic, French, Russian, and Spanish, although there is no clear academic consensus on the subject. Some writers consider Latin to have formerly been a world language. Concept Various definitions of the term world language have been proposed; there is no general consensus about which one is best. A definition proffered by Congolese linguist Salikoko Mufwene is "languages spoken as vernaculars or as lingua francas outside their homelands and by populations other than those ethnically or nationally associated with them".: 42 Linguist Mohamed Benrabah equates the term world language with what Dutch sociologist Abram de Swaan refers to as "supercentral languages" in his global language system. Spanish sociolinguist Clare Mar-Molinero proposes a series of tests that a language needs to pass, relating to demographics, attitudes towards the language, and political, legal, economic, scientific, technological, academic, educational, and cultural domains. German sociolinguist Ulrich Ammon [de] says that what determines whether something is a world language is its "global function", which is to say its use for global communication, in particular between people who do not share it as a native language and with use as a lingua franca—i.e. in communication where it is not the native language of any of the participants—carrying the most weight.: 102–103 Ammon formulates a series of indicators of globality, i.e. factors useful for assessing the extent to which a given language can be considered a world language. Chief among these indicators is the number of non-native speakers. Another indicator is the number of native speakers, which although it is not in itself a criterion for globality, empirically correlates positively with it and may influence it indirectly by making the language more attractive. Other potential indicators are economic strength (measured as the native speakers' GDP), number of countries that use the language as an official language as well as those countries' geographical distribution, international business use, and prevalence in scientific publications.: 104–116 The term world language is also sometimes used in a different sense to refer to constructed international auxiliary languages such as Esperanto. Possible examples Arabic has been described by Salikoko Mufwene as a world language—albeit a second-tier one after English and French due to limited use as a lingua franca—on the grounds that it is a liturgical language amongst Muslim communities worldwide.: 43 Mohamed Benrabah criticizes this argument, writing that "Rote learning and reciting Koranic verses for daily prayers does not necessarily yield spoken proficiency", but nevertheless categorizes it as a world language on the grounds of it being a supercentral language in de Swaan's global language system. Academic consensus is that English is a world language, with authors such as British linguists David Crystal and David Graddol considering it the only one. Authors who take a pluralist approach nevertheless consider English to inhabit a unique position as the foremost world language; for instance, in de Swaan's global language system, English is the sole occupant of the highest position in the hierarchy: the hypercentral language. According to German sociolinguist Ulrich Ammon [de], "[t]here is virtually no descriptive parameter or indicator for the international or global rank of a language which, if applied to today's languages worldwide, does not place English at the top".: 116–117 Ammon and Mufwene both posit that what sets English apart as the foremost world language is its use as a lingua franca,: 43 : 103 whereas Crystal focuses on its geographical distribution. French has been described as a world language due to its status as a supercentral language in de Swaan's global language system, and Mufwene characterizes it as such based on it being spoken as a lingua franca or vernacular by people neither ethnically nor nationally associated with it outside of France.: 42 Some authors consider Latin to have formerly been a world language.: 42 Russian has been categorized as a world language on the grounds of being a supercentral language in de Swaan's global language system, and is characterised as a world language by Mufwene on the grounds that it is used as a vernacular or lingua franca outside of Russia by non-Russians.: 42 Spanish has been categorized as a world language on the grounds of being a supercentral language in de Swaan's global language system, and is considered a world language by German sociolinguist Ulrich Ammon as it is spoken as a foreign language worldwide.: 102 Mufwene also considers it a world language—albeit a second-tier one after English and French due to limited use as a lingua franca—on the grounds that it is used as a vernacular by people neither ethnically nor nationally associated with it outside of Spain.: 42–43 See also References Further reading
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[SOURCE: https://www.fast.ai/posts/2023-07-29-ai-centralizes-power/index.html] | [TOKENS: 3140]
The real risk of AI is how it concentrates power Rachel Thomas July 29, 2023 On this page Friends with no previous interest in AI ethics have begun asking me questions in the wake of the release of ChatGPT4, Bard, and Bing Chat. This new generation of large language models has made headlines and sparked widespread debate. To consider the risks posed by new AI applications, it is useful to first understand several underlying concepts. I spent years researching the mechanisms by which algorithmic systems can cause harm, and in late 2021, I gave a 20-minute talk on what I consider key ideas at the heart of AI ethics. With the advent of the newest generation of language models, these concepts are more relevant than ever. Over the past decade, topics such as explainability (having computers generate an explanation of why they compute the outputs they do) and fairness/bias (addressing when algorithms have worse accuracy on some groups of people than others) have gained more attention within the field of AI and in the media. Some computer scientists and journalists have stopped there: assuming that a computer program that can explain the logic behind its decision making, or a program that has the same accuracy on light-skinned men as on dark-skinned women, must now be ethical. While these principles are important, on their own they are not enough to address nor prevent harms of AI systems. Below is an edited transcript of this talk. Actionable Recourse Explainability on its own is insufficient. Consider an algorithmic system that is making decisions about whether or not someone should get a loan. Often a question will be “why was my loan denied?”, but really the underlying question is “what can I change about my situation to get a loan in the future?” An explanation should be actionable. For example, it’s not okay to deny a loan because of ethnicity. That’s discrimination and it would not make for a satisfying explanation. For decisions impacting people’s lives, there also needs to be a mechanism for recourse, so that decisions can be changed. This is actionable recourse, as described by Berk Ustun. This underlying idea of actionable recourse shows up in many applications. There is an example I return to often, since it’s a pattern that we see across many countries. In the USA there is an algorithm to determine poor people’s health care benefits. When it was implemented in one state there was a bug in the code that incorrectly cut care for people with cerebral palsy. Tammy Dobbs was one of the many people that lost care due to a software bug. She needed this care for very basic life functions: to help her get out of bed in the morning, to get her breakfast, and so on. She asked for an explanation and they didn’t give her one; they just said this is what the algorithm determined. At the root, what she needed was not just an explanation, but a mechanism for recourse to get the decision changed. Eventually the error was revealed through a lengthy court case, but that is a terrible setup. This illustrates a common issue that shows up again and again: automated systems are often implemented with no way to identify and address mistakes. There are a few reasons why there is no mechanism for catching mistakes. Often automation is being used as a cost cutting measure and having robust error checking in place and ways to surface mistakes would cost more. There can also be biases of people mistakenly believing that computers are perfectly accurate. Human Rights Watch put out a report on automated system use in the EU for social benefits. Country after country had alarming examples where there were errors, yet no clear way to identify, much less address, them. There was a case in France where an algorithm to determine food benefits made errors in at least 60,000 cases. One woman said her case manager even agreed this was a bug and that she deserved to receive benefits, but the case manager didn’t have the power to reinstate them! Another domain to consider is content moderation. The Santa Clara Principles for content moderation were developed by a group of ethicists, although these principles are not observed by the major platforms. I want to share Principle 3, because I love the wording, which is that companies should provide a meaningful opportunity for timely appeal. I really like this idea of appeal being meaningful and timely. I think this is relevant far, far beyond content moderation. Too often, even when there is a way to try to report a mistake, you just get an automated response that clearly hasn’t been read or you have to wait months for an answer. It is important that appeals are not just available, but also that they are meaningful and timely. Contestability Contestability is the idea of building an algorithmic system to include mechanisms for questioning and disagreeing with results as part of the system, rather than as an external add-on. Too often we build computational systems assuming okay this is going to work great, and then when there are errors, we tack on something extra at the end. I found this provocative to think about how we include disagreement into the core of the system. I had considered this from a slightly different angle in my work with fast.ai, where we have a concept of what we call augmented machine learning. This is in contrast to auto machine learning, which is often about automating a process end to end. With augmented machine learning we really wanted to think about what are the things that humans are really good at and how can we take advantage of human strengths as opposed to simply trying to automate everything and then being left with weird gaps of stuff that computers are not doing well. How can humans and computers best work together? This is important to keep in mind with system design. Fairness and Bias It is important to consider fairness and bias, but that alone is insufficient. I imagine many of you are familiar with the Gender Shades research on facial recognition by Joy Boulamwini, Timnit Gebru, and Deborah Raji. They evaluated commercial computer vision products that had been released from a number of big name companies including Microsoft, IBM, and Amazon. They found that the products performed worse on women than on men and worse on people with dark skin than on people with light skin, leading to terrible results for dark-skinned women. For instance, IBM’s product had 99.7% accuracy on light skinned men, but just 65% accuracy on dark-skinned women. That is a huge discrepancy in a product that had been commercially released. This research was ground-breaking in bringing attention to a pernicious issue. Some people have reacted with a superficial response, which is not consistent what the researchers wrote, concluding that the solution is solely to get more pictures of dark-skinned women and then call it a day. While issues of representation in underlying training datasets need to be addressed, this is only one part of the problem. We have to look at how these systems are used, which poses many other significant harms. Harmful if it doesn’t work; Harmful if it works In several USA cities, police have used facial recognition to identify Black people protesting police racism and police murders of unarmed civilians. There’s a huge power issue when you look at this type of use of technology. I believe this is unethical whether or not it works. It is certainly terrible to misidentify people and arrest the wrong person, but it’s a threat to civil rights to identify protesters. Dr. Timnit Gebru wrote, “A lot of times, people are talking about bias in the sense of equalizing performance across groups. They’re not thinking about the underlying foundation, whether a task should exist in the first place, who creates it, who will deploy it on which population, who owns the data, and how is it used?” These are all crucial questions to ask. They are questions of power. Yes, you should check the error rates on different subgroups, but that alone is insufficient, and doesn’t address questions of power. While the policing examples are from the USA, this is a pattern throughout history and throughout the world. Professor Alvaro Bedoya wrote, “It is a pattern throughout history that surveillance is used against those considered ‘less than’, against the poor man, the person of color, the immigrant, the heretic. It is used to try to stop marginalized people from achieving power.” The history of surveillance as a weapon used against the marginalised stretches back centuries and predates computers, but AI has now turbocharged this dynamic. Operating at scale Robodebt was a program where the Australian government created unlawful debts for hundreds of thousands of people through an automated system. People would be notified that they had been overpaid on welfare (often, this was false, but contesting it required documentation most people didn’t have) and that they now owed the government significant amounts of money. This destroyed many lives, even driving some victims to suicide. A detail that struck me is that the number of debts issued went from 20,000 per year, back when it was a more manual process, to 20,000 per week with automation. That is a 50x scale up! Automation was used to drastically scale putting poor people into debt. This is another disturbing pattern in machine learning. Centralizing Power Machine learning often has the effect of centralizing power. It can be implemented with no system for recourse and no way to identify mistakes, as we saw earlier with people whose healthcare was wrongly cut due to a bug. It can be used cheaply at massive scale, as shown with Robodebt. It can also replicate identical biases or errors at scale. Often when I teach about how automated systems can cause harm, people will point out how humans make mistakes and are biased too. However, there are key differences in automated systems. It is not just plug-and-play interchangeable when you switch from a human decision maker to an automated decision maker. Automated systems can also be used to evade responsibility. This is true of bureaucracy in general. While in non-automated bureaucracies you also get a passing of the buck (“I was just following orders” or ”it’s this other person’s fault”); however, as dana boyd has pointed out, automated systems are often being used to extend bureaucracy (as explained by danah boyd), adding additional places to deflect responsibility. In the example health care software bug example that I shared, a journalist interviewed the creator of that algorithm. He is earning royalties through a private company, and he said it’s not the company’s responsibility to offer an explanation. He blamed policymakers for the errors. The policymakers could blame the particular people that implemented this software. Everyone can point to somebody else or even to the software itself. Systems where nobody takes responsibility do not lead to good outcomes. Feedback loops Feedback loops occur when you create the outcome that you were trying to predict. Data can become tainted from the output of the model. Furthermore, machine learning models can amplify bias, not just encode it. There have been multiple papers showing that if you start with a biased dataset you can actually train a model that is even more biased than the training dataset. In summary, these are several reasons why machine learning can end up centralising power and why automated systems are different from human decision makers. AI researcher Pratyusha Kalluri advises us that rather than ask whether an AI application is fair to instead ask how it shifts power. The People Impacted Another thing I want to highlight about the healthcare example is that the people whose healthcare was incorrectly cut saw the problem right away, but there was no way to get that mistake acknowledged or addressed. Another tragic example of people recognizing an issue but not being able to get it addressed is Facebook’s role in the genocide in Myanmar. In 2018, the UN found that Facebook had played a “determining role” in the genocide; however that was not not a surprise to anyone who had been following the events. A tech entepreneur based in Myanmar said, “That’s not 20/20 hindsight. The scale of this problem was significant. It was already apparent [going back to 2013].” It’s important to understand that genocide does not come out of nowhere. It gradually escalates. From 2013, people warned executives about how Facebook was being used in Myanmar to incite violence and to dehumanize an ethnic minority. In 2013, 2014, and 2015, people raised warnings and they were not listened to. An indication of how little Facebook did to address the issues is that the start of 2015 they only had two contractors who spoke Burmese, and they only hired 2 more that year. Compared to the number of Burmese-speaking users in Myanmar, it was a tiny number. Facebook invested very few resources in this (contrast the situation with when Facebook rapidly hired over a thousand content moderators in Germany to avoid a fine). This is a pattern that we see over and over, that often the people most impacted by a system recognize the issues earliest, but they are not listened to and don’t have effective ways to raise an alarm. They also best understand the needed interventions for addressing the ethical risk. It is crucial that the people most impacted have avenues for participation and power. Practical Resources The participatory approaches to machine learning workshop at ICML 2020 was fantastic. The organizers of the workshop highlighted that the designers of a machine learning system have far more power over the system than the individuals impacted. Even within algorithmic fairness or human-centered ML, ethics work is often focused on centralized solutions, which can further increase the power of system creators. The workshop organizers called for more democratic, cooperative, and participatory approaches. I want to share some practical resources with you. The Markkula Center for Applied Ethics at Santa Clara University has a packet of resources online for ethics and technology practice and in particular I love their Tech Ethics Toolkit. This is a set of practices that you could implement within your organization. As an example, tool 3 is “expanding the ethical circle”, which involves setting a regular time aside to make sure you are going through who all the stakeholders are that will be directly affected by a system, as well as who will be indirectly affected in significant ways. It involves asking whose skills, experiences, and values have we simply assumed rather than actually consulted. The toolkit goes into more detail about this on questions to ask and things to look for. Another useful resource on this is the Diverse Voices guide from the University of Washington Tech Policy Lab. In addition to an academic paper, they have a practical how-to guide on assembling panels of groups who are not be well-represented and whose input you need. They include examples, such as panels of people who are formerly incarcerated, people who don’t drive cars, and extremely low income people. Data are not bricks to be stacked, oil to be drilled In conclusion, explainability on its own is insufficient; we need actionable recourse and contestability. Fairness is insufficient; we need justice. The people most impacted by a system need avenues for participation and power. These are very difficult problems but some steps towards solutions are: I’ll close with a quote that I love from AI researcher Inioluwa Deborah Raji, “But data are not bricks to be stacked, oil to be drilled, gold to be mined, opportunities to be harvested. Data are humans to be seen, maybe loved, hopefully taken care of.” The video version of my talk is available here. Further reading / watching You may also be intersted in:
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[SOURCE: https://en.wikipedia.org/wiki/Crowdsourcing] | [TOKENS: 10065]
Contents Crowdsourcing Crowdsourcing involves a large group of dispersed participants contributing or producing goods or services—including ideas, votes, micro-tasks, and finances—for payment or as volunteers. Contemporary crowdsourcing often involves digital platforms to attract and divide work between participants to achieve a cumulative result. Crowdsourcing is not limited to online activity, however, and there are various historical examples of crowdsourcing. The word crowdsourcing is a portmanteau of "crowd" and "outsourcing". In contrast to outsourcing, crowdsourcing usually involves less specific and more public groups of participants. Advantages of using crowdsourcing include lowered costs, improved speed, improved quality, increased flexibility, and/or increased scalability of the work, as well as promoting diversity. Crowdsourcing methods include competitions, virtual labor markets, open online collaboration and data donation. Some forms of crowdsourcing, such as in "idea competitions" or "innovation contests" provide ways for organizations to learn beyond the "base of minds" provided by their employees (e.g. Lego Ideas).[promotion?] Commercial platforms, such as Amazon Mechanical Turk, match microtasks submitted by requesters to workers who perform them. Crowdsourcing is also used by nonprofit organizations to develop common goods, such as Wikipedia. Definitions The term crowdsourcing was coined in 2006 by two editors at Wired, Jeff Howe and Mark Robinson, to describe how businesses were using the Internet to "outsource work to the crowd", which quickly led to the portmanteau "crowdsourcing". The Oxford English Dictionary gives a first use: "OED's earliest evidence for crowdsourcing is from 2006, in the writing of J. Howe." The online dictionary Merriam-Webster defines it as: "the practice of obtaining needed services, ideas, or content by soliciting contributions from a large group of people and especially from the online community rather than from traditional employees or suppliers." Daren C. Brabham defined crowdsourcing as an "online, distributed problem-solving and production model." Kristen L. Guth and Brabham found that the performance of ideas offered in crowdsourcing platforms are affected not only by their quality, but also by the communication among users about the ideas, and presentation in the platform itself. Despite the multiplicity of definitions for crowdsourcing, one constant has been the broadcasting of problems to the public, and an open call for contributions to help solve the problem.[original research?] Members of the public submit solutions that are then owned by the entity who originally broadcast the problem. In some cases, the contributor of the solution is compensated monetarily with prizes or public recognition. In other cases, the only rewards may be praise or intellectual satisfaction. Crowdsourcing may produce solutions from amateurs or volunteers working in their spare time, from experts, or from small businesses. Historical examples While the term "crowdsourcing" was popularized online to describe Internet-based activities, some examples of projects, in retrospect, can be described as crowdsourcing. Crowdsourcing has often been used in the past as a competition to discover a solution. The French government proposed several of these competitions, often rewarded with Montyon Prizes. These included the Leblanc process, or the Alkali prize, where a reward was provided for separating the salt from the alkali, and the Fourneyron's turbine, when the first hydraulic commercial turbine was developed. In response to a challenge from the French government, Nicolas Appert won a prize for inventing a new way of food preservation that involved sealing food in air-tight jars. The British government provided a similar reward to find an easy way to determine a ship's longitude in the Longitude Prize. During the Great Depression, out-of-work clerks tabulated higher mathematical functions in the Mathematical Tables Project as an outreach project.[unreliable source?] One of the largest crowdsourcing campaigns was a public design contest in 2010 hosted by the Indian government's finance ministry to create a symbol for the Indian rupee. Thousands of people sent in entries before the government zeroed in on the final symbol based on the Devanagari script using the letter Ra. Applications A number of motivations exist for businesses to use crowdsourcing to accomplish their tasks. These include the ability to offload peak demand, access cheap labor and information, generate better results, access a wider array of talent than what is present in one organization, and undertake problems that would have been too difficult to solve internally. Crowdsourcing allows businesses to submit problems on which contributors can work—on topics such as science, manufacturing, biotech, and medicine—optionally with monetary rewards for successful solutions. Although crowdsourcing complicated tasks can be difficult, simple work tasks[specify] can be crowdsourced cheaply and effectively. Crowdsourcing also has the potential to be a problem-solving mechanism for government and nonprofit use. Urban and transit planning are prime areas for crowdsourcing. For example, from 2008 to 2009, a crowdsourcing project for transit planning in Salt Lake City was created to test the public participation process. Another notable application of crowdsourcing for government problem-solving is Peer-to-Patent, which was an initiative to improve patent quality in the United States through gathering public input in a structured, productive manner. Researchers have used crowdsourcing systems such as Amazon Mechanical Turk or CloudResearch to aid their research projects by crowdsourcing some aspects of the research process, such as data collection, parsing, and evaluation to the public. Notable examples include using the crowd to create speech and language databases, to conduct user studies, and to run behavioral science surveys and experiments. Crowdsourcing systems provided researchers with the ability to gather large amounts of data, and helped researchers to collect data from populations and demographics they may not have access to locally.[failed verification] Artists have also used crowdsourcing systems. In a project called the Sheep Market, Aaron Koblin used Mechanical Turk to collect 10,000 drawings of sheep from contributors around the world. Artist Sam Brown leveraged the crowd by asking visitors of his website explodingdog to send him sentences to use as inspirations for his paintings. Art curator Andrea Grover argues that individuals tend to be more open in crowdsourced projects because they are not being physically judged or scrutinized. As with other types of uses, artists use crowdsourcing systems to generate and collect data. The crowd also can be used to provide inspiration and to collect financial support for an artist's work. In navigation systems, crowdsourcing from 100 million drivers were used by INRIX to collect users' driving times to provide better GPS routing and real-time traffic updates. The use of crowdsourcing in medical and health research is increasing systematically. The process involves outsourcing tasks or gathering input from a large, diverse groups of people, often facilitated through digital platforms, to contribute to medical research, diagnostics, data analysis, promotion, and various healthcare-related initiatives. Usage of this innovative approach supplies a useful community-based method to improve medical services. From funding individual medical cases and innovative devices to supporting research, community health initiatives, and crisis responses, crowdsourcing proves its versatile impact in addressing diverse healthcare challenges. In 2011, UNAIDS initiated the participatory online policy project to better engage young people in decision-making processes related to AIDS. The project acquired data from 3,497 participants across seventy-nine countries through online and offline forums. The outcomes generally emphasized the importance of youth perspectives in shaping strategies to effectively address AIDS which provided a valuable insight for future community empowerment initiatives. Another approach is sourcing results of clinical algorithms from collective input of participants. Researchers from SPIE developed a crowdsourcing tool, to train individuals, especially middle and high school students in South Korea, to diagnose malaria-infected red blood cells. Using a statistical framework, the platform combined expert diagnoses with those from minimally trained individuals, creating a gold standard library. The objective was to swiftly teach people to achieve great diagnosis accuracy without any prior training. Cancer medicine journal conducted a review of the studies published between January 2005 and June 2016 on crowdsourcing in cancer research, with the usage PubMed, CINAHL, Scopus, PsychINFO, and Embase. All of them strongly advocate for continuous efforts to refine and expand crowdsourcing applications in academic scholarship. Analysis highlighted the importance of interdisciplinary collaborations and widespread dissemination of knowledge; the review underscored the need to fully harness crowdsourcing's potential to address challenges within cancer research. Crowdsourcing in astronomy was used in the early 19th century by astronomer Denison Olmsted. After being awakened in a late November night due to a meteor shower taking place, Olmsted noticed a pattern in the shooting stars. Olmsted wrote a brief report of this meteor shower in the local newspaper. "As the cause of 'Falling Stars' is not understood by meteorologists, it is desirable to collect all the facts attending this phenomenon, stated with as much precision as possible", Olmsted wrote to readers, in a report subsequently picked up and pooled to newspapers nationwide. Responses came pouring in from many states, along with scientists' observations sent to the American Journal of Science and Arts. These responses helped him to make a series of scientific breakthroughs including observing the fact that meteor showers are seen nationwide and fall from space under the influence of gravity. The responses also allowed him to approximate a velocity for the meteors. More recent versions of crowdsourcing in astronomy are NASA's photo organizing project, which asked internet users to browse photos taken from space and try to identify the location the picture is documenting, and the 2007 Galaxy Zoo project. In the field of behavioral science, crowdsourcing is often used to gather data and insights on human behavior and decision making. Researchers may create online surveys or experiments that are completed by a large number of participants, allowing them to collect a diverse and potentially large amount of data. Crowdsourcing can also be used to gather real-time data on behavior, such as through the use of mobile apps that track and record users' activities and decision making. The use of crowdsourcing in behavioral science has the potential to greatly increase the scope and efficiency of research, and has been used in studies on topics such as psychology research, political attitudes, and social media use. Energy system models require large and diverse datasets, increasingly so given the trend towards greater temporal and spatial resolution. In response, there have been several initiatives to crowdsource this data. Launched in December 2009, OpenEI is a collaborative website run by the US government that provides open energy data. While much of its information is from US government sources, the platform also seeks crowdsourced input from around the world. The semantic wiki and database Enipedia also publishes energy systems data using the concept of crowdsourced open information. Enipedia went live in March 2011.: 184–188 Genealogical research used crowdsourcing techniques long before personal computers were common. Beginning in 1942, members of the Church of Jesus Christ of Latter-day Saints encouraged members to submit information about their ancestors. The submitted information was gathered together into a single collection. In 1969, to encourage more participation, the church started the three-generation program. In this program, church members were asked to prepare documented family group record forms for the first three generations. The program was later expanded to encourage members to research at least four generations and became known as the four-generation program. Institutes that have records of interest to genealogical research have used crowds of volunteers to create catalogs and indices to records.[citation needed] Genetic genealogy research Genetic genealogy is a combination of traditional genealogy with genetics. The rise of personal DNA testing, after the turn of the century, by companies such as Gene by Gene, FTDNA, GeneTree, 23andMe, and Ancestry.com, has led to public and semi public databases of DNA testing using crowdsourcing techniques. Citizen science projects have included support, organization, and dissemination of personal DNA (genetic) testing. Similar to amateur astronomy, citizen scientists encouraged by volunteer organizations like the International Society of Genetic Genealogy have provided valuable information and research to the professional scientific community. The Genographic Project, which began in 2005, is a research project carried out by the National Geographic Society's scientific team to reveal patterns of human migration using crowdsourced DNA testing and reporting of results. Another early example of crowdsourcing occurred in the field of ornithology. On 25 December 1900, Frank Chapman, an early officer of the National Audubon Society, initiated a tradition dubbed the "Christmas Day Bird Census". The project called birders from across North America to count and record the number of birds in each species they witnessed on Christmas Day. The project was successful, and the records from 27 different contributors were compiled into one bird census, which tallied around 90 species of birds. This large-scale collection of data constituted an early form of citizen science, the premise upon which crowdsourcing is based. In the 2012 census, more than 70,000 individuals participated across 2,369 bird count circles. Christmas 2014 marked the National Audubon Society's 115th annual Christmas Bird Count. The European-Mediterranean Seismological Centre (EMSC) has developed a seismic detection system by monitoring the traffic peaks on its website and analyzing keywords used on Twitter. Crowdsourcing is increasingly used in professional journalism. Journalists are able to organize crowdsourced information by fact checking the information, and then using the information they have gathered in their articles as they see fit.[citation needed] A daily newspaper in Sweden has successfully used crowdsourcing in investigating the home loan interest rates in the country in 2013–2014, which resulted in over 50,000 submissions. A daily newspaper in Finland crowdsourced an investigation into stock short-selling in 2011–2012, and the crowdsourced information led to revelations of a tax evasion system by a Finnish bank. The bank executive was fired and policy changes followed. TalkingPointsMemo in the United States asked its readers to examine 3,000 emails concerning the firing of federal prosecutors in 2008. The British newspaper The Guardian crowdsourced the examination of hundreds of thousands of documents in 2009. Data donation is a crowdsourcing approach to gather digital data. It is used by researchers and organizations to gain access to data from online platforms, websites, search engines and apps and devices. Data donation projects usually rely on participants volunteering their authentic digital profile information. Examples include: Crowdsourcing is used in large scale media, such as the community notes system of the X platform. Crowdsourcing on such platforms is thought to be effective in combating partisan misinformation on social media when certain conditions are met. Success may depend on trust in fact-checking sources, the ability to present information that challenges previous beliefs without causing excessive dissonance, and having a sufficiently large and diverse crowd of participants. Effective crowdsourcing interventions must navigate politically polarized environments where trusted sources may be less inclined to provide dissonant opinions. By leveraging network analysis to connect users with neighboring communities outside their ideological echo chambers, crowdsourcing can provide an additional layer of content moderation. Crowdsourcing public policy and the production of public services is also referred to as citizen sourcing. While some scholars argue crowdsourcing for this purpose as a policy tool or a definite means of co-production, others question that and argue that crowdsourcing should be considered just as a technological enabler that simply increases speed and ease of participation. Crowdsourcing can also play a role in democratization. The first conference focusing on Crowdsourcing for Politics and Policy took place at Oxford University, under the auspices of the Oxford Internet Institute in 2014. Research has emerged since 2012 which focused on the use of crowdsourcing for policy purposes. These include experimentally investigating the use of Virtual Labor Markets for policy assessment, and assessing the potential for citizen involvement in process innovation for public administration. Governments across the world are increasingly using crowdsourcing for knowledge discovery and civic engagement.[citation needed] Iceland crowdsourced their constitution reform process in 2011, and Finland has crowdsourced several law reform processes to address their off-road traffic laws. The Finnish government allowed citizens to go on an online forum to discuss problems and possible resolutions regarding some off-road traffic laws.[citation needed] The crowdsourced information and resolutions would then be passed on to legislators to refer to when making a decision, allowing citizens to contribute to public policy in a more direct manner. Palo Alto crowdsources feedback for its Comprehensive City Plan update in a process started in 2015. The House of Representatives in Brazil has used crowdsourcing in policy-reforms. NASA used crowdsourcing to analyze large sets of images. As part of the Open Government Initiative of the Obama Administration, the General Services Administration collected and amalgamated suggestions for improving federal websites. For part of the Obama and Trump Administrations, the We the People system collected signatures on petitions, which were entitled to an official response from the White House once a certain number had been reached. Several U.S. federal agencies ran inducement prize contests, including NASA and the Environmental Protection Agency. Crowdsourcing has been used extensively for gathering language-related data. For dictionary work, crowdsourcing was applied over a hundred years ago by the Oxford English Dictionary editors using paper and postage. It has also been used for collecting examples of proverbs on a specific topic (e.g. religious pluralism) for a printed journal. Crowdsourcing language-related data online has proven very effective and many dictionary compilation projects used crowdsourcing. It is used particularly for specialist topics and languages that are not well documented, such as for the Oromo language. Software programs have been developed for crowdsourced dictionaries, such as WeSay. A slightly different form of crowdsourcing for language data was the online creation of scientific and mathematical terminology for American Sign Language. In linguistics, crowdsourcing strategies have been applied to estimate word knowledge, vocabulary size, and word origin. Implicit crowdsourcing on social media has also approximating sociolinguistic data efficiently. Reddit conversations in various location-based subreddits were analyzed for the presence of grammatical forms unique to a regional dialect. These were then used to map the extent of the speaker population. The results could roughly approximate large-scale surveys on the subject without engaging in field interviews. Mining publicly available social media conversations can be used as a form of implicit crowdsourcing to approximate the geographic extent of speaker dialects. Proverb collection is also being done via crowdsourcing on the Web, most notably for the Pashto language of Afghanistan and Pakistan. Crowdsourcing has been extensively used to collect high-quality gold standards for creating automatic systems in natural language processing (e.g. named entity recognition, entity linking). Organizations often leverage crowdsourcing to gather ideas for new products as well as for the refinement of established product. Lego allows users to work on new product designs while conducting requirements testing. Any user can provide a design for a product, and other users can vote on the product. Once the submitted product has received 10,000 votes, it will be formally reviewed in stages and go into production with no impediments such as legal flaws identified. The creator receives royalties from the net income. Labelling new products as "customer-ideated" through crowdsourcing initiatives, as opposed to not specifying the source of design, leads to a substantial increase in the actual market performance of the products. Merely highlighting the source of design to customers, particularly, attributing the product to crowdsourcing efforts from user communities, can lead to a significant boost in product sales. Consumers perceive "customer-ideated" products as more effective in addressing their needs, leading to a quality inference. The design mode associated with crowdsourced ideas is considered superior in generating promising new products, contributing to the observed increase in market performance. Crowdsourcing is widely used by businesses to source feedback and suggestions on how to improve their products and services. Homeowners can use Airbnb to list their accommodation or unused rooms. Owners set their own nightly, weekly and monthly rates and accommodations. The business, in turn, charges guests and hosts a fee. Guests usually end up spending between $9 and $15. They have to pay a booking fee every time they book a room. The landlord, in turn, pays a service fee for the amount due. The company has 1,500 properties in 34,000 cities in more than 190 countries.[citation needed] Crowdsourcing is frequently used in market research as a way to gather insights and opinions from a large number of consumers. Companies may create online surveys or focus groups that are open to the general public, allowing them to gather a diverse range of perspectives on their products or services. This can be especially useful for companies seeking to understand the needs and preferences of a particular market segment or to gather feedback on the effectiveness of their marketing efforts. The use of crowdsourcing in market research allows companies to quickly and efficiently gather a large amount of data and insights that can inform their business decisions. Methods Internet and digital technologies have massively expanded the opportunities for crowdsourcing. However, the effect of user communication and platform presentation can have a major bearing on the success of an online crowdsourcing project. The crowdsourced problem can range from huge tasks (such as finding alien life or mapping earthquake zones) or very small (identifying images). Some examples of successful crowdsourcing themes are problems that bug people, things that make people feel good about themselves, projects that tap into niche knowledge of proud experts, and subjects that people find sympathetic. Crowdsourcing can either take an explicit or an implicit route: In his 2013 book, Crowdsourcing, Daren C. Brabham puts forth a problem-based typology of crowdsourcing approaches: Ivo Blohm identifies four types of Crowdsourcing Platforms: Microtasking, Information Pooling, Broadcast Search, and Open Collaboration. They differ in the diversity and aggregation of contributions that are created. The diversity of information collected can either be homogenous or heterogenous. The aggregation of information can either be selective or integrative.[definition needed] Some common categories of crowdsourcing have been used effectively in the commercial world include crowdvoting, crowdsolving, crowdfunding, microwork, creative crowdsourcing, crowdsource workforce management, and inducement prize contests. In their conceptual review of the crowdsourcing, Linus Dahlander, Lars Bo Jeppesen, and Henning Piezunka distinguish four steps in the crowdsourcing process: Define, Broadcast, Attract, and Select. Crowdvoting occurs when a website gathers a large group's opinions and judgments on a certain topic. Some crowdsourcing tools and platforms allow participants to rank each other's contributions, e.g. in answer to the question "What is one thing we can do to make Acme a great company?" One common method for ranking is "like" counting, where the contribution with the most "like" votes ranks first. This method is simple and easy to understand, but it privileges early contributions, which have more time to accumulate votes.[citation needed] In recent years, several crowdsourcing companies have begun to use pairwise comparisons backed by ranking algorithms. Ranking algorithms do not penalize late contributions.[citation needed] They also produce results quicker. Ranking algorithms have proven to be at least 10 times faster than manual stack ranking. One drawback, however, is that ranking algorithms are more difficult to understand than vote counting. The Iowa Electronic Market is a prediction market that gathers crowds' views on politics and tries to ensure accuracy by having participants pay money to buy and sell contracts based on political outcomes. Some of the most famous examples have made use of social media channels: Domino's Pizza, Coca-Cola, Heineken, and Sam Adams have crowdsourced a new pizza, bottle design, beer, and song respectively. A website called Threadless selected the T-shirts it sold by having users provide designs and vote on the ones they like, which are then printed and available for purchase. The California Report Card (CRC), a program jointly launched in January 2014 by the Center for Information Technology Research in the Interest of Society and Lt. Governor Gavin Newsom, is an example of modern-day crowd voting. Participants access the CRC online and vote on six timely issues. Through principal component analysis, the users are then placed into an online "café" in which they can present their own political opinions and grade the suggestions of other participants. This system aims to effectively involve the greater public in relevant political discussions and highlight the specific topics with which people are most concerned. Crowdvoting's value in the movie industry was shown when in 2009 a crowd accurately predicted the success or failure of a movie based on its trailer, a feat that was replicated in 2013 by Google. On Reddit, users collectively rate web content, discussions and comments as well as questions posed to persons of interest in "AMA" and AskScience online interviews.[cleanup needed] In 2017, Project Fanchise purchased a team in the Indoor Football League and created the Salt Lake Screaming Eagles, a fan run team. Using a mobile app, the fans voted on the day-to-day operations of the team, the mascot name, signing of players and even offensive play calling during games. Crowdfunding is the process of funding projects by a multitude of people contributing a small amount to attain a certain monetary goal, typically via the Internet. Crowdfunding has been used for both commercial and charitable purposes. The crowdfuding model that has been around the longest is rewards-based crowdfunding. This model is where people can prepurchase products, buy experiences, or simply donate. While this funding may in some cases go towards helping a business, funders are not allowed to invest and become shareholders via rewards-based crowdfunding. Individuals, businesses, and entrepreneurs can showcase their businesses and projects by creating a profile, which typically includes a short video introducing their project, a list of rewards per donation, and illustrations through images.[citation needed] Funders make monetary contribution for numerous reasons: The dilemma for equity crowdfunding in the US as of 2012 was during a refinement process for the regulations of the Securities and Exchange Commission, which had until 1 January 2013 to tweak the fundraising methods. The regulators were overwhelmed trying to regulate Dodd-Frank and all the other rules and regulations involving public companies and the way they traded. Advocates of regulation claimed that crowdfunding would open up the flood gates for fraud, called it the "wild west" of fundraising, and compared it to the 1980s days of penny stock "cold-call cowboys". The process allowed for up to $1 million to be raised without some of the regulations being involved. Companies under the then-current proposal would have exemptions available and be able to raise capital from a larger pool of persons, which can include lower thresholds for investor criteria, whereas the old rules required that the person be an "accredited" investor. These people are often recruited from social networks, where the funds can be acquired from an equity purchase, loan, donation, or ordering. The amounts collected have become quite high, with requests that are over a million dollars for software such as Trampoline Systems, which used it to finance the commercialization of their new software.[citation needed] Web-based idea competitions or inducement prize contests often consist of generic ideas, cash prizes, and an Internet-based platform to facilitate easy idea generation and discussion. An example of these competitions includes an event like IBM's 2006 "Innovation Jam", attended by over 140,000 international participants and yielded around 46,000 ideas. Another example is the Netflix Prize in 2009. People were asked to come up with a recommendation algorithm that is more accurate than Netflix's current algorithm. It had a grand prize of US$1,000,000, and it was given to a team which designed an algorithm that beat Netflix's own algorithm for predicting ratings by 10.06%.[citation needed] Another example of competition-based crowdsourcing is the 2009 DARPA balloon experiment, where DARPA placed 10 balloon markers across the United States and challenged teams to compete to be the first to report the location of all the balloons. A collaboration of efforts was required to complete the challenge quickly and in addition to the competitive motivation of the contest as a whole, the winning team (MIT, in less than nine hours) established its own "collaborapetitive" environment to generate participation in their team. A similar challenge was the Tag Challenge, funded by the US State Department, which required locating and photographing individuals in five cities in the US and Europe within 12 hours based only on a single photograph. The winning team managed to locate three suspects by mobilizing volunteers worldwide using a similar incentive scheme to the one used in the balloon challenge. Using open innovation platforms is an effective way to crowdsource people's thoughts and ideas for research and development. The company InnoCentive is a crowdsourcing platform for corporate research and development where difficult scientific problems are posted for crowds of solvers to discover the answer and win a cash prize that ranges from $10,000 to $100,000 per challenge. InnoCentive, of Waltham, Massachusetts, and London, England, provides access to millions of scientific and technical experts from around the world. The company claims a success rate of 50% in providing successful solutions to previously unsolved scientific and technical problems. The X Prize Foundation creates and runs incentive competitions offering between $1 million and $30 million for solving challenges. Local Motors is another example of crowdsourcing, and it is a community of 20,000 automotive engineers, designers, and enthusiasts that compete to build off-road rally trucks. Implicit crowdsourcing is less obvious because users do not necessarily know they are contributing, yet can still be very effective in completing certain tasks.[citation needed] Rather than users actively participating in solving a problem or providing information, implicit crowdsourcing involves users doing another task entirely where a third party gains information for another topic based on the user's actions. A good example of implicit crowdsourcing is the ESP game, where users find words to describe Google images, which are then used as metadata for the images. Another popular use of implicit crowdsourcing is through reCAPTCHA, which asks people to solve CAPTCHAs to prove they are human, and then provides CAPTCHAs from old books that cannot be deciphered by computers, to digitize them for the web. Like many tasks solved using the Mechanical Turk, CAPTCHAs are simple for humans, but often very difficult for computers. Piggyback crowdsourcing can be seen most frequently by websites such as Google that data-mine a user's search history and websites to discover keywords for ads, spelling corrections, and finding synonyms. In this way, users are unintentionally helping to modify existing systems, such as Google Ads. Demographics of the crowd The crowd is an umbrella term for the people who contribute to crowdsourcing efforts. Though it is sometimes difficult to gather data about the demographics of the crowd as a whole, several studies have examined various specific online platforms. Amazon Mechanical Turk has received a great deal of attention in particular. A study in 2008 by Ipeirotis found that users at that time were primarily American, young, female, and well-educated, with 40% earning more than $40,000 per year. In November 2009, Ross found a very different Mechanical Turk population where 36% of which was Indian. Two-thirds of Indian workers were male, and 66% had at least a bachelor's degree. Two-thirds had annual incomes less than $10,000, with 27% sometimes or always depending on income from Mechanical Turk to make ends meet. More recent studies have found that U.S. Mechanical Turk workers are approximately 58% female, and nearly 67% of workers are in their 20s and 30s. Close to 80% are White, and 9% are Black. MTurk workers are less likely to be married or have children as compared to the general population. In the US population over 18, 45% are unmarried, while the proportion of unmarried workers on MTurk is around 57%. Additionally, about 55% of MTurk workers do not have any children, which is significantly higher than the general population. Approximately 68% of U.S. workers are employed, compared to 60% in the general population. MTurk workers in the U.S. are also more likely to have a four-year college degree (35%) compared to the general population (27%). Politics within the U.S. sample of MTurk are skewed liberal, with 46% Democrats, 28% Republicans, and 26% "other". MTurk workers are also less religious than the U.S. population, with 41% religious, 20% spiritual, 21% agnostic, and 16% atheist. The demographics of Microworkers.com differ from Mechanical Turk in that the US and India together accounting for only 25% of workers; 197 countries are represented among users, with Indonesia (18%) and Bangladesh (17%) contributing the largest share. However, 28% of employers are from the US. Another study of the demographics of the crowd at iStockphoto found a crowd that was largely white, middle- to upper-class, higher educated, worked in a so-called "white-collar job" and had a high-speed Internet connection at home. In a crowd-sourcing diary study of 30 days in Europe, the participants were predominantly higher educated women. Studies have also found that crowds are not simply collections of amateurs or hobbyists. Rather, crowds are often professionally trained in a discipline relevant to a given crowdsourcing task and sometimes hold advanced degrees and many years of experience in the profession. Claiming that crowds are amateurs, rather than professionals, is both factually untrue and may lead to marginalization of crowd labor rights. Gregory Saxton et al. studied the role of community users, among other elements, during his content analysis of 103 crowdsourcing organizations. They developed a taxonomy of nine crowdsourcing models (intermediary model, citizen media production, collaborative software development, digital goods sales, product design, peer-to-peer social financing, consumer report model, knowledge base building model, and collaborative science project model) in which to categorize the roles of community users, such as researcher, engineer, programmer, journalist, graphic designer, etc., and the products and services developed. Many researchers suggest that both intrinsic and extrinsic motivations cause people to contribute to crowdsourced tasks and these factors influence different types of contributors. For example, people employed in a full-time position rate human capital advancement as less important than part-time workers do, while women rate social contact as more important than men do. Intrinsic motivations are broken down into two categories: enjoyment-based and community-based motivations. Enjoyment-based motivations refer to motivations related to the fun and enjoyment contributors experience through their participation. These motivations include: skill variety, task identity, task autonomy, direct feedback from the job, and taking the job as a pastime.[citation needed] Community-based motivations refer to motivations related to community participation, and include community identification and social contact. In crowdsourced journalism, the motivation factors are intrinsic: the crowd is driven by a possibility to make social impact, contribute to social change, and help their peers. Extrinsic motivations are broken down into three categories: immediate payoffs, delayed payoffs, and social motivations. Immediate payoffs, through monetary payment, are the immediately received compensations given to those who complete tasks. Delayed payoffs are benefits that can be used to generate future advantages, such as training skills and being noticed by potential employers. Social motivations are the rewards of behaving pro-socially, such as the altruistic motivations of online volunteers. Chandler and Kapelner found that US users of the Amazon Mechanical Turk were more likely to complete a task when told they were going to help researchers identify tumor cells, than when they were not told the purpose of their task. However, of those who completed the task, quality of output did not depend on the framing. Motivation in crowdsourcing is often a mix of intrinsic and extrinsic factors. In a crowdsourced law-making project, the crowd was motivated by both intrinsic and extrinsic factors. Intrinsic motivations included fulfilling civic duty, affecting the law for sociotropic reasons, to deliberate with and learn from peers. Extrinsic motivations included changing the law for financial gain or other benefits. Participation in crowdsourced policy-making was an act of grassroots advocacy, whether to pursue one's own interest or more altruistic goals, such as protecting nature. Participants in online research studies report their motivation as both intrinsic enjoyment and monetary gain. Another form of social motivation is prestige or status. The International Children's Digital Library recruited volunteers to translate and review books. Because all translators receive public acknowledgment for their contributions, Kaufman and Schulz cite this as a reputation-based strategy to motivate individuals who want to be associated with institutions that have prestige. The Mechanical Turk uses reputation as a motivator in a different sense, as a form of quality control. Crowdworkers who frequently complete tasks in ways judged to be inadequate can be denied access to future tasks, whereas workers who pay close attention may be rewarded by gaining access to higher-paying tasks or being on an "Approved List" of workers. This system may incentivize higher-quality work. However, this system only works when requesters reject bad work, which many do not. Despite the potential global reach of IT applications online, recent research illustrates that differences in location[which?] affect participation outcomes in IT-mediated crowds. Limitations and controversies While there it lots of anecdotal evidence that illustrates the potential of crowdsourcing and the benefits that organizations have derived, there is scientific evidence that crowdsourcing initiatives often fail. At least six major topics cover the limitations and controversies about crowdsourcing: Crowdsourcing initiatives often fail to attract sufficient or beneficial contributions. The vast majority of crowdsourcing initiatives hardly attract contributions; an analysis of thousands of organizations' crowdsourcing initiatives illustrates that only the 90th percentile of initiatives attracts more than one contribution a month. While crowdsourcing initiatives may be effective in isolation, when faced with competition they mail fail to attract sufficient contributions. Nagaraj and Piezunka (2024) illustrate that OpenStreetMap struggled to attract contributions once Google Maps entered a country. Crowdsourcing allows anyone to participate, allowing for many unqualified participants and resulting in large quantities of unusable contributions. Companies, or additional crowdworkers, then have to sort through the low-quality contributions. The task of sorting through crowdworkers' contributions, along with the necessary job of managing the crowd, requires companies to hire actual employees, thereby increasing management overhead. For example, susceptibility to faulty results can be caused by targeted, malicious work efforts. Since crowdworkers completing microtasks are paid per task, a financial incentive often causes workers to complete tasks quickly rather than well. Verifying responses is time-consuming, so employers often depend on having multiple workers complete the same task to correct errors. However, having each task completed multiple times increases time and monetary costs. Some companies, like CloudResearch, control data quality by repeatedly vetting crowdworkers to ensure they are paying attention and providing high-quality work. Crowdsourcing quality is also impacted by task design. Lukyanenko et al. argue that, the prevailing practice of modeling crowdsourcing data collection tasks in terms of fixed classes (options), unnecessarily restricts quality. Results demonstrate that information accuracy depends on the classes used to model domains, with participants providing more accurate information when classifying phenomena at a more general level (which is typically less useful to sponsor organizations, hence less common).[clarification needed] Further, greater overall accuracy is expected when participants could provide free-form data compared to tasks in which they select from constrained choices. In behavioral science research, it is often recommended to include open-ended responses, in addition to other forms of attention checks, to assess data quality. Just as limiting, oftentimes there is not enough skills or expertise in the crowd to successfully accomplish the desired task. While this scenario does not affect "simple" tasks such as image labeling, it is particularly problematic for more complex tasks, such as engineering design or product validation. A comparison between the evaluation of business models from experts and an anonymous online crowd showed that an anonymous online crowd cannot evaluate business models to the same level as experts. In these cases, it may be difficult or even impossible to find qualified people in the crowd, as their responses represent only a small fraction of the workers compared to consistent, but incorrect crowd members. However, if the task is "intermediate" in its difficulty, estimating crowdworkers' skills and intentions and leveraging them for inferring true responses works well, albeit with an additional computation cost.[citation needed] Crowdworkers are a nonrandom sample of the population. Many researchers use crowdsourcing to quickly and cheaply conduct studies with larger sample sizes than would be otherwise achievable. However, due to limited access to the Internet, participation in low developed countries is relatively low. Participation in highly developed countries is similarly low, largely because the low amount of pay is not a strong motivation for most users in these countries. These factors lead to a bias in the population pool towards users in medium developed countries, as deemed by the human development index. Participants in these countries sometimes masquerade as U.S. participants to gain access to certain tasks. This led to the "bot scare" on Amazon Mechanical Turk in 2018, when researchers thought bots were completing research surveys due to the lower quality of responses originating from medium-developed countries. The likelihood that a crowdsourced project will fail due to lack of monetary motivation or too few participants increases over the course of the project. Tasks that are not completed quickly may be forgotten, buried by filters and search procedures. This results in a long-tail power law distribution of completion times. Additionally, low-paying research studies online have higher rates of attrition, with participants not completing the study once started. Even when tasks are completed, crowdsourcing does not always produce quality results. When Facebook began its localization program in 2008, it encountered some criticism for the low quality of its crowdsourced translations. One of the problems of crowdsourcing products is the lack of interaction between the crowd and the client. Usually little information is known about the final product, and workers rarely interacts with the final client in the process. This can decrease the quality of product as client interaction is considered to be a vital part of the design process. An additional cause of the decrease in product quality that can result from crowdsourcing is the lack of collaboration tools. In a typical workplace, coworkers are organized in such a way that they can work together and build upon each other's knowledge and ideas. Furthermore, the company often provides employees with the necessary information, procedures, and tools to fulfill their responsibilities. However, in crowdsourcing, crowd-workers are left to depend on their own knowledge and means to complete tasks. A crowdsourced project is usually expected to be unbiased by incorporating a large population of participants with a diverse background. However, most of the crowdsourcing works are done by people who are paid or directly benefit from the outcome (e.g. most of open source projects working on Linux). In many other cases, the end product is the outcome of a single person's endeavor, who creates the majority of the product, while the crowd only participates in minor details. To make an idea turn into a reality, the first component needed is capital. Depending on the scope and complexity of the crowdsourced project, the amount of necessary capital can range from a few thousand dollars to hundreds of thousands, if not more. The capital-raising process can take from days to months depending on different variables, including the entrepreneur's network and the amount of initial self-generated capital.[citation needed] The crowdsourcing process allows entrepreneurs to access a wide range of investors who can take different stakes in the project. As an effect, crowdsourcing simplifies the capital-raising process and allows entrepreneurs to spend more time on the project itself and reaching milestones rather than dedicating time to get it started. Overall, the simplified access to capital can save time to start projects and potentially increase the efficiency of projects.[citation needed] Others argue that easier access to capital through a large number of smaller investors can hurt the project and its creators. With a simplified capital-raising process involving more investors with smaller stakes, investors are more risk-seeking because they can take on an investment size with which they are comfortable. This leads to entrepreneurs losing possible experience convincing investors who are wary of potential risks in investing because they do not depend on one single investor for the survival of their project. Instead of being forced to assess risks and convince large institutional investors on why their project can be successful, wary investors can be replaced by others who are willing to take on the risk. Some translation companies and translation tool consumers pretend to use crowdsourcing as a means for drastically cutting costs, instead of hiring professional translators. This situation has been systematically denounced by IAPTI and other translator organizations. The raw number of ideas that get funded and the quality of the ideas is a large controversy over the issue of crowdsourcing. Proponents argue that crowdsourcing is beneficial because it allows the formation of startups with niche ideas that would not survive venture capitalist or angel funding, which are oftentimes the primary investors in startups. Many ideas are scrapped in their infancy due to insufficient support and lack of capital, but crowdsourcing allows these ideas to be started if an entrepreneur can find a community to take interest in the project. Crowdsourcing allows those who would benefit from the project to fund and become a part of it, which is one way for small niche ideas get started. However, when the number of projects grows, the number of failures also increases. Crowdsourcing assists the development of niche and high-risk projects due to a perceived need from a select few who seek the product. With high risk and small target markets, the pool of crowdsourced projects faces a greater possible loss of capital, lower return, and lower levels of success. Because crowdworkers are considered independent contractors rather than employees, they are not guaranteed minimum wage. In practice, workers using Amazon Mechanical Turk generally earn less than minimum wage. In 2009, it was reported that United States Turk users earned an average of $2.30 per hour for tasks, while users in India earned an average of $1.58 per hour, which is below minimum wage in the United States (but not in India). In 2018, a survey of 2,676 Amazon Mechanical Turk workers doing 3.8 million tasks found that the median hourly wage was approximately $2 per hour, and only 4% of workers earned more than the federal minimum wage of $7.25 per hour. Some researchers who have considered using Mechanical Turk to get participants for research studies have argued that the wage conditions might be unethical. However, according to other research, workers on Amazon Mechanical Turk do not feel they are exploited and are ready to participate in crowdsourcing activities in the future. A more recent study using stratified random sampling to access a representative sample of Mechanical Turk workers found that the U.S. MTurk population is financially similar to the general population. Workers tend to participate in tasks as a form of paid leisure and to supplement their primary income, and only 7% view it as a full-time job. Overall, workers rated MTurk as less stressful than other jobs. Workers also earn more than previously reported, about $6.50 per hour. They see MTurk as part of the solution to their financial situation and report rare upsetting experiences. They also perceive requesters on MTurk as fairer and more honest than employers outside of the platform. When Facebook began its localization program in 2008, it received criticism for using free labor in crowdsourcing the translation of site guidelines. Typically, no written contracts, nondisclosure agreements, or employee agreements are made with crowdworkers. For users of the Amazon Mechanical Turk, this means that employers decide whether users' work is acceptable and reserve the right to withhold pay if it does not meet their standards. Critics say that crowdsourcing arrangements exploit individuals in the crowd, and a call has been made for crowds to organize for their labor rights. Collaboration between crowd members can also be difficult or even discouraged, especially in the context of competitive crowd sourcing. Crowdsourcing site InnoCentive allows organizations to solicit solutions to scientific and technological problems; only 10.6% of respondents reported working in a team on their submission. Amazon Mechanical Turk workers collaborated with academics to create a platform, WeAreDynamo.org, that allows them to organize and create campaigns to better their work situation, but the site is no longer running. Another platform run by Amazon Mechanical Turk workers and academics, Turkopticon, continues to operate and provides worker reviews on Amazon Mechanical Turk employers. America Online settled the case Hallissey et al. v. America Online, Inc. for $15 million in 2009, after unpaid moderators sued to be paid the minimum wage as employees under the U.S. Fair Labor Standards Act. Crowdsourcing has also been increasingly used in artificial intelligence training, where large datasets of human-labeled images or text are collected to improve machine learning models. Besides insufficient compensation and other labor-related disputes, there have also been concerns regarding privacy violations, the hiring of vulnerable groups, breaches of anonymity, psychological damage, the encouragement of addictive behaviors, and more. Many but not all of the issues related to crowdworkes overlap with concerns related to content moderators. See also References External links
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[SOURCE: https://www.fast.ai/posts/2023-07-29-ai-centralizes-power/index.html] | [TOKENS: 3140]
The real risk of AI is how it concentrates power Rachel Thomas July 29, 2023 On this page Friends with no previous interest in AI ethics have begun asking me questions in the wake of the release of ChatGPT4, Bard, and Bing Chat. This new generation of large language models has made headlines and sparked widespread debate. To consider the risks posed by new AI applications, it is useful to first understand several underlying concepts. I spent years researching the mechanisms by which algorithmic systems can cause harm, and in late 2021, I gave a 20-minute talk on what I consider key ideas at the heart of AI ethics. With the advent of the newest generation of language models, these concepts are more relevant than ever. Over the past decade, topics such as explainability (having computers generate an explanation of why they compute the outputs they do) and fairness/bias (addressing when algorithms have worse accuracy on some groups of people than others) have gained more attention within the field of AI and in the media. Some computer scientists and journalists have stopped there: assuming that a computer program that can explain the logic behind its decision making, or a program that has the same accuracy on light-skinned men as on dark-skinned women, must now be ethical. While these principles are important, on their own they are not enough to address nor prevent harms of AI systems. Below is an edited transcript of this talk. Actionable Recourse Explainability on its own is insufficient. Consider an algorithmic system that is making decisions about whether or not someone should get a loan. Often a question will be “why was my loan denied?”, but really the underlying question is “what can I change about my situation to get a loan in the future?” An explanation should be actionable. For example, it’s not okay to deny a loan because of ethnicity. That’s discrimination and it would not make for a satisfying explanation. For decisions impacting people’s lives, there also needs to be a mechanism for recourse, so that decisions can be changed. This is actionable recourse, as described by Berk Ustun. This underlying idea of actionable recourse shows up in many applications. There is an example I return to often, since it’s a pattern that we see across many countries. In the USA there is an algorithm to determine poor people’s health care benefits. When it was implemented in one state there was a bug in the code that incorrectly cut care for people with cerebral palsy. Tammy Dobbs was one of the many people that lost care due to a software bug. She needed this care for very basic life functions: to help her get out of bed in the morning, to get her breakfast, and so on. She asked for an explanation and they didn’t give her one; they just said this is what the algorithm determined. At the root, what she needed was not just an explanation, but a mechanism for recourse to get the decision changed. Eventually the error was revealed through a lengthy court case, but that is a terrible setup. This illustrates a common issue that shows up again and again: automated systems are often implemented with no way to identify and address mistakes. There are a few reasons why there is no mechanism for catching mistakes. Often automation is being used as a cost cutting measure and having robust error checking in place and ways to surface mistakes would cost more. There can also be biases of people mistakenly believing that computers are perfectly accurate. Human Rights Watch put out a report on automated system use in the EU for social benefits. Country after country had alarming examples where there were errors, yet no clear way to identify, much less address, them. There was a case in France where an algorithm to determine food benefits made errors in at least 60,000 cases. One woman said her case manager even agreed this was a bug and that she deserved to receive benefits, but the case manager didn’t have the power to reinstate them! Another domain to consider is content moderation. The Santa Clara Principles for content moderation were developed by a group of ethicists, although these principles are not observed by the major platforms. I want to share Principle 3, because I love the wording, which is that companies should provide a meaningful opportunity for timely appeal. I really like this idea of appeal being meaningful and timely. I think this is relevant far, far beyond content moderation. Too often, even when there is a way to try to report a mistake, you just get an automated response that clearly hasn’t been read or you have to wait months for an answer. It is important that appeals are not just available, but also that they are meaningful and timely. Contestability Contestability is the idea of building an algorithmic system to include mechanisms for questioning and disagreeing with results as part of the system, rather than as an external add-on. Too often we build computational systems assuming okay this is going to work great, and then when there are errors, we tack on something extra at the end. I found this provocative to think about how we include disagreement into the core of the system. I had considered this from a slightly different angle in my work with fast.ai, where we have a concept of what we call augmented machine learning. This is in contrast to auto machine learning, which is often about automating a process end to end. With augmented machine learning we really wanted to think about what are the things that humans are really good at and how can we take advantage of human strengths as opposed to simply trying to automate everything and then being left with weird gaps of stuff that computers are not doing well. How can humans and computers best work together? This is important to keep in mind with system design. Fairness and Bias It is important to consider fairness and bias, but that alone is insufficient. I imagine many of you are familiar with the Gender Shades research on facial recognition by Joy Boulamwini, Timnit Gebru, and Deborah Raji. They evaluated commercial computer vision products that had been released from a number of big name companies including Microsoft, IBM, and Amazon. They found that the products performed worse on women than on men and worse on people with dark skin than on people with light skin, leading to terrible results for dark-skinned women. For instance, IBM’s product had 99.7% accuracy on light skinned men, but just 65% accuracy on dark-skinned women. That is a huge discrepancy in a product that had been commercially released. This research was ground-breaking in bringing attention to a pernicious issue. Some people have reacted with a superficial response, which is not consistent what the researchers wrote, concluding that the solution is solely to get more pictures of dark-skinned women and then call it a day. While issues of representation in underlying training datasets need to be addressed, this is only one part of the problem. We have to look at how these systems are used, which poses many other significant harms. Harmful if it doesn’t work; Harmful if it works In several USA cities, police have used facial recognition to identify Black people protesting police racism and police murders of unarmed civilians. There’s a huge power issue when you look at this type of use of technology. I believe this is unethical whether or not it works. It is certainly terrible to misidentify people and arrest the wrong person, but it’s a threat to civil rights to identify protesters. Dr. Timnit Gebru wrote, “A lot of times, people are talking about bias in the sense of equalizing performance across groups. They’re not thinking about the underlying foundation, whether a task should exist in the first place, who creates it, who will deploy it on which population, who owns the data, and how is it used?” These are all crucial questions to ask. They are questions of power. Yes, you should check the error rates on different subgroups, but that alone is insufficient, and doesn’t address questions of power. While the policing examples are from the USA, this is a pattern throughout history and throughout the world. Professor Alvaro Bedoya wrote, “It is a pattern throughout history that surveillance is used against those considered ‘less than’, against the poor man, the person of color, the immigrant, the heretic. It is used to try to stop marginalized people from achieving power.” The history of surveillance as a weapon used against the marginalised stretches back centuries and predates computers, but AI has now turbocharged this dynamic. Operating at scale Robodebt was a program where the Australian government created unlawful debts for hundreds of thousands of people through an automated system. People would be notified that they had been overpaid on welfare (often, this was false, but contesting it required documentation most people didn’t have) and that they now owed the government significant amounts of money. This destroyed many lives, even driving some victims to suicide. A detail that struck me is that the number of debts issued went from 20,000 per year, back when it was a more manual process, to 20,000 per week with automation. That is a 50x scale up! Automation was used to drastically scale putting poor people into debt. This is another disturbing pattern in machine learning. Centralizing Power Machine learning often has the effect of centralizing power. It can be implemented with no system for recourse and no way to identify mistakes, as we saw earlier with people whose healthcare was wrongly cut due to a bug. It can be used cheaply at massive scale, as shown with Robodebt. It can also replicate identical biases or errors at scale. Often when I teach about how automated systems can cause harm, people will point out how humans make mistakes and are biased too. However, there are key differences in automated systems. It is not just plug-and-play interchangeable when you switch from a human decision maker to an automated decision maker. Automated systems can also be used to evade responsibility. This is true of bureaucracy in general. While in non-automated bureaucracies you also get a passing of the buck (“I was just following orders” or ”it’s this other person’s fault”); however, as dana boyd has pointed out, automated systems are often being used to extend bureaucracy (as explained by danah boyd), adding additional places to deflect responsibility. In the example health care software bug example that I shared, a journalist interviewed the creator of that algorithm. He is earning royalties through a private company, and he said it’s not the company’s responsibility to offer an explanation. He blamed policymakers for the errors. The policymakers could blame the particular people that implemented this software. Everyone can point to somebody else or even to the software itself. Systems where nobody takes responsibility do not lead to good outcomes. Feedback loops Feedback loops occur when you create the outcome that you were trying to predict. Data can become tainted from the output of the model. Furthermore, machine learning models can amplify bias, not just encode it. There have been multiple papers showing that if you start with a biased dataset you can actually train a model that is even more biased than the training dataset. In summary, these are several reasons why machine learning can end up centralising power and why automated systems are different from human decision makers. AI researcher Pratyusha Kalluri advises us that rather than ask whether an AI application is fair to instead ask how it shifts power. The People Impacted Another thing I want to highlight about the healthcare example is that the people whose healthcare was incorrectly cut saw the problem right away, but there was no way to get that mistake acknowledged or addressed. Another tragic example of people recognizing an issue but not being able to get it addressed is Facebook’s role in the genocide in Myanmar. In 2018, the UN found that Facebook had played a “determining role” in the genocide; however that was not not a surprise to anyone who had been following the events. A tech entepreneur based in Myanmar said, “That’s not 20/20 hindsight. The scale of this problem was significant. It was already apparent [going back to 2013].” It’s important to understand that genocide does not come out of nowhere. It gradually escalates. From 2013, people warned executives about how Facebook was being used in Myanmar to incite violence and to dehumanize an ethnic minority. In 2013, 2014, and 2015, people raised warnings and they were not listened to. An indication of how little Facebook did to address the issues is that the start of 2015 they only had two contractors who spoke Burmese, and they only hired 2 more that year. Compared to the number of Burmese-speaking users in Myanmar, it was a tiny number. Facebook invested very few resources in this (contrast the situation with when Facebook rapidly hired over a thousand content moderators in Germany to avoid a fine). This is a pattern that we see over and over, that often the people most impacted by a system recognize the issues earliest, but they are not listened to and don’t have effective ways to raise an alarm. They also best understand the needed interventions for addressing the ethical risk. It is crucial that the people most impacted have avenues for participation and power. Practical Resources The participatory approaches to machine learning workshop at ICML 2020 was fantastic. The organizers of the workshop highlighted that the designers of a machine learning system have far more power over the system than the individuals impacted. Even within algorithmic fairness or human-centered ML, ethics work is often focused on centralized solutions, which can further increase the power of system creators. The workshop organizers called for more democratic, cooperative, and participatory approaches. I want to share some practical resources with you. The Markkula Center for Applied Ethics at Santa Clara University has a packet of resources online for ethics and technology practice and in particular I love their Tech Ethics Toolkit. This is a set of practices that you could implement within your organization. As an example, tool 3 is “expanding the ethical circle”, which involves setting a regular time aside to make sure you are going through who all the stakeholders are that will be directly affected by a system, as well as who will be indirectly affected in significant ways. It involves asking whose skills, experiences, and values have we simply assumed rather than actually consulted. The toolkit goes into more detail about this on questions to ask and things to look for. Another useful resource on this is the Diverse Voices guide from the University of Washington Tech Policy Lab. In addition to an academic paper, they have a practical how-to guide on assembling panels of groups who are not be well-represented and whose input you need. They include examples, such as panels of people who are formerly incarcerated, people who don’t drive cars, and extremely low income people. Data are not bricks to be stacked, oil to be drilled In conclusion, explainability on its own is insufficient; we need actionable recourse and contestability. Fairness is insufficient; we need justice. The people most impacted by a system need avenues for participation and power. These are very difficult problems but some steps towards solutions are: I’ll close with a quote that I love from AI researcher Inioluwa Deborah Raji, “But data are not bricks to be stacked, oil to be drilled, gold to be mined, opportunities to be harvested. Data are humans to be seen, maybe loved, hopefully taken care of.” The video version of my talk is available here. Further reading / watching You may also be intersted in:
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[SOURCE: https://www.bbc.com/video/bbc-maestro] | [TOKENS: 541]
BBC MaestroStephanie RomiszewskiGet a good night's sleep with Stephanie RomiszewskiJoin the world-leading sleep expert to bid goodnight to sleep anxiety and rediscover the joy of restful nights.See moreSteven BartlettLaunch your business with Steven BartlettJoin the youngest judge in Dragons' Den history and creator of Diary of a CEO as he shares 16 principles to make your business a success.See moreTim SpectorTransform your health with Professor Tim SpectorJoin health guru Tim Spector as he teaches you about the different aspects of gut health, nutrition and healthy eating habits.See moreMarco Pierre WhiteMaster the craft of cooking with Marco Pierre WhiteGo beyond recipes and uncover the art of cooking with the youngest chef ever to be granted three Michelin stars.See moreEvy PoumpourasLearn the art of influence with Evy PoumpourasUnderstand how to read people and build lasting confidence with former US Secret Service agent Evy Poumpouras.See moreOliver BurkemanSharpen your time management with Oliver BurkemanLearn practical time management skills that will give you more time for what's important with best-selling author Oliver Burkeman.See moreIsabel AllendeLearn the art of magical storytelling with Isabel AllendeJoin the bestselling author to learn the craft of extraordinary writing and become inspired by her masterpieces.See moreAgo PerroneMaster cocktail making with Ago PerroneShake up the party with cocktail-making techniques from one of the world's best mixologists, Ago Perrone.See moreEric VetroSing like the stars with Eric VetroLevel up your singing skills with the vocal coach behind stars like Ariana Grande and Sabrina Carpenter.See morePaula ScherElevate your design skills with Paula ScherJoin the creative mind behind iconic designs and album covers as she explains the rules of great graphic design.See more BBC Maestro Stephanie Romiszewski Get a good night's sleep with Stephanie Romiszewski Steven Bartlett Launch your business with Steven Bartlett Tim Spector Transform your health with Professor Tim Spector Marco Pierre White Master the craft of cooking with Marco Pierre White Evy Poumpouras Learn the art of influence with Evy Poumpouras Oliver Burkeman Sharpen your time management with Oliver Burkeman Isabel Allende Learn the art of magical storytelling with Isabel Allende Ago Perrone Master cocktail making with Ago Perrone Eric Vetro Sing like the stars with Eric Vetro Paula Scher Elevate your design skills with Paula Scher Copyright 2026 BBC. All rights reserved. The BBC is not responsible for the content of external sites. Read about our approach to external linking.
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[SOURCE: https://en.wikipedia.org/wiki/Computational_learning_theory] | [TOKENS: 338]
Contents Computational learning theory In computer science, computational learning theory (or just learning theory) is a subfield of artificial intelligence devoted to studying the design and analysis of machine learning algorithms. Overview Theoretical results in machine learning often focus on a type of inductive learning known as supervised learning. In supervised learning, an algorithm is provided with labeled samples. For instance, the samples might be descriptions of mushrooms, with labels indicating whether they are edible or not. The algorithm uses these labeled samples to create a classifier. This classifier assigns labels to new samples, including those it has not previously encountered. The goal of the supervised learning algorithm is to optimize performance metrics, such as minimizing errors on new samples. In addition to performance bounds, computational learning theory studies the time complexity and feasibility of learning.[citation needed] In computational learning theory, a computation is considered feasible if it can be done in polynomial time.[citation needed] There are two kinds of time complexity results: Negative results often rely on commonly believed, but yet unproven assumptions,[citation needed] such as: There are several different approaches to computational learning theory based on making different assumptions about the inference principles used to generalise from limited data. This includes different definitions of probability (see frequency probability, Bayesian probability) and different assumptions on the generation of samples.[citation needed] The different approaches include: While its primary goal is to understand learning abstractly, computational learning theory has led to the development of practical algorithms. For example, PAC theory inspired boosting, VC theory led to support vector machines, and Bayesian inference led to belief networks. See also References Further reading A description of some of these publications is given at important publications in machine learning. External links
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[SOURCE: https://en.wikipedia.org/wiki/Occam_learning] | [TOKENS: 2380]
Contents Occam learning In computational learning theory, Occam learning is a model of algorithmic learning where the objective of the learner is to output a succinct representation of received training data. This is closely related to probably approximately correct (PAC) learning, where the learner is evaluated on its predictive power of a test set. Occam learnability implies PAC learning, and for a wide variety of concept classes, the converse is also true: PAC learnability implies Occam learnability. Introduction Occam Learning is named after Occam's razor, which is a principle stating that, given all other things being equal, a shorter explanation for observed data should be favored over a lengthier explanation. The theory of Occam learning is a formal and mathematical justification for this principle. It was first shown by Blumer, et al. that Occam learning implies PAC learning, which is the standard model of learning in computational learning theory. In other words, parsimony (of the output hypothesis) implies predictive power. Definition of Occam learning The succinctness of a concept c {\displaystyle c} in concept class C {\displaystyle {\mathcal {C}}} can be expressed by the length s i z e ( c ) {\displaystyle size(c)} of the shortest bit string that can represent c {\displaystyle c} in C {\displaystyle {\mathcal {C}}} . Occam learning connects the succinctness of a learning algorithm's output to its predictive power on unseen data. Let C {\displaystyle {\mathcal {C}}} and H {\displaystyle {\mathcal {H}}} be concept classes containing target concepts and hypotheses respectively. Then, for constants α ≥ 0 {\displaystyle \alpha \geq 0} and 0 ≤ β < 1 {\displaystyle 0\leq \beta <1} , a learning algorithm L {\displaystyle L} is an ( α , β ) {\displaystyle (\alpha ,\beta )} -Occam algorithm for C {\displaystyle {\mathcal {C}}} using H {\displaystyle {\mathcal {H}}} iff, given a set S = { x 1 , … , x m } {\displaystyle S=\{x_{1},\dots ,x_{m}\}} of m {\displaystyle m} samples labeled according to a concept c ∈ C {\displaystyle c\in {\mathcal {C}}} , L {\displaystyle L} outputs a hypothesis h ∈ H {\displaystyle h\in {\mathcal {H}}} such that where n {\displaystyle n} is the maximum length of any sample x ∈ S {\displaystyle x\in S} . An Occam algorithm is called efficient if it runs in time polynomial in n {\displaystyle n} , m {\displaystyle m} , and s i z e ( c ) . {\displaystyle size(c).} We say a concept class C {\displaystyle {\mathcal {C}}} is Occam learnable with respect to a hypothesis class H {\displaystyle {\mathcal {H}}} if there exists an efficient Occam algorithm for C {\displaystyle {\mathcal {C}}} using H . {\displaystyle {\mathcal {H}}.} The relation between Occam and PAC learning Occam learnability implies PAC learnability, as the following theorem of Blumer, et al. shows: Let L {\displaystyle L} be an efficient ( α , β ) {\displaystyle (\alpha ,\beta )} -Occam algorithm for C {\displaystyle {\mathcal {C}}} using H {\displaystyle {\mathcal {H}}} . Then there exists a constant a > 0 {\displaystyle a>0} such that for any 0 < ϵ , δ < 1 {\displaystyle 0<\epsilon ,\delta <1} , for any distribution D {\displaystyle {\mathcal {D}}} , given m ≥ a ( 1 ϵ log ⁡ 1 δ + ( ( n ⋅ s i z e ( c ) ) α ϵ ) 1 1 − β ) {\displaystyle m\geq a\left({\frac {1}{\epsilon }}\log {\frac {1}{\delta }}+\left({\frac {(n\cdot size(c))^{\alpha }}{\epsilon }}\right)^{\frac {1}{1-\beta }}\right)} samples drawn from D {\displaystyle {\mathcal {D}}} and labelled according to a concept c ∈ C {\displaystyle c\in {\mathcal {C}}} of length n {\displaystyle n} bits each, the algorithm L {\displaystyle L} will output a hypothesis h ∈ H {\displaystyle h\in {\mathcal {H}}} such that e r r o r ( h ) ≤ ϵ {\displaystyle error(h)\leq \epsilon } with probability at least 1 − δ {\displaystyle 1-\delta } . Here, e r r o r ( h ) {\displaystyle error(h)} is with respect to the concept c {\displaystyle c} and distribution D {\displaystyle {\mathcal {D}}} . This implies that the algorithm L {\displaystyle L} is also a PAC learner for the concept class C {\displaystyle {\mathcal {C}}} using hypothesis class H {\displaystyle {\mathcal {H}}} . A slightly more general formulation is as follows: Let 0 < ϵ , δ < 1 {\displaystyle 0<\epsilon ,\delta <1} . Let L {\displaystyle L} be an algorithm such that, given m {\displaystyle m} samples drawn from a fixed but unknown distribution D {\displaystyle {\mathcal {D}}} and labeled according to a concept c ∈ C {\displaystyle c\in {\mathcal {C}}} of length n {\displaystyle n} bits each, outputs a hypothesis h ∈ H n , m {\displaystyle h\in {\mathcal {H}}_{n,m}} that is consistent with the labeled samples. Then, there exists a constant b {\displaystyle b} such that if log ⁡ | H n , m | ≤ b ϵ m − log ⁡ 1 δ {\displaystyle \log |{\mathcal {H}}_{n,m}|\leq b\epsilon m-\log {\frac {1}{\delta }}} , then L {\displaystyle L} is guaranteed to output a hypothesis h ∈ H n , m {\displaystyle h\in {\mathcal {H}}_{n,m}} such that e r r o r ( h ) ≤ ϵ {\displaystyle error(h)\leq \epsilon } with probability at least 1 − δ {\displaystyle 1-\delta } . While the above theorems show that Occam learning is sufficient for PAC learning, it doesn't say anything about necessity. Board and Pitt show that, for a wide variety of concept classes, Occam learning is in fact necessary for PAC learning. They proved that for any concept class that is polynomially closed under exception lists, PAC learnability implies the existence of an Occam algorithm for that concept class. Concept classes that are polynomially closed under exception lists include Boolean formulas, circuits, deterministic finite automata, decision-lists, decision-trees, and other geometrically defined concept classes. A concept class C {\displaystyle {\mathcal {C}}} is polynomially closed under exception lists if there exists a polynomial-time algorithm A {\displaystyle A} such that, when given the representation of a concept c ∈ C {\displaystyle c\in {\mathcal {C}}} and a finite list E {\displaystyle E} of exceptions, outputs a representation of a concept c ′ ∈ C {\displaystyle c'\in {\mathcal {C}}} such that the concepts c {\displaystyle c} and c ′ {\displaystyle c'} agree except on the set E {\displaystyle E} . Proof that Occam learning implies PAC learning We first prove the Cardinality version. Call a hypothesis h ∈ H {\displaystyle h\in {\mathcal {H}}} bad if e r r o r ( h ) ≥ ϵ {\displaystyle error(h)\geq \epsilon } , where again e r r o r ( h ) {\displaystyle error(h)} is with respect to the true concept c {\displaystyle c} and the underlying distribution D {\displaystyle {\mathcal {D}}} . The probability that a set of samples S {\displaystyle S} is consistent with h {\displaystyle h} is at most ( 1 − ϵ ) m {\displaystyle (1-\epsilon )^{m}} , by the independence of the samples. By the union bound, the probability that there exists a bad hypothesis in H n , m {\displaystyle {\mathcal {H}}_{n,m}} is at most | H n , m | ( 1 − ϵ ) m {\displaystyle |{\mathcal {H}}_{n,m}|(1-\epsilon )^{m}} , which is less than δ {\displaystyle \delta } if log ⁡ | H n , m | ≤ O ( ϵ m ) − log ⁡ 1 δ {\displaystyle \log |{\mathcal {H}}_{n,m}|\leq O(\epsilon m)-\log {\frac {1}{\delta }}} . This concludes the proof of the second theorem above. Using the second theorem, we can prove the first theorem. Since we have a ( α , β ) {\displaystyle (\alpha ,\beta )} -Occam algorithm, this means that any hypothesis output by L {\displaystyle L} can be represented by at most ( n ⋅ s i z e ( c ) ) α m β {\displaystyle (n\cdot size(c))^{\alpha }m^{\beta }} bits, and thus log ⁡ | H n , m | ≤ ( n ⋅ s i z e ( c ) ) α m β {\displaystyle \log |{\mathcal {H}}_{n,m}|\leq (n\cdot size(c))^{\alpha }m^{\beta }} . This is less than O ( ϵ m ) − log ⁡ 1 δ {\displaystyle O(\epsilon m)-\log {\frac {1}{\delta }}} if we set m ≥ a ( 1 ϵ log ⁡ 1 δ + ( ( n ⋅ s i z e ( c ) ) α ) ϵ ) 1 1 − β ) {\displaystyle m\geq a\left({\frac {1}{\epsilon }}\log {\frac {1}{\delta }}+\left({\frac {(n\cdot size(c))^{\alpha })}{\epsilon }}\right)^{\frac {1}{1-\beta }}\right)} for some constant a > 0 {\displaystyle a>0} . Thus, by the Cardinality version Theorem, L {\displaystyle L} will output a consistent hypothesis h {\displaystyle h} with probability at least 1 − δ {\displaystyle 1-\delta } . This concludes the proof of the first theorem above. Improving sample complexity for common problems Though Occam and PAC learnability are equivalent, the Occam framework can be used to produce tighter bounds on the sample complexity of classical problems including conjunctions, conjunctions with few relevant variables, and decision lists. Extensions Occam algorithms have also been shown to be successful for PAC learning in the presence of errors, probabilistic concepts, function learning and Markovian non-independent examples. See also References Further reading
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[SOURCE: https://www.bbc.com/video/discover-the-world] | [TOKENS: 2913]
Discover the WorldThe BBC, in association with Turkish Airlines, celebrates the beauty and diversity of our planet. We travel across the globe to showcase breathtaking landscapes, rich cultural traditions and unique historical locations, uncovering stories that highlight the joy and wonder of life around the world.28 videosKew's Fungarium: The world's largest collection of fungiDeep beneath Kew Gardens sits the world's largest archive of fungi, a vast library of 1.3 million specimens.11 February 2026ShareExplore MoreThe Korean food ritual that leads to happinessInside the search for South America's most cryptic birdSweden's Icehotel: The menu inspired by eight Sami seasonsThe island that switches nationality every six monthsInside the last matriarchy in EuropeWhat lies behind Kazakhstan's mysterious stone spheres?Earth's spectacular and remote 'capital' of lightningThe rare medieval street about to reveal its secretsInside the largest private gothic palace in VeniceWhy Australians love going barefootFuttitinni: The Sicilian life advice you need to know aboutHow the Swedes survive without small talkJapan's ancient philosophy that helps us accept our flawsDöstädning: The gentle art of Swedish death cleaningWhy the Dutch don't say sorryA unique experience in the heart of a Norwegian fjordInside one of the world's most remote restaurantsSemma: A rare taste of South India in ManhattanThe first two-Michelin-star Chinese restaurant outside AsiaInside the only all-female Indian kitchen in the worldSushi master brings authentic Japanese techniques to NYCDecoding oldest known sentence written in first alphabetThe mystery of Europe's most famous bog bodiesNeanderthal 1: The incredible discovery that rewrote historyDiving into Florida's prehistoric cave of Ice Age secretsHow an advanced civilisation vanished 2,500 years agoSan Jose: A shipwreck worth billions on the ocean floorDiscover The World's CulturesWhy Australians love going barefootIf people were asked to typify aspects of Australian culture, barefoot would be in there.Futtitinni: The Sicilian life advice you need to know aboutThe expression 'futtitinni' runs deep in the Sicilian culture. It's a mantra for not getting bogged down by the small stuff and instead focusing on what truly matters.How the Swedes survive without small talkIn most cultures, small talk acts as a social lubricant. It connects people across demographic lines and creates a sense of belonging and companionship. But in Sweden, small talk doesn’t come naturally to people.Japan's ancient philosophy that helps us accept our flawsJapan’s ancient art of celebrating broken pottery is rooted in an eastern philosophy of life that finds beauty in imperfection. Many believe it can help us accept our flaws and foster a sense of peace and fulfilment.Döstädning: The gentle art of Swedish death cleaningDöstädning, or the art of death cleaning, is a mindful Swedish practice that helps the elderly and their families sort through and declutter life's possessions before they become a burden to others.Why the Dutch don't say sorryThe Dutch are known for many things: cycling, cheese, coffee shops, windmills and being the tallest people in the world, but there's only one thing they rarely do.WatchEarth's spectacular and remote 'capital' of lightningIn a remote part of Venezuela the Catatumbo River meets Lake Maracaibo. It's a stunning location, but also home to a unique meteorological phenomenon and a storm chaser's dream - the Catatumbo lightning.See moreDiscover the World's FoodA unique experience in the heart of a Norwegian fjordFloating in the middle of the breathtaking Hardangerfjorden in Norway, an orb-shaped restaurant called Iris takes the guests on a unique and remote fine-dining experience.Inside one of the world's most remote restaurantsWolfgat is a cottage restaurant in the small fishing village of Paternoster along South Africa's rugged west coast, just a two-hour drive from Cape Town.Semma: A rare taste of South India in ManhattanAt Michelin-starred Semma, chef Vijay Kumar brings deeply personal dishes from his childhood to the plate.The first two-Michelin-star Chinese restaurant outside AsiaChina's cuisine is one of the oldest in world. From his groundbreaking two-Michelin-starred restaurant in London, A Wong, chef Andrew Wong takes diners on a culinary journey across China's provinces.Inside the only all-female Indian kitchen in the worldLondon's Darjeeling Express – the only all-female Indian kitchen in the world – is ground zero for Asma Khan, a champion of women's empowerment in a movement that is now global.Sushi master brings authentic Japanese techniques to NYCSushi master, chef Kazushige Suzuki, relocated from one of Tokyo's best sushi restaurants to New York to pass on his authentic sushi making skills to the next generation of chefs in the US.Sweden's Icehotel: The menu inspired by eight Sami seasonsThe Icehotel is a world-famous destination in the Swedish Lapland where the food is a large part of the experience. Served on plates of ice, the 12-course menu is inspired by the eight seasons of Lapland's indigenous Sami tribe.WatchInside the last matriarchy in EuropeDescribed as the last matriarchal society in Europe, the women on the Estonian islands of Kihnu and Manija are in charge of everything on the island.See moreDiscover The World's HistoryDecoding oldest known sentence written in first alphabetIn a landmark discovery, a team of Israeli archaeologists have decoded the oldest known sentence in the ancient language of Canaanites. The inscription provides evidence for the use of the alphabet some 3,700 years ago.The mystery of Europe's most famous bog bodiesThe Tollund Man and Grauballe Man are two of Denmark's most famous 'bog bodies,' preserved for over 2,000 years in peat bogs. Thought to have died in ritual sacrifices, they raise questions and offer some clues about life and death in Iron Age Europe.Neanderthal 1: The incredible discovery that rewrote historyIn 1856, quarry workers in a peaceful German valley stumbled across 16 bones that would shake the foundations of science. This is the incredible story of 'Neanderthal 1', the first ever Neanderthal to be recognised as a different species.Diving into Florida's prehistoric cave of Ice Age secretsFlorida's natural springs are more than scenic wonders - they are portals to a prehistoric world hidden beneath turquoise and deep-blue waters. These silent relics offer a stark reminder of our planet’s fragility and uncertain future.How an advanced civilisation vanished 2,500 years agoThe Tartessos were a Bronze Age society that flourished in the Iberian Peninsula in southern Spain, rich in resources and technologies. But the society vanished mysteriously some 2,500 years ago. Researchers are now looking into how and why the Tartessos disappeared.San Jose: A shipwreck worth billions on the ocean floorIn 1708, the English attacked a Spanish treasure fleet off the coast of Colombia. During the attack, the San José, carrying an estimated 20 billion dollars worth of gold, silver, and jewels sank into the Caribbean Sea. 300 years later, none of the multi-billion-dollar treasure has been recovered. Discover the World The BBC, in association with Turkish Airlines, celebrates the beauty and diversity of our planet. We travel across the globe to showcase breathtaking landscapes, rich cultural traditions and unique historical locations, uncovering stories that highlight the joy and wonder of life around the world. Deep beneath Kew Gardens sits the world's largest archive of fungi, a vast library of 1.3 million specimens. The Korean food ritual that leads to happiness Inside the search for South America's most cryptic bird Sweden's Icehotel: The menu inspired by eight Sami seasons The island that switches nationality every six months Inside the last matriarchy in Europe What lies behind Kazakhstan's mysterious stone spheres? Earth's spectacular and remote 'capital' of lightning The rare medieval street about to reveal its secrets Inside the largest private gothic palace in Venice Why Australians love going barefoot Futtitinni: The Sicilian life advice you need to know about How the Swedes survive without small talk Japan's ancient philosophy that helps us accept our flaws Döstädning: The gentle art of Swedish death cleaning Why the Dutch don't say sorry A unique experience in the heart of a Norwegian fjord Inside one of the world's most remote restaurants Semma: A rare taste of South India in Manhattan The first two-Michelin-star Chinese restaurant outside Asia Inside the only all-female Indian kitchen in the world Sushi master brings authentic Japanese techniques to NYC Decoding oldest known sentence written in first alphabet The mystery of Europe's most famous bog bodies Neanderthal 1: The incredible discovery that rewrote history Diving into Florida's prehistoric cave of Ice Age secrets How an advanced civilisation vanished 2,500 years ago San Jose: A shipwreck worth billions on the ocean floor Discover The World's Cultures Why Australians love going barefoot If people were asked to typify aspects of Australian culture, barefoot would be in there. Futtitinni: The Sicilian life advice you need to know about The expression 'futtitinni' runs deep in the Sicilian culture. It's a mantra for not getting bogged down by the small stuff and instead focusing on what truly matters. How the Swedes survive without small talk In most cultures, small talk acts as a social lubricant. It connects people across demographic lines and creates a sense of belonging and companionship. But in Sweden, small talk doesn’t come naturally to people. Japan's ancient philosophy that helps us accept our flaws Japan’s ancient art of celebrating broken pottery is rooted in an eastern philosophy of life that finds beauty in imperfection. Many believe it can help us accept our flaws and foster a sense of peace and fulfilment. Döstädning: The gentle art of Swedish death cleaning Döstädning, or the art of death cleaning, is a mindful Swedish practice that helps the elderly and their families sort through and declutter life's possessions before they become a burden to others. Why the Dutch don't say sorry The Dutch are known for many things: cycling, cheese, coffee shops, windmills and being the tallest people in the world, but there's only one thing they rarely do. Watch Earth's spectacular and remote 'capital' of lightning Discover the World's Food A unique experience in the heart of a Norwegian fjord Floating in the middle of the breathtaking Hardangerfjorden in Norway, an orb-shaped restaurant called Iris takes the guests on a unique and remote fine-dining experience. Inside one of the world's most remote restaurants Wolfgat is a cottage restaurant in the small fishing village of Paternoster along South Africa's rugged west coast, just a two-hour drive from Cape Town. Semma: A rare taste of South India in Manhattan At Michelin-starred Semma, chef Vijay Kumar brings deeply personal dishes from his childhood to the plate. The first two-Michelin-star Chinese restaurant outside Asia China's cuisine is one of the oldest in world. From his groundbreaking two-Michelin-starred restaurant in London, A Wong, chef Andrew Wong takes diners on a culinary journey across China's provinces. Inside the only all-female Indian kitchen in the world London's Darjeeling Express – the only all-female Indian kitchen in the world – is ground zero for Asma Khan, a champion of women's empowerment in a movement that is now global. Sushi master brings authentic Japanese techniques to NYC Sushi master, chef Kazushige Suzuki, relocated from one of Tokyo's best sushi restaurants to New York to pass on his authentic sushi making skills to the next generation of chefs in the US. Sweden's Icehotel: The menu inspired by eight Sami seasons The Icehotel is a world-famous destination in the Swedish Lapland where the food is a large part of the experience. Served on plates of ice, the 12-course menu is inspired by the eight seasons of Lapland's indigenous Sami tribe. Watch Inside the last matriarchy in Europe Discover The World's History Decoding oldest known sentence written in first alphabet In a landmark discovery, a team of Israeli archaeologists have decoded the oldest known sentence in the ancient language of Canaanites. The inscription provides evidence for the use of the alphabet some 3,700 years ago. The mystery of Europe's most famous bog bodies The Tollund Man and Grauballe Man are two of Denmark's most famous 'bog bodies,' preserved for over 2,000 years in peat bogs. Thought to have died in ritual sacrifices, they raise questions and offer some clues about life and death in Iron Age Europe. Neanderthal 1: The incredible discovery that rewrote history In 1856, quarry workers in a peaceful German valley stumbled across 16 bones that would shake the foundations of science. This is the incredible story of 'Neanderthal 1', the first ever Neanderthal to be recognised as a different species. Diving into Florida's prehistoric cave of Ice Age secrets Florida's natural springs are more than scenic wonders - they are portals to a prehistoric world hidden beneath turquoise and deep-blue waters. These silent relics offer a stark reminder of our planet’s fragility and uncertain future. How an advanced civilisation vanished 2,500 years ago The Tartessos were a Bronze Age society that flourished in the Iberian Peninsula in southern Spain, rich in resources and technologies. But the society vanished mysteriously some 2,500 years ago. Researchers are now looking into how and why the Tartessos disappeared. San Jose: A shipwreck worth billions on the ocean floor In 1708, the English attacked a Spanish treasure fleet off the coast of Colombia. During the attack, the San José, carrying an estimated 20 billion dollars worth of gold, silver, and jewels sank into the Caribbean Sea. 300 years later, none of the multi-billion-dollar treasure has been recovered. Copyright 2026 BBC. All rights reserved. The BBC is not responsible for the content of external sites. Read about our approach to external linking.
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[SOURCE: https://en.wikipedia.org/wiki/Conference_on_Neural_Information_Processing_Systems] | [TOKENS: 1086]
Contents Conference on Neural Information Processing Systems The Conference and Workshop on Neural Information Processing Systems (abbreviated as NeurIPS and formerly NIPS) is a machine learning and computational neuroscience conference held every December. Along with ICLR and ICML, it is one of the three primary conferences of high impact in machine learning and artificial intelligence research. The conference is currently a double-track meeting (single-track until 2015) that includes invited talks as well as oral and poster presentations of refereed papers, followed by parallel-track workshops that up to 2013 were held at ski resorts. History The NeurIPS meeting was first proposed in 1986 at the annual invitation-only Snowbird Meeting on Neural Networks for Computing organized by The California Institute of Technology and Bell Laboratories. NeurIPS was designed as a complementary open interdisciplinary meeting for researchers exploring biological and artificial Neural Networks. Reflecting this multidisciplinary approach, NeurIPS began in 1987 with information theorist Ed Posner as the conference president and learning theorist Yaser Abu-Mostafa as program chairman. Research presented in the early NeurIPS meetings included a wide range of topics from efforts to solve purely engineering problems to the use of computer models as a tool for understanding biological nervous systems. Since then, the biological and artificial systems research streams have diverged, and recent NeurIPS proceedings have been dominated by papers on machine learning, artificial intelligence and statistics. From 1987 until 2000 NeurIPS was held in Denver, United States. Since then, the conference was held in Vancouver, Canada (2001–2010), Granada, Spain (2011), and Lake Tahoe, United States (2012–2013). In 2014 and 2015, the conference was held in Montreal, Canada, in Barcelona, Spain in 2016, in Long Beach, United States in 2017, in Montreal, Canada in 2018 and Vancouver, Canada in 2019. Reflecting its origins at Snowbird, Utah, the meeting was accompanied by workshops organized at a nearby ski resort up until 2013, when it outgrew ski resorts. The first NeurIPS Conference was sponsored by the IEEE. The following NeurIPS Conferences have been organized by the NeurIPS Foundation, established by Ed Posner. Terrence Sejnowski has been the president of the NeurIPS Foundation since Posner's death in 1993. The board of trustees consists of previous general chairs of the NeurIPS Conference. The first proceedings was published in book form by the American Institute of Physics in 1987, and was entitled Neural Information Processing Systems, then the proceedings from the following conferences have been published by Morgan Kaufmann (1988–1993), MIT Press (1994–2004) and Curran Associates (2005–present) under the name Advances in Neural Information Processing Systems. The conference was originally abbreviated as "NIPS". By 2018 a few commentators were criticizing the abbreviation as encouraging sexism[clarification needed] due to its association with the word nipples, and as being a slur against Japanese. The board changed the abbreviation to "NeurIPS" in November 2018. Topics Along with machine learning and neuroscience, other fields represented at NeurIPS include cognitive science, psychology, computer vision, statistical linguistics, and information theory. Over the years, NeurIPS became a premier conference on machine learning and although the 'Neural' in the NeurIPS acronym had become something of a historical relic, the resurgence of deep learning in neural networks since 2012, fueled by faster computers and big data, has led to achievements in speech recognition, object recognition in images, image captioning, language translation and world championship performance in the game of Go, based on neural architectures inspired by the hierarchy of areas in the visual cortex (ConvNet) and reinforcement learning inspired by the basal ganglia (Temporal difference learning). Notable affinity groups have emerged from the NeurIPS conference and displayed diversity, including Black in AI (in 2017), Queer in AI (in 2016), and others. In addition to invited talks and symposia, NeurIPS also organizes two named lectureships to recognize distinguished researchers. The NeurIPS Board introduced the Posner Lectureship in honor of NeurIPS founder Ed Posner; two Posner Lectures were given each year up to 2015. Past lecturers have included: In 2015, the NeurIPS Board introduced the Breiman Lectureship to highlight work in statistics relevant to conference topics. The lectureship was named for statistician Leo Breiman, who served on the NeurIPS Board from 1994 to 2005. Past lecturers have included: NIPS experiment In NIPS 2014, the program chairs duplicated 10% of all submissions and sent them through separate reviewers to evaluate randomness in the reviewing process. Several researchers interpreted the result. Regarding whether the decision in NIPS is completely random or not, John Langford writes: "Clearly not—a purely random decision would have arbitrariness of ~78%. It is, however, quite notable that 60% is much closer to 78% than 0%." He concludes that the result of the reviewing process is mostly arbitrary. Locations See also References External links
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[SOURCE: https://en.wikipedia.org/wiki/Bipolar_disorder] | [TOKENS: 12946]
Contents Bipolar disorder Bipolar disorder (BD), previously known as manic depression, is a mental disorder characterized by periods of depression and abnormally elevated mood, lasting days to weeks, and in some cases months. If the elevated mood is severe or associated with psychosis, it is called mania; if it does not significantly affect functioning, it is called hypomania. During mania, an individual behaves or feels abnormally energetic, happy, or irritable, and often makes impulsive decisions with little regard for the consequences. There is usually sleep disturbance during manic phases. During periods of depression, the individual may experience crying, have a negative outlook, and demonstrate poor eye contact. An estimated 15–20% of those with BD die by suicide. Approximately 30–60% attempt suicide during their lifetime. Among those with BD, 40–50% overall and 78% of adolescents engaged in self-harm. While the causes of this mood disorder are not clearly understood, genetic and environmental factors are thought to play a role. Genetic factors may account for up to 70–90% of the risk of developing BD. Environmental risks include a history of child abuse and long-term stress. The condition is classified as bipolar I disorder if there has been at least one manic episode, with or without depressive episodes, and as bipolar II disorder if there has been at least one hypomanic episode (but no full manic episodes) and one major depressive episode. It is classified as cyclothymia if there are hypomanic episodes with periods of depression that do not meet the criteria for major depressive episodes. If these symptoms are due to drugs or medical problems, they are not diagnosed as BD. Mood stabilizers, particularly lithium, and anticonvulsants, such as lamotrigine and valproate, as well as atypical antipsychotics are used for treatment. Atypical antipsychotics are used for acute manic episodes or when mood stabilizers are ineffective or not tolerated, with long-acting injectables available for patients with adherence issues. There is evidence that psychotherapy improves the course of BD. Use of antidepressants in depressive episodes is controversial: they can be effective, but certain classes of antidepressants increase the risk of mania. The treatment of depressive episodes, therefore, is often difficult. Electroconvulsive therapy (ECT) is effective in acute manic and depressive episodes, especially with psychosis or catatonia.[a] Admission to a psychiatric hospital may be required if someone is a risk to themselves or others; involuntary treatment is sometimes necessary if someone refuses treatment. Bipolar I and bipolar II occur in approximately 2% of the population, while bipolar spectrum disorder has been estimated to affect as much as 6% of the population. Symptoms most commonly begin between 20–25 years old; an earlier onset is associated with a worse prognosis. Around 30% of people with BD have financial, social or work-related problems due to the condition. Bipolar disorder is the 6th leading cause of disability worldwide and leads to substantial societal costs. Due to lifestyle consequences and medication side effects, risk of death from natural causes, such as coronary artery disease, in people with BD is twice the average. Signs and symptoms Bipolar symptoms usually begin in adolescence or early adulthood. The condition is characterized by intermittent episodes of mania, commonly (but not in everyone) alternating with bouts of depression, with an absence of symptoms in between. During these episodes, people with bipolar disorder exhibit disruptions in normal mood, psychomotor activity (the level of physical activity that is influenced by mood)—such as constant fidgeting during mania or slowed movements during depression—circadian rhythm and cognition. Mania can present with varying levels of mood disturbance, ranging from euphoria, which is associated with "classic mania", to dysphoria and irritability. Psychotic symptoms such as delusions or hallucinations may occur in both manic and depressive episodes; their content and nature are consistent with the person's mood. Approximately 60–75% of people with bipolar I disorder have experienced psychosis. Psychotic symptoms are more common in bipolar type I than in bipolar type II, though people with bipolar type II can also experience psychosis. In some people with bipolar disorder, depressive symptoms predominate, and the episodes of mania are always the more subdued hypomania type. According to the DSM-5 criteria, mania is distinguished from hypomania by the duration: hypomania is present if elevated mood symptoms persist for at least four consecutive days, while mania is present if such symptoms persist for more than a week. Unlike mania, hypomania is not always associated with impaired functioning. The biological mechanisms responsible for switching from a manic or hypomanic episode to a depressive episode, or vice versa, remain poorly understood. Several studies released in 2025 supported the claim that hypersexuality is an overlooked and under-researched symptom of BD. One survey on a population with BD has found that nearly 90% of responders suffered from hypersexuality. Other study conducted on 1170 participants with BD and hypersexual behavior discovered that 34.3% of responders were victims of sexual assault, 22.3% of rape, and 14.8% had a suicide attempt. Researchers have interpreted the underlying data as evidence that the diagnostic system terminology should be updated and that psychoeducation should include topics of hypersexuality. Another study argued that current therapeutic practices may not be sufficient in treating complex behavioral and emotional issues associated with hypersexuality in BD, which may contribute to delayed recovery and unresolved trauma. Also known as mania, a manic episode is a period of at least one week of elevated or irritable mood, which can range from euphoria to delirium. The core symptom of mania involves an increase in energy of psychomotor activity. Mania can also present with increased self-esteem or grandiosity, racing thoughts, pressured speech that is difficult to interrupt, decreased need for sleep, disinhibited social behavior, increased goal-oriented activities and impaired judgement, which can lead to impulsive or high-risk behaviours, such as unprotected sex or excessive spending. To fit the definition of a manic episode, these behaviors must impair the individual's ability to socialize or work. If untreated, a manic episode usually lasts three to six months. In severe manic episodes, a person can experience psychotic symptoms, where thought content is affected along with mood. They may feel unstoppable, persecuted, or as if they have a special relationship with God, a great mission to accomplish, or other grandiose or delusional ideas. This may lead to violent behavior and, sometimes, hospitalization in an inpatient psychiatric hospital. The severity of manic symptoms can be measured by rating scales such as the Young Mania Rating Scale, though questions remain about the reliability of these scales. The onset of a manic or depressive episode is often foreshadowed by sleep disturbance. Manic individuals often have a history of substance use disorder developed over years as a form of "self-medication". Hypomania is the milder form of mania, defined as at least four days of the same criteria as mania, but does not cause a significant decrease in the individual's ability to socialize or work, lacks psychotic features, and does not require psychiatric hospitalization. Overall functioning may increase during episodes of hypomania and is thought to serve as a defense mechanism against depression by some. Hypomanic episodes rarely progress to full-blown manic episodes. Some people who experience hypomania show increased creativity, while others are irritable or demonstrate poor judgment. Hypomania may feel good to some individuals who experience it, though most people who experience hypomania state that the stress of the experience is very painful. People with bipolar disorder who experience hypomania tend to forget the effects of their actions on those around them. Even when family and friends recognize mood swings, the individual will often deny that anything is wrong. If not accompanied by depressive episodes, hypomanic episodes are often not deemed problematic unless the mood changes are uncontrollable or volatile. In individuals with bipolar II disorder, depressive symptoms typically overlap with hypomania symptoms. These individuals may not be able to identify these specific symptoms as hypomania, rather they view them as typical depression with slight alterations in mood.[page needed] Most commonly, symptoms continue for time periods from a few weeks to a few months. Symptoms of the depressive phase of bipolar disorder include persistent feelings of sadness, irritability or anger, loss of interest in previously enjoyed activities, excessive or inappropriate guilt, hopelessness, sleeping too much or not enough, changes in appetite or weight, fatigue, problems concentrating, self-loathing or feelings of worthlessness, and thoughts of death or suicide. Although the DSM-5 criteria for diagnosing unipolar and bipolar episodes are the same, some clinical features are more common in the latter, including increased sleep, sudden onset and resolution of symptoms, significant weight gain or loss, and severe episodes after childbirth. The earlier the age of onset, the more likely the first few episodes are to be depressive. For most people with bipolar types 1 and 2, the depressive episodes are much longer than the manic or hypomanic episodes. Since a diagnosis of bipolar disorder requires a manic or hypomanic episode, many affected individuals are initially misdiagnosed as having major depression and treated with prescribed antidepressants. In bipolar disorder, a mixed state is an episode during which symptoms of both mania and depression occur simultaneously. Individuals experiencing a mixed state may have manic symptoms such as grandiose thoughts while simultaneously experiencing depressive symptoms such as excessive guilt or feeling suicidal. They are considered to have a higher risk for suicidal behavior as depressive emotions such as hopelessness are often paired with mood swings or difficulties with impulse control. Anxiety disorders occur more frequently as a comorbidity in mixed bipolar episodes than in non-mixed bipolar depression or mania. Substance (including alcohol) use also follows this trend, thereby appearing to depict bipolar symptoms as no more than a consequence of substance use. Most people with bipolar disorder experience psychosis during their lifetime, with one half to two-thirds of people experiencing it. Symptoms of psychosis include delusions, hallucinations, or both. Delusions are more common than hallucinations in bipolar disorder. Psychotic symptoms occur more often during manic or mixed episodes. Having psychotic episodes indicates a more severe illness. People with psychosis have poor insight and more agitation, anxiety, and hostility. Psychosis is more common in bipolar type I than in bipolar type II. Causes The causes of bipolar disorder likely vary between individuals and the exact mechanism underlying the disorder remains unclear. Genetic influences are believed to account for 73–93% of the risk of developing the disorder indicating a strong hereditary component. The overall heritability of the bipolar spectrum has been estimated at 0.71. Twin studies have been limited by relatively small sample sizes but have indicated a substantial genetic contribution, as well as environmental influence. For bipolar I disorder, the rate at which identical twins (same genes) will both have bipolar I disorder (concordance) is around 40%, compared to about 5% in fraternal twins. A combination of bipolar I, II, and cyclothymia similarly produced rates of 42% and 11% (identical and fraternal twins, respectively). The rates of bipolar II combinations without bipolar I are lower—bipolar II at 23 and 17%, and bipolar II combining with cyclothymia at 33 and 14%—which may reflect relatively higher genetic heterogeneity. The cause of bipolar disorders overlaps with major depressive disorder. When defining concordance as the co-twins having either bipolar disorder or major depression, then the concordance rate rises to 67% in identical twins and 19% in fraternal twins. The relatively low concordance between fraternal twins brought up together suggests that shared family environmental effects are limited, although the ability to detect them has been limited by small sample sizes. Behavioral genetic studies have suggested that many chromosomal regions and candidate genes are related to bipolar disorder susceptibility with each gene exerting a mild to moderate effect. The risk of bipolar disorder is nearly ten-fold higher in first-degree relatives of those with bipolar disorder than in the general population; similarly, the risk of major depressive disorder is three times higher in relatives of those with bipolar disorder than in the general population. Although the first genetic linkage finding for mania was in 1969, linkage studies have been inconsistent. Findings point strongly to heterogeneity, with different genes implicated in different families. Robust and replicable genome-wide significant associations showed several common single-nucleotide polymorphisms (SNPs) are associated with bipolar disorder, including variants within the genes CACNA1C, ODZ4, and NCAN. The largest and most recent genome-wide association study failed to find any locus that exerts a large effect, reinforcing the idea that no single gene is responsible for bipolar disorder in most cases. Polymorphisms in BDNF, DRD4, DAO, and TPH1 have been frequently associated with bipolar disorder and were initially associated in a meta-analysis, but this association disappeared after correction for multiple testing. On the other hand, two polymorphisms in TPH2 were identified as being associated with bipolar disorder. Due to the inconsistent findings in a genome-wide association study, multiple studies have undertaken the approach of analyzing SNPs in biological pathways. Signaling pathways traditionally associated with bipolar disorder that have been supported by these studies include corticotropin-releasing hormone signaling, cardiac β-adrenergic signaling, phospholipase C signaling, glutamate receptor signaling, cardiac hypertrophy signaling, Wnt signaling, Notch signaling, and endothelin 1 signaling. Of the 16 genes identified in these pathways, three were found to be dysregulated in the dorsolateral prefrontal cortex portion of the brain in post-mortem studies: CACNA1C, GNG2, and ITPR2. Bipolar disorder is associated with reduced expression of specific DNA repair enzymes and increased levels of oxidative DNA damages. The AKAP11 gene was discovered in 2022 as the first gene linked to bipolar disorder. The exomes of around 14,000 individuals with bipolar disorder were analysed and compared to those without the condition. The findings were combined with data from another study in the Schizophrenia Exome Sequencing Meta-Analysis (SCHEMA), examining the genome sequences of 24,000 people alongside the original 14,000 bipolar disorder cases. This study identified genetic variants, including the AKAP11 gene, associated with an increased risk of bipolar disorder. The AKAP11 gene's interaction with the GSK3B protein, a molecular target of lithium, points to a possible mechanism behind the medication's therapeutic effects. Psychosocial factors play a significant role in the development and course of bipolar disorder, and individual psychosocial variables may interact with genetic dispositions. Recent life events and interpersonal relationships likely contribute to the onset and recurrence of bipolar mood episodes, just as they do for unipolar depression. In surveys, 30–50% of adults diagnosed with bipolar disorder report traumatic/abusive experiences in childhood, which is associated with earlier onset, a higher rate of suicide attempts, and more co-occurring disorders such as post-traumatic stress disorder. Subtypes of abuse, such as sexual and emotional abuse, also contribute to violent behaviors seen in patients with bipolar disorder. The number of reported stressful events in childhood is higher in those with an adult diagnosis of bipolar spectrum disorder than in those without, particularly events stemming from a harsh environment rather than from the child's own behavior. Acutely, mania can be induced by sleep deprivation in around 30% of people with bipolar disorder. Less commonly, bipolar disorder or a bipolar-like disorder may occur as a result of or in association with a neurological condition or injury including stroke, traumatic brain injury, HIV infection, multiple sclerosis, porphyria, and rarely temporal lobe epilepsy. Proposed mechanisms The precise mechanisms that cause bipolar disorder are not well understood. Bipolar disorder is thought to be associated with abnormalities in the structure and function of certain brain areas responsible for cognitive tasks and the processing of emotions. A neurologic model for bipolar disorder proposes that the emotional circuitry of the brain can be divided into two main parts. The ventral system (regulates emotional perception) includes brain structures such as the amygdala, insula, ventral striatum, ventral anterior cingulate cortex, and the prefrontal cortex. The dorsal system (responsible for emotional regulation) includes the hippocampus, dorsal anterior cingulate cortex, and other parts of the prefrontal cortex. The model hypothesizes that bipolar disorder may occur when the ventral system is overactivated and the dorsal system is underactivated. Other models suggest the ability to regulate emotions is disrupted in people with bipolar disorder and that dysfunction of the ventricular prefrontal cortex is crucial to this disruption. Meta-analyses of structural MRI studies have shown that certain brain regions (e.g., the left rostral anterior cingulate cortex, fronto-insular cortex, ventral prefrontal cortex, and claustrum) are smaller in people with bipolar disorder, whereas other regions are larger (lateral ventricles, globus pallidus, subgenual anterior cingulate, and the amygdala). Additionally, these meta-analyses found that people with bipolar disorder have higher rates of deep white matter hyperintensities. Functional MRI findings suggest that the ventricular prefrontal cortex regulates the limbic system, especially the amygdala. In people with bipolar disorder, decreased ventricular prefrontal cortex activity allows for the dysregulated activity of the amygdala, which likely contributes to labile mood and poor emotional regulation. Consistent with this, pharmacological treatment of mania returns ventricular prefrontal cortex activity to the levels in non-manic people, suggesting that ventricular prefrontal cortex activity is an indicator of mood state. However, while pharmacological treatment of mania reduces amygdala hyperactivity, it remains more active than the amygdala of those without bipolar disorder, suggesting amygdala activity may be a marker of the disorder rather than the current mood state. Manic and depressive episodes tend to be characterized by dysfunction in different regions of the ventricular prefrontal cortex. Manic episodes appear to be associated with decreased activation of the right ventricular prefrontal cortex whereas depressive episodes are associated with decreased activation of the left ventricular prefrontal cortex. These disruptions often occur during development linked with synaptic pruning dysfunction. People with bipolar disorder who are in a euthymic mood state show decreased activity in the lingual gyrus compared to people without bipolar disorder. In contrast, they demonstrate decreased activity in the inferior frontal cortex during manic episodes compared to people without the disorder. Similar studies examining the differences in brain activity between people with bipolar disorder and those without did not find a consistent area in the brain that was more or less active when comparing these two groups. People with bipolar have increased activation of left hemisphere ventral limbic areas—which mediate emotional experiences and generation of emotional responses—and decreased activation of right hemisphere cortical structures related to cognition—structures associated with the regulation of emotions. However, further research is needed to consolidate neuroimaging findings, which are often heterogeneous and not consistently reported according to a common standard. Neuroscientists have proposed additional models to try to explain the cause of bipolar disorder. One proposed model for bipolar disorder suggests that hypersensitivity of reward circuits consisting of frontostriatal circuits causes mania, and decreased sensitivity of these circuits causes depression. According to the "kindling" hypothesis, when people who are genetically predisposed toward bipolar disorder experience stressful events, the stress threshold at which mood changes occur becomes progressively lower, until the episodes eventually start (and recur) spontaneously. There is evidence supporting an association between early-life stress and dysfunction of the hypothalamic-pituitary-adrenal axis leading to its overactivation, which may play a role in the pathogenesis of bipolar disorder. Other brain components that have been proposed to play a role in bipolar disorder are the mitochondria and a sodium ATPase pump. Circadian rhythms and regulation of the hormone melatonin also seem to be altered. Dopamine, a neurotransmitter responsible for mood cycling, has increased transmission during the manic phase. The dopamine hypothesis states that the increase in dopamine results in secondary homeostatic downregulation of key system elements and receptors such as lower sensitivity of dopaminergic receptors. This results in decreased dopamine transmission characteristic of the depressive phase. The depressive phase ends with homeostatic upregulation potentially restarting the cycle over again. Glutamate is significantly increased within the left dorsolateral prefrontal cortex during the manic phase of bipolar disorder, and returns to normal levels once the phase is over. Medications used to treat bipolar may exert their effect by modulating intracellular signaling, such as through depleting myo-inositol levels, inhibition of cAMP signaling, and through altering subunits of the dopamine-associated G-protein. Consistent with this, elevated levels of Gαi, Gαs, and Gαq/11 have been reported in brain and blood samples, along with increased protein kinase A (PKA) expression and sensitivity; typically, PKA activates as part of the intracellular signalling cascade downstream from the detachment of Gαs subunit from the G protein complex.[citation needed] Decreased levels of 5-hydroxyindoleacetic acid, a byproduct of serotonin, are present in the cerebrospinal fluid of persons with bipolar disorder during both the depressed and manic phases. Increased dopaminergic activity has been hypothesized in manic states due to the ability of dopamine agonists to stimulate mania in people with bipolar disorder. Decreased sensitivity of regulatory α2 adrenergic receptors as well as increased cell counts in the locus coeruleus indicated increased noradrenergic activity in manic people. Low plasma GABA levels on both sides of the mood spectrum have been found. One review found no difference in monoamine levels, but found abnormal norepinephrine turnover in people with bipolar disorder. Tyrosine depletion was found to reduce the effects of methamphetamine in people with bipolar disorder as well as symptoms of mania, implicating dopamine in mania. VMAT2 binding was found to be increased in one study of people with bipolar mania. Diagnosis Bipolar disorder is commonly diagnosed during adolescence or early adulthood, but onset can occur throughout life. Its diagnosis is based on the self-reported experiences of the individual, abnormal behavior reported by family members, friends or co-workers, observable signs of illness as assessed by a clinician, and ideally a medical work-up to rule out other causes. Caregiver-scored rating scales, specifically from the mother, have shown to be more accurate than teacher and youth-scored reports in identifying youths with bipolar disorder. Assessment is usually done on an outpatient basis; admission to an inpatient facility is considered if there is a risk to oneself or others.[citation needed] The most widely used criteria for diagnosing bipolar disorder are from the American Psychiatric Association's (APA) Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) and the World Health Organization's (WHO) International Statistical Classification of Diseases and Related Health Problems, 10th Edition (ICD-10). The ICD-10 criteria are used more often in clinical settings outside of the U.S. while the DSM criteria are used within the U.S. and are the prevailing criteria used internationally in research studies. The DSM-5, published in 2013, includes further and more accurate specifiers compared to its predecessor, the DSM-IV-TR. This work has influenced the eleventh revision of the ICD (ICD-11), which includes the various diagnoses within the bipolar spectrum of the DSM-5. Several rating scales for the screening and evaluation of bipolar disorder exist, including the Bipolar Spectrum Diagnostic Scale, Mood Disorder Questionnaire, the General Behavior Inventory and the Hypomania Checklist. The use of evaluation scales cannot substitute for a full clinical interview, but they serve to systematize the recollection of symptoms. On the other hand, instruments for screening bipolar disorder tend to have lower sensitivity. Mental disorders that can mimic bipolar disorder include schizophrenia, major depressive disorder, attention deficit hyperactivity disorder (ADHD), and certain personality disorders, such as borderline personality disorder. A key difference between bipolar disorder and borderline personality disorder is the nature of the mood swings; in contrast to the sustained changes to mood over days to weeks or longer seen in bipolar disorder, those experienced in borderline personality disorder (more accurately called emotional dysregulation) are sudden and often short-lived, and secondary to social stressors. Although there are no biological tests that are diagnostic of bipolar disorder, blood tests and/or imaging are carried out to investigate whether medical illnesses with clinical presentations similar to that of bipolar disorder are present before making a definitive diagnosis. Neurologic diseases such as multiple sclerosis, complex partial seizures, strokes, brain tumors, Wilson's disease, traumatic brain injury, Huntington's disease, and complex migraines can mimic features of bipolar disorder. An EEG may be used to exclude neurological disorders such as epilepsy, and a CT scan or MRI of the head may be used to exclude brain lesions. Additionally, disorders of the endocrine system such as hypothyroidism, hyperthyroidism, and Cushing's disease are in the differential as is the connective tissue disease systemic lupus erythematosus. Infectious causes of mania that may appear similar to bipolar mania include herpes encephalitis, HIV, influenza, or neurosyphilis. Certain vitamin deficiencies such as pellagra (niacin deficiency), vitamin B12 deficiency, folate deficiency, and Wernicke–Korsakoff syndrome (thiamine deficiency) can also lead to mania. Common medications that can cause manic symptoms include antidepressants, prednisone, Parkinson's disease medications, thyroid hormone, stimulants (including cocaine and methamphetamine), and certain antibiotics. Bipolar spectrum disorders include bipolar I disorder, bipolar II disorder, cyclothymic disorder, and cases where subthreshold symptoms are found to cause clinically significant impairment or distress. These disorders involve major depressive episodes that alternate with manic or hypomanic episodes, or with mixed episodes that feature symptoms of both mood states. The concept of the bipolar spectrum is similar to that of Emil Kraepelin's original concept of manic depressive illness. Bipolar II disorder was established as a diagnosis in 1994 within DSM IV; though debate continues over whether it is a distinct entity, part of a spectrum, or exists at all. The DSM and the ICD characterize bipolar disorder as a spectrum of disorders occurring on a continuum. The DSM-5 and ICD-11 lists three specific subtypes: When relevant, specifiers for peripartum onset and with rapid cycling should be used with any subtype. Individuals who have subthreshold symptoms that cause clinically significant distress or impairment, but do not meet full criteria for one of the three subtypes may be diagnosed with other specified or unspecified bipolar disorder. Other specified bipolar disorder is used when a clinician chooses to explain why the full criteria were not met (e.g., hypomania without a prior major depressive episode). If the condition is thought to have a non-psychiatric medical cause, the diagnosis of bipolar and related disorder due to another medical condition is made, while substance/medication-induced bipolar and related disorder is used if a medication is thought to have triggered the condition. While hyperthymic temperament is not considered a pathological disorder, it is genetically associated with bipolar I and may predispose affected individuals to a manic-depressive episode. Hyperthymic temperament has been described as subsyndromal manifestation within the broader bipolar spectrum. Most people who meet criteria for bipolar disorder experience a number of episodes, on average 0.4 to 0.7 per year, lasting three to six months. Rapid cycling, however, is a course specifier that may be applied to any bipolar subtype. It is defined as having four or more mood disturbance episodes within a one-year span. Rapid cycling is usually temporary but is common amongst people with bipolar disorder and affects 25.8–45.3% of them at some point in their life. These episodes are separated from each other by a remission (partial or full) for at least two months or a switch in mood polarity (i.e., from a depressive episode to a manic episode or vice versa). The definition of rapid cycling most frequently cited in the literature (including the DSM-5 and ICD-11) is that of Dunner and Fieve: at least four major depressive, manic, hypomanic or mixed episodes during a 12-month period. The literature examining the pharmacological treatment of rapid cycling is sparse and there is no clear consensus with respect to its optimal pharmacological management. "Ultra rapid" and "ultradian" have been applied to faster-cycling types of bipolar disorder. People with the rapid cycling or faster-cycling subtypes of bipolar disorder tend to be more difficult to treat and less responsive to medications than other people with bipolar disorder. There is evidence that rapid cycling may be iatrogenic and caused by antidepressant use. In contrast, atypical antipsychotics and mood stabilizers do not worsen rapid cycling. The diagnosis of bipolar disorder can be complicated by coexisting (comorbid) psychiatric conditions including obsessive–compulsive disorder, substance-use disorder, eating disorders, attention deficit hyperactivity disorder, social phobia, premenstrual syndrome (including premenstrual dysphoric disorder), or panic disorder. A thorough longitudinal analysis of symptoms and episodes, assisted if possible by discussions with friends and family members, is crucial to establishing a treatment plan where these comorbidities exist. Children of parents with bipolar disorder more frequently have other mental health problems.[needs update] Prevention Attempts at prevention of bipolar disorder have focused on stress (such as childhood adversity or highly conflictual families) which, although not a diagnostically specific causal agent for bipolar, does place genetically and biologically vulnerable individuals at risk for a more severe course of illness. Longitudinal studies have indicated that full-blown manic stages are often preceded by a variety of prodromal clinical features, providing support for the occurrence of an at-risk state of the disorder when an early intervention might prevent its further development and/or improve its outcome. Circadian rhythm disruptions such as traveling across many time zones (jet lag) can destabilize bipolar disorder and lead to manic or psychotic episodes. Management The aim of management is to treat acute episodes safely with medication and work with the patient in long-term maintenance to prevent further episodes and optimise function using a combination of pharmacological and psychotherapeutic techniques. Hospitalization may be required especially with the manic episodes present in bipolar I. This can be voluntary or (local legislation permitting) involuntary. Long-term inpatient stays are now less common due to deinstitutionalization, although these can still occur. Following (or in lieu of) a hospital admission, support services available can include drop-in centers, visits from members of a community mental health team or an Assertive Community Treatment team, supported employment, patient-led support groups, and intensive outpatient programs. These are sometimes referred to as partial-inpatient programs. Compared to the general population, people with bipolar disorder are less likely to frequently engage in physical exercise. Exercise may have physical and mental benefits for people with bipolar disorder, but there is a lack of research. Psychotherapy aims to assist a person with bipolar disorder in accepting and understanding their diagnosis, coping with various types of stress, improving their interpersonal relationships, and recognizing prodromal symptoms before full-blown recurrence. Cognitive behavioral therapy (CBT), family-focused therapy, and psychoeducation have the most evidence for efficacy in regard to relapse prevention, while interpersonal and social rhythm therapy and cognitive-behavioral therapy appear the most effective in regard to residual depressive symptoms. Most studies have been based only on bipolar I, however, and treatment during the acute phase can be a particular challenge. Some clinicians emphasize the need to talk with individuals experiencing mania, to develop a therapeutic alliance in support of recovery. Medications are often prescribed to help improve symptoms of bipolar disorder. Medications approved for treating bipolar disorder including mood stabilizers and atypical antipsychotics. Sometimes a combination of medications may also be suggested. The choice of medications may differ depending on the bipolar disorder episode type or if the person is experiencing unipolar or bipolar depression. Other factors to consider when deciding on an appropriate treatment approach includes if the person has any comorbidities, their response to previous therapies, adverse effects, and the desire of the person to be treated. Lithium and the anticonvulsants carbamazepine, lamotrigine, and valproic acid are classed as mood stabilizers due to their effect on the mood states in bipolar disorder. Valproate and carbamazepine are teratogenic and should be avoided as a treatment in women of childbearing age, but discontinuation of these medications during pregnancy is associated with a high risk of relapse. Lithium is also teratogenic in the first trimester, though it can be acceptable during this period after careful weighing of benefits and risks. The effectiveness of topiramate is unknown. Mood stabilizers are used for long-term maintenance but have not demonstrated the ability to quickly treat acute bipolar depression. However, several atypical antipsychotics are FDA approved to treat bipolar depression. Antipsychotic medications are effective for short-term treatment of bipolar manic episodes and appear to be superior to lithium and anticonvulsants for this purpose. Multiple atypical antipsychotics are FDA approved to treat bipolar depression: lurasidone, quetiapine, olanzapine-fluoxetine combination, cariprazine, and lumateperone are all FDA approved for depression in bipolar disorder. Atypical antipsychotics such as lurasidone and clozapine are also indicated for bipolar depression refractory to treatment with mood stabilizers. Olanzapine is effective in preventing relapses, although the supporting evidence is weaker than the evidence for lithium. A 2006 review found that haloperidol was an effective treatment for acute mania, limited data supported no difference in overall efficacy between haloperidol, olanzapine or risperidone, and that it could be less effective than aripiprazole. Antidepressant monotherapy is not recommended in the treatment of bipolar disorder and does not provide any benefit over mood stabilizers. Atypical antipsychotic medications are preferred over antidepressants to augment the effects of mood stabilizers due to the lack of efficacy of antidepressants in bipolar disorder. The FDA has approved 5 atypical antipsychotic medications to specifically treat bipolar depression. Treatment of bipolar disorder using antidepressants may carry a risk of affective switches where a person switches from depression to manic or hypomanic phases or mixed states. There may also be a risk of accelerating cycling between phases when antidepressants are used in bipolar disorder, known as rapid cycling. The risk of affective switches is higher in bipolar I depression; antidepressants are generally avoided in bipolar I disorder or only used with mood stabilizers when they are deemed necessary.: 63 Whether modern antidepressants cause mania or rapid cycling in bipolar disorder is highly controversial, as is whether antidepressants provide any benefit over mood stabilizers alone.: 63 Selective serotonin reuptake inhibitors and bupropion still have a risk of rapid cycling and manic switch, but it is lower than other types of antidepressants. Serotonin-norepinephrine reuptake inhibitors, such as venlafaxine and duloxetine, tetracyclic antidepressants such as mirtazapine, and tricyclic antidepressants have higher rates of manic switch and rapid cycling. Atypical antipsychotics and mood stabilizers used together are quicker and more effective at treating mania than either class of drug used alone. According to the International Society for Bipolar Disorders (ISBD) and Canadian Network for Mood and Anxiety Treatments (CANMAT) guidelines, a first-line combination treatment for bipolar depression is the atypical antipsychotic lurasidone plus the mood stabilizers lithium or valproate. Short courses of benzodiazepines are used in addition to other medications for calming effect until mood stabilizing become effective. Electroconvulsive therapy (ECT) is an effective form of treatment for acute mood disturbances in those with bipolar disorder, especially when psychotic or catatonic features are displayed. ECT is also recommended for use in pregnant women with bipolar disorder. A single intravenous dose of ketamine may produce a rapid but transient antidepressant effect in bipolar depression, although the evidence is of low to very low certainty, and evidence for other glutamate receptor modulators or for sustained remission and safety remains inconclusive. Gabapentin and pregabalin are not proven to be effective for treating bipolar disorder. Treating bipolar disorder in children involves medication and psychotherapy. The literature and research on the effects of psychosocial therapy on bipolar spectrum disorders are scarce, making it difficult to determine the efficacy of various therapies. Mood stabilizers and atypical antipsychotics are commonly prescribed. Among the former, lithium is the only compound approved by the FDA for children. Psychological treatment combines normally education on the disease, group therapy, and cognitive behavioral therapy. Long-term medication is often needed. The poor response from some bipolar patients to treatment has given evidence to the concept of treatment-resistant bipolar disorder. Guidelines to the definition of treatment-resistant bipolar disorder and evidence-based options for its management were reviewed in 2020. A large proportion (approximately 68%) of people who seek treatment for bipolar disorder are obese or overweight and managing obesity is important for reducing the risk of other health conditions that are associated with obesity. Management approaches include non-pharmacological, pharmacological, and surgical. Examples of non-pharmacological include dietary interventions, exercise, behavioral therapies, or combined approaches. Pharmacological approaches include weight-loss medications or changing medications already being prescribed. Some people with bipolar disorder who have obesity may also be eligible for bariatric surgery. The effectiveness of these various approaches to improving or managing obesity in people with bipolar disorder is not clear. Prognosis A lifelong condition with periods of partial or full recovery in between recurrent episodes of relapse, bipolar disorder is considered to be a major health problem worldwide because of the increased rates of disability and premature mortality. It is also associated with co-occurring psychiatric and medical problems, higher rates of death from natural causes (e.g., cardiovascular disease), and high rates of initial under- or misdiagnosis, causing a delay in appropriate treatment and contributing to poorer prognoses. When compared to the general population, people with bipolar disorder also have higher rates of other serious medical comorbidities including diabetes mellitus, respiratory diseases, HIV, and hepatitis C virus infection. After a diagnosis is made, it remains difficult to achieve complete remission of all symptoms with the currently available psychiatric medications and symptoms often become progressively more severe over time. Compliance with medications is one of the most significant factors that can decrease the rate and severity of relapse and have a positive impact on overall prognosis. However, the types of medications used in treating BD commonly cause side effects and more than 75% of individuals with BD inconsistently take their medications for various reasons. Of the various types of the disorder, rapid cycling (four or more episodes in one year) is associated with the worst prognosis due to higher rates of self-harm and suicide. Individuals diagnosed with bipolar who have a family history of bipolar disorder are at a greater risk for more frequent manic/hypomanic episodes. Early onset and psychotic features are also associated with worse outcomes, as well as subtypes that are nonresponsive to lithium. Early recognition and intervention also improve prognosis as the symptoms in earlier stages are less severe and more responsive to treatment. Onset after adolescence is connected to better prognoses for both genders, and being male is a protective factor against higher levels of depression. For women, better social functioning before developing bipolar disorder and being a parent are protective towards suicide attempts. Changes in cognitive processes and abilities are seen in mood disorders, with those of bipolar disorder being greater than those in major depressive disorder. These include reduced attentional and executive capabilities and impaired memory. People with bipolar disorder often experience a decline in cognitive functioning during (or possibly before) their first episode, after which a certain degree of cognitive dysfunction typically becomes permanent, with more severe impairment during acute phases and moderate impairment during periods of remission. As a result, two-thirds of people with BD continue to experience impaired psychosocial functioning in between episodes even when their mood symptoms are in full remission. A similar pattern is seen in both BD-I and BD-II, but people with BD-II experience a lesser degree of impairment. People with bipolar disorder are at a higher risk for dementia. Lithium reduces the risk of dementia by 50%. When bipolar disorder occurs in children, it severely and adversely affects their psychosocial development. Children and adolescents with bipolar disorder have higher rates of significant difficulties with substance use disorders, psychosis, academic difficulties, behavioral problems, social difficulties, and legal problems. Cognitive deficits typically increase over the course of the illness. Higher degrees of impairment correlate with the number of previous manic episodes and hospitalizations, and with the presence of psychotic symptoms. Early intervention can slow the progression of cognitive impairment, while treatment at later stages can help reduce distress and negative consequences related to cognitive dysfunction. Despite the overly ambitious goals that are frequently part of manic episodes, symptoms of mania undermine the ability to achieve these goals and often interfere with an individual's social and occupational functioning. One-third of people with BD remain unemployed for one year following a hospitalization for mania. Depressive symptoms during and between episodes, which occur much more frequently for most people than hypomanic or manic symptoms over the course of illness, are associated with lower functional recovery in between episodes, including unemployment or underemployment for both BD-I and BD-II. However, the course of illness (duration, age of onset, number of hospitalizations, and the presence or not of rapid cycling) and cognitive performance are the best predictors of employment outcomes in individuals with bipolar disorder, followed by symptoms of depression and years of education. A naturalistic study in 2003 by Tohen and coworkers from the first admission for mania or mixed episode (representing the hospitalized and therefore most severe cases) found that 50% achieved syndromal recovery (no longer meeting criteria for the diagnosis) within six weeks and 98% within two years. Within two years, 72% achieved symptomatic recovery (no symptoms at all) and 43% achieved functional recovery (regaining of prior occupational and residential status). However, 40% went on to experience a new episode of mania or depression within 2 years of syndromal recovery, and 19% switched phases without recovery. Symptoms preceding a relapse (prodromal), especially those related to mania, can be reliably identified by people with bipolar disorder. There have been intents to teach patients coping strategies when noticing such symptoms with encouraging results. Bipolar disorder can cause suicidal ideation that leads to suicide attempts. Individuals whose bipolar disorder begins with a depressive or mixed affective episode seem to have a poorer prognosis and an increased risk of suicide. One out of two people with bipolar disorder attempt suicide at least once during their lifetime and many attempts are successfully completed. The annual average suicide rate is 0.4–1.4%, which is 30 to 60 times greater than that of the general population. The number of deaths from suicide in bipolar disorder is between 18 and 25 times higher than would be expected in similarly aged people without bipolar disorder. The lifetime risk of suicide is much higher in those with bipolar disorder, with an estimated 34% of people attempting suicide and 15–20% dying by suicide. Risk factors for suicide attempts and death from suicide in people with bipolar disorder include older age, prior suicide attempts, a depressive or mixed index episode (first episode), a manic index episode with psychotic symptoms, hopelessness or psychomotor agitation present during the episodes, co-existing anxiety disorder, a first degree relative with a mood disorder or suicide, interpersonal conflicts, occupational problems, bereavement or social isolation. Lithium has been shown to reduce the risk of suicide in people with bipolar disorder or major depression to close to the same level as that of the general population. Randomized controlled trials and other studies for over 40 years have shown that lithium is highly effective in reducing suicide among people with bipolar disorder. In addition to reducing suicide, lithium also decreases all-cause mortality in people with bipolar disorder. Epidemiology Bipolar disorder is the sixth leading cause of disability worldwide and has a lifetime prevalence of about 1 to 3% in the general population. However, a reanalysis of data from the National Epidemiological Catchment Area survey in the United States suggested that 0.8% of the population experience a manic episode at least once (the diagnostic threshold for bipolar I) and a further 0.5% have a hypomanic episode (the diagnostic threshold for bipolar II or cyclothymia). Including sub-threshold diagnostic criteria, such as one or two symptoms over a short time-period, an additional 5.1% of the population, adding up to a total of 6.4%, were classified as having a bipolar spectrum disorder. A more recent analysis of data from a second US National Comorbidity Survey found that 1% met lifetime prevalence criteria for bipolar I, 1.1% for bipolar II, and 2.4% for subthreshold symptoms. Estimates vary about how many children and young adults have bipolar disorder. These estimates range from 0.6 to 15% depending on differing settings, methods, and referral settings, raising suspicions of overdiagnosis. One meta-analysis of bipolar disorder in young people worldwide estimated that about 1.8% of people between the ages of seven and 21 have bipolar disorder. Similar to adults, bipolar disorder in children and adolescents is thought to occur at a similar frequency in boys and girls. There are conceptual and methodological limitations and variations in the findings. Prevalence studies of bipolar disorder are typically carried out by lay interviewers who follow fully structured/fixed interview schemes; responses to single items from such interviews may have limited validity. In addition, diagnoses (and therefore estimates of prevalence) vary depending on whether a categorical or spectrum approach is used. This consideration has led to concerns about the potential for both underdiagnosis and overdiagnosis. The incidence of bipolar disorder is similar in men and women as well as across different cultures and ethnic groups. A 2000 study by the World Health Organization found that prevalence and incidence of bipolar disorder are very similar across the world. Age-standardized prevalence per 100,000 ranged from 421.0 in South Asia to 481.7 in Africa and Europe for men and from 450.3 in Africa and Europe to 491.6 in Oceania for women. However, severity may differ widely across the globe. Disability-adjusted life year rates, for example, appear to be higher in developing countries, where medical coverage may be poorer and medication less available. Within the United States, Asian Americans have significantly lower rates than their African American and European American counterparts. In 2017, the Global Burden of Disease Study estimated there were 4.5 million new cases and a total of 45.5 million cases globally. People with bipolar disorder often have other co-existing psychiatric conditions such as anxiety (present in about 71% of people with bipolar disorder), substance abuse (56%), personality disorders (36%) and attention deficit hyperactivity disorder (10–20%) which can add to the burden of illness and worsen the prognosis. Certain medical conditions are also more common in people with bipolar disorder as compared to the general population. This includes metabolic syndrome (present in 37% of people with bipolar disorder), migraine headaches (35%), obesity (21%) and type 2 diabetes (14%). This contributes to a risk of death that is two times higher in those with bipolar disorder as compared to the general population. Hypothyroidism is also common regardless of drug choice. Substance use disorder is a common comorbidity in bipolar disorder; the subject has been widely reviewed.[needs update] Homelessness and housing instability Studies have shown that bipolar disorder occurs at significantly higher rates among people experiencing homelessness compared with the general population. A 2024 meta-analysis and systematic review estimates that there is a global prevalence of approximately 8% of bipolar disorder amongst homeless individuals, which is several times higher than the population averages. Earlier reviews also found elevated rates as high as 6–9%, but estimates vary depending on diagnostic criteria and design. Researchers state that methodological differences, such as inconsistent definitions of homelessness and small sample sizes, may contribute to the wide range of reported prevalence rates.[citation needed] Bipolar disorder is associated with several risk factors for homelessness, including incarceration, substance use, and socioeconomic instability. In the United States, it was reported that in veterans with bipolar disorder, 55% reported being homeless at some point in their lives, and 12% had been homeless within the last four weeks. Homelessness was also highly associated with prior incarceration and co-occurring substance use, which highlights the cyclical relationship between social instability and mental illness. Additionally, individuals with bipolar disorder who are experiencing homelessness often have an early onset of illness, more frequent manic or depressive episodes, and poor adherence to medication. This can increase the likelihood of relapse and the loss of housing. Veterans and individuals who have been to correctional or psychiatric settings are especially at risk. This highlights that the lack of post-discharge support contributes to the chronic cycles of instability.[citation needed] Social determinants like poverty, unemployment, and stigma also increase vulnerability to both bipolar disorder and homelessness. Once you are homeless, factors like stress, sleep deprivation, and exposure to unsafe environments are very prevalent and can worsen mood symptoms, making lasting recovery and reintegration even more difficult. People who are experiencing homelessness face significant barriers to consistent and quality mental health treatment. A study of over 10,000 patients with serious mental illness in the public health system found that homeless patients were less likely to have insurance, the ability to maintain continuous care, and more likely to rely on emergency services in comparison to housed individuals. Disruptions in care contribute to poor participation in treatment plans, higher rates of psychiatric hospitalization, and worsened long-term outcomes. Individuals with bipolar disorder require consistent medication management and therapeutic monitoring, but unstable living conditions make meeting these needs quite difficult. Unable to refill medications, attend appointments, or engage in therapy. The research on the prevalence of bipolar disorder in the homeless population is limited by the varying definitions of homelessness and challenges in keeping up with individuals on the move. and the variations in diagnostic methods across studies. As a result of this, current estimates of the prevalence of bipolar disorder in the homeless population may be underestimated. Expanding integrated models of care that combine psychiatric treatment with housing and social services has been suggested as a potential approach to improving long-term stability and reducing emergency service use. History In the early 1800s, French psychiatrist Jean-Étienne Dominique Esquirol's lypemania, one of his affective monomanias, was the first elaboration on what was to become modern depression. The basis of the current conceptualization of bipolar illness can be traced back to the 1850s. In 1850, Jean-Pierre Falret described "circular insanity" (la folie circulaire, French pronunciation: [la fɔli siʁ.ky.lɛʁ]); the lecture was summarized in 1851 in the Gazette des hôpitaux ("Hospital Gazette"). Three years later, in 1854, Jules-Gabriel-François Baillarger (1809–1890) described to the French Imperial Académie Nationale de Médecine a biphasic mental illness causing recurrent oscillations between mania and melancholia, which he termed la folie à double forme (French pronunciation: [la fɔli a dubl fɔʀm], "madness in double form"). Baillarger's original paper, "De la folie à double forme", appeared in the medical journal Annales médico-psychologiques (Medico-psychological annals) in 1854. These concepts were developed by the German psychiatrist Emil Kraepelin (1856–1926), who, using Kahlbaum's concept of cyclothymia, categorized and studied the natural course of untreated bipolar patients. He coined the term manic depressive psychosis, after noting that periods of acute illness, manic or depressive, were generally punctuated by relatively symptom-free intervals where the patient was able to function normally. The term "manic–depressive reaction" appeared in the first version of the DSM in 1952, influenced by the legacy of Adolf Meyer. Subtyping into "unipolar" depressive disorders and bipolar disorders has its origin in Karl Kleist's concept – since 1911 – of unipolar and bipolar affective disorders, which was used by Karl Leonhard in 1957 to differentiate between unipolar and bipolar disorder in depression. These subtypes have been regarded as separate conditions since publication of the DSM-III. The subtypes bipolar II and rapid cycling have been included since the DSM-IV, based on work from the 1970s by David Dunner, Elliot Gershon, Frederick Goodwin, Ronald Fieve, and Joseph Fleiss. Society and culture The United States spent approximately $202.1 billion on people diagnosed with bipolar I disorder (excluding other subtypes of bipolar disorder and undiagnosed people) in 2015. One analysis estimated that the United Kingdom spent approximately £5.2 billion on the disorder in 2007. In addition to the economic costs, bipolar disorder is a leading cause of disability and lost productivity worldwide. People with bipolar disorder are generally more disabled, have a lower level of functioning, longer duration of illness, and increased rates of work absenteeism and decreased productivity when compared to people experiencing other mental health disorders. The decrease in the productivity seen in those who care for people with bipolar disorder also significantly contributes to these costs. There are widespread issues with social stigma, stereotypes, and prejudice against individuals with a diagnosis of bipolar disorder. In 2000, actress Carrie Fisher went public with her bipolar disorder diagnosis. She became one of the most well-recognized advocates for people with bipolar disorder in the public eye and fiercely advocated to eliminate the stigma surrounding mental illnesses, including bipolar disorder. Stephen Fried, who has written extensively on the topic, noted that Fisher helped to draw attention to the disorder's chronicity, relapsing nature, and that bipolar disorder relapses do not indicate a lack of discipline or moral shortcomings. Since being diagnosed at age 37, actor Stephen Fry has pushed to raise awareness of the condition, with his 2006 documentary Stephen Fry: The Secret Life of the Manic Depressive. In an effort to ease the social stigma associated with bipolar disorder, the orchestra conductor Ronald Braunstein cofounded the ME/2 Orchestra with his wife Caroline Whiddon in 2011. Braunstein was diagnosed with bipolar disorder in 1985 and his concerts with the ME/2 Orchestra were conceived in order to create a welcoming performance environment for his musical colleagues, while also raising public awareness about mental illness. A variety of advocacy organizations exist to support people living with bipolar disorder, the people who care for them, and those researching the illness. World Bipolar Day is on March 30, the birthday of Vincent Van Gogh. The goal of the day is to eliminate stigma about bipolar disorder. It is sponsored by the International Society for Bipolar Disorders, the International Bipolar Foundation, and the Asian Network of Bipolar Disorder (ANBD). The Depression and Bipolar Support Alliance (DBSA), formerly the National Depressive and Manic Depressive Association, is patient-run support and advocacy organization with approximately 200 chapters and 700 support groups mostly in the United States. Attendance at a DBSA support group has been associated with increased functioning and well-being among participants. Bipolar UK, formerly the Manic Depression Fellowship, is a patient-led mental health support and advocacy organization in the United Kingdom. It runs 85 support groups for people living with bipolar disorder in the UK. Numerous authors have written about bipolar disorder and many successful people have openly discussed their experience with it. Kay Redfield Jamison, a clinical psychologist and professor of psychiatry at the Johns Hopkins University School of Medicine, profiled her own bipolar disorder in her memoir An Unquiet Mind (1995). It is likely that Grigory Potemkin, Russian statesman and alleged husband of Catherine the Great, suffered from some kind of bipolar disorder. Several celebrities have also publicly shared that they have bipolar disorder; in addition to Carrie Fisher and Stephen Fry these include Catherine Zeta-Jones, Mariah Carey, Kanye West, Jane Pauley, Demi Lovato, Selena Gomez, and Russell Brand. Several dramatic works have portrayed characters with traits suggestive of the diagnosis which have been the subject of discussion by psychiatrists and film experts alike.[citation needed] In Mr. Jones (1993), the titular character (Richard Gere) swings from a manic episode into a depressive phase and back again, spending time in a psychiatric hospital and displaying many of the features of the syndrome. In The Mosquito Coast (1986), Allie Fox (Harrison Ford) displays some features including recklessness, grandiosity, increased goal-directed activity and mood lability, as well as some paranoia. Psychiatrists have suggested that Willy Loman, the main character in Arthur Miller's classic play Death of a Salesman, has bipolar disorder. The 2009 drama 90210 featured a character, Silver, who was diagnosed with bipolar disorder. Stacey Slater, a character from the BBC soap EastEnders, has been diagnosed with the disorder. The storyline was developed as part of the BBC's Headroom campaign. The Channel 4 soap Brookside had earlier featured a story about bipolar disorder when the character Jimmy Corkhill was diagnosed with the condition. 2011 Showtime's political thriller drama Homeland protagonist Carrie Mathison has bipolar disorder, which she has kept secret since her school days. The 2014 ABC medical drama, Black Box, featured a world-renowned neuroscientist with bipolar disorder. In the TV series Dave, the eponymous main character, played by Lil Dicky as a fictionalized version of himself, is an aspiring rapper. Lil Dicky's real-life hype man GaTa also plays himself. In one episode, after being off his medication and having an episode, GaTa tearfully confesses to having bipolar disorder. GaTa has bipolar disorder in real life but, like his character in the show, he is able to manage it with medication. Since 2024, Nicola Coughlan, has co-starred alongside Lydia West, in the British Channel 4 dark television comedy-drama Big Mood. Coughlan portrays the leading role of Maggie who was diagnosed with bipolar disorder. In a series about two best friends navigating friendship amidst a mental health crisis. A link between mental illness and professional success or creativity has been suggested, including in accounts by Socrates, Seneca the Younger, and Cesare Lombroso. Despite prominence in popular culture, the link between creativity and bipolar has not been rigorously studied. This area of study also is likely affected by confirmation bias. Some evidence suggests that some heritable component of bipolar disorder overlaps with heritable components of creativity. Probands of people with bipolar disorder are more likely to be professionally successful, as well as to demonstrate temperamental traits similar to bipolar disorder. Furthermore, while studies of the frequency of bipolar disorder in creative population samples have been conflicting, full-blown bipolar disorder in creative samples is rare. Special populations In the 1920s, Kraepelin noted that manic episodes are rare before puberty. In general, bipolar disorder in children was not recognized in the first half of the twentieth century. This issue diminished with an increased following of the DSM criteria in the last part of the twentieth century. The diagnosis of childhood bipolar disorder, while formerly controversial, has gained greater acceptance among childhood and adolescent psychiatrists. American children and adolescents diagnosed with bipolar disorder in community hospitals increased 4-fold reaching rates of up to 40% in 10 years around the beginning of the 21st century, while in outpatient clinics it doubled reaching 6%. Studies using DSM criteria show that up to 1% of youth may have bipolar disorder. The DSM-5 has established a diagnosis—disruptive mood dysregulation disorder—that covers children with long-term, persistent irritability that had at times been misdiagnosed as having bipolar disorder, distinct from irritability in bipolar disorder that is restricted to discrete mood episodes. Bipolar, on average, starts during adulthood. Bipolar 1, on average, starts at the age of 18 years old, and Bipolar 2 starts at age 22 years old on average. However, most delay seeking treatment for an average of 8 years after symptoms start. Bipolar is often misdiagnosed with other psychiatric disorders. There is no definitive association between race, ethnicity, or socioeconomic status (SES). Adults with Bipolar report having a lower quality of life, even outside of a manic or depressive episode. Bipolar can put strain on marriage and other relationships, having a job, and everyday functioning. Bipolar is associated with higher rates of unemployment. Most have trouble keeping a job, which can lead to trouble with accessing healthcare, resulting in a further decline in their mental health due to not receiving treatment such as medicine and therapy. Bipolar disorder is uncommon in older patients, with a measured lifetime prevalence of 1% in over 60s and a 12-month prevalence of 0.1–0.5% in people over 65. Despite this, it is overrepresented in psychiatric admissions, making up 4–8% of inpatient admission to aged care psychiatry units, and the incidence of mood disorders is increasing overall with the aging population. Depressive episodes more commonly present with sleep disturbance, fatigue, hopelessness about the future, slowed thinking, and poor concentration and memory; the last three symptoms are seen in what is known as pseudodementia. Clinical features also differ between those with late-onset bipolar disorder and those who developed it early in life; the former group present with milder manic episodes, more prominent cognitive changes and have a background of worse psychosocial functioning, while the latter present more commonly with mixed affective episodes, and have a stronger family history of illness. Older people with bipolar disorder experience cognitive changes, particularly in executive functions such as abstract thinking and switching cognitive sets, as well as concentrating for long periods and decision-making. See also Notes References Cited texts Further reading
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[SOURCE: https://en.wikipedia.org/wiki/Vapnik%E2%80%93Chervonenkis_theory] | [TOKENS: 3744]
Contents Vapnik–Chervonenkis theory Vapnik–Chervonenkis theory (also known as VC theory) was developed during 1960–1990 by Vladimir Vapnik and Alexey Chervonenkis. The theory is a form of computational learning theory, which attempts to explain the learning process from a statistical point of view. Introduction VC theory covers at least four parts (as explained in The Nature of Statistical Learning Theory): VC Theory is a major subbranch of statistical learning theory. One of its main applications in statistical learning theory is to provide generalization conditions for learning algorithms. From this point of view, VC theory is related to stability, which is an alternative approach for characterizing generalization. In addition, VC theory and VC dimension are instrumental in the theory of empirical processes, in the case of processes indexed by VC classes. Arguably these are the most important applications of the VC theory, and are employed in proving generalization. Several techniques will be introduced that are widely used in the empirical process and VC theory. The discussion is mainly based on the book Weak Convergence and Empirical Processes: With Applications to Statistics. Overview of VC theory in empirical processes Let ( X , A ) {\displaystyle ({\mathcal {X}},{\mathcal {A}})} be a measurable space. For any measure Q {\displaystyle Q} on ( X , A ) {\displaystyle ({\mathcal {X}},{\mathcal {A}})} , and any measurable functions f : X → R {\displaystyle f:{\mathcal {X}}\to \mathbf {R} } , define Measurability issues will be ignored here, for more technical detail see. Let F {\displaystyle {\mathcal {F}}} be a class of measurable functions f : X → R {\displaystyle f:{\mathcal {X}}\to \mathbf {R} } and define: Let X 1 , … , X n {\displaystyle X_{1},\ldots ,X_{n}} be independent, identically distributed random elements of ( X , A ) {\displaystyle ({\mathcal {X}},{\mathcal {A}})} . Then define the empirical measure where δ here stands for the Dirac measure. The empirical measure induces a map F → R {\displaystyle {\mathcal {F}}\to \mathbf {R} } given by: Now suppose P is the underlying true distribution of the data, which is unknown. Empirical Processes theory aims at identifying classes F {\displaystyle {\mathcal {F}}} for which statements such as the following hold: ‖ P n − P ‖ F → n 0 , {\displaystyle \|\mathbb {P} _{n}-P\|_{\mathcal {F}}{\underset {n}{\to }}0,} | 1 n ( f ( X 1 ) + . . . + f ( X n ) ) − ∫ f d P | → 0 {\displaystyle \left|{\frac {1}{n}}(f(X_{1})+...+f(X_{n}))-\int fdP\right|\to 0} In the former case F {\displaystyle {\mathcal {F}}} is called Glivenko–Cantelli class, and in the latter case (under the assumption ∀ x , sup f ∈ F | f ( x ) − P f | < ∞ {\displaystyle \forall x,\sup \nolimits _{f\in {\mathcal {F}}}\vert f(x)-Pf\vert <\infty } ) the class F {\displaystyle {\mathcal {F}}} is called Donsker or P-Donsker. A Donsker class is Glivenko–Cantelli in probability by an application of Slutsky's theorem . These statements are true for a single f {\displaystyle f} , by standard LLN, CLT arguments under regularity conditions, and the difficulty in the Empirical Processes comes in because joint statements are being made for all f ∈ F {\displaystyle f\in {\mathcal {F}}} . Intuitively then, the set F {\displaystyle {\mathcal {F}}} cannot be too large, and as it turns out that the geometry of F {\displaystyle {\mathcal {F}}} plays a very important role. One way of measuring how big the function set F {\displaystyle {\mathcal {F}}} is to use the so-called covering numbers. The covering number is the minimal number of balls { g : ‖ g − f ‖ < ε } {\displaystyle \{g:\|g-f\|<\varepsilon \}} needed to cover the set F {\displaystyle {\mathcal {F}}} (here it is obviously assumed that there is an underlying norm on F {\displaystyle {\mathcal {F}}} ). The entropy is the logarithm of the covering number. Two sufficient conditions are provided below, under which it can be proved that the set F {\displaystyle {\mathcal {F}}} is Glivenko–Cantelli or Donsker. A class F {\displaystyle {\mathcal {F}}} is P-Glivenko–Cantelli if it is P-measurable with envelope F such that P ∗ F < ∞ {\displaystyle P^{\ast }F<\infty } and satisfies: The next condition is a version of the celebrated Dudley's theorem. If F {\displaystyle {\mathcal {F}}} is a class of functions such that then F {\displaystyle {\mathcal {F}}} is P-Donsker for every probability measure P such that P ∗ F 2 < ∞ {\displaystyle P^{\ast }F^{2}<\infty } . In the last integral, the notation means The majority of the arguments about how to bound the empirical process rely on symmetrization, maximal and concentration inequalities, and chaining. Symmetrization is usually the first step of the proofs, and since it is used in many machine learning proofs on bounding empirical loss functions (including the proof of the VC inequality which is discussed in the next section). It is presented here: Consider the empirical process: Turns out that there is a connection between the empirical and the following symmetrized process: The symmetrized process is a Rademacher process, conditionally on the data X i {\displaystyle X_{i}} . Therefore, it is a sub-Gaussian process by Hoeffding's inequality. Lemma (Symmetrization). For every nondecreasing, convex Φ: R → R and class of measurable functions F {\displaystyle {\mathcal {F}}} , The proof of the Symmetrization lemma relies on introducing independent copies of the original variables X i {\displaystyle X_{i}} (sometimes referred to as a ghost sample) and replacing the inner expectation of the LHS by these copies. After an application of Jensen's inequality different signs could be introduced (hence the name symmetrization) without changing the expectation. The proof can be found below because of its instructive nature. The same proof method can be used to prove the Glivenko–Cantelli theorem. Introduce the "ghost sample" Y 1 , … , Y n {\displaystyle Y_{1},\ldots ,Y_{n}} to be independent copies of X 1 , … , X n {\displaystyle X_{1},\ldots ,X_{n}} . For fixed values of X 1 , … , X n {\displaystyle X_{1},\ldots ,X_{n}} one has: Therefore, by Jensen's inequality: Taking expectation with respect to X {\displaystyle X} gives: Note that adding a minus sign in front of a term f ( X i ) − f ( Y i ) {\displaystyle f(X_{i})-f(Y_{i})} doesn't change the RHS, because it's a symmetric function of X {\displaystyle X} and Y {\displaystyle Y} . Therefore, the RHS remains the same under "sign perturbation": for any ( e 1 , e 2 , … , e n ) ∈ { − 1 , 1 } n {\displaystyle (e_{1},e_{2},\ldots ,e_{n})\in \{-1,1\}^{n}} . Therefore: Finally using first triangle inequality and then convexity of Φ {\displaystyle \Phi } gives: Where the last two expressions on the RHS are the same, which concludes the proof. A typical way of proving empirical CLTs, first uses symmetrization to pass the empirical process to P n 0 {\displaystyle \mathbb {P} _{n}^{0}} and then argue conditionally on the data, using the fact that Rademacher processes are simple processes with nice properties. It turns out that there is a fascinating connection between certain combinatorial properties of the set F {\displaystyle {\mathcal {F}}} and the entropy numbers. Uniform covering numbers can be controlled by the notion of Vapnik–Chervonenkis classes of sets – or shortly VC sets. Consider a collection C {\displaystyle {\mathcal {C}}} of subsets of the sample space X {\displaystyle {\mathcal {X}}} . C {\displaystyle {\mathcal {C}}} is said to pick out a certain subset W {\displaystyle W} of the finite set S = { x 1 , … , x n } ⊂ X {\displaystyle S=\{x_{1},\ldots ,x_{n}\}\subset {\mathcal {X}}} if W = S ∩ C {\displaystyle W=S\cap C} for some C ∈ C {\displaystyle C\in {\mathcal {C}}} . C {\displaystyle {\mathcal {C}}} is said to shatter S if it picks out each of its 2n subsets. The VC-index (similar to VC dimension + 1 for an appropriately chosen classifier set) V ( C ) {\displaystyle V({\mathcal {C}})} of C {\displaystyle {\mathcal {C}}} is the smallest n for which no set of size n is shattered by C {\displaystyle {\mathcal {C}}} . Sauer's lemma then states that the number Δ n ( C , x 1 , … , x n ) {\displaystyle \Delta _{n}({\mathcal {C}},x_{1},\ldots ,x_{n})} of subsets picked out by a VC-class C {\displaystyle {\mathcal {C}}} satisfies: Which is a polynomial number O ( n V ( C ) − 1 ) {\displaystyle O(n^{V({\mathcal {C}})-1})} of subsets rather than an exponential number. Intuitively this means that a finite VC-index implies that C {\displaystyle {\mathcal {C}}} has an apparent simplistic structure. A similar bound can be shown (with a different constant, same rate) for the so-called VC subgraph classes. For a function f : X → R {\displaystyle f:{\mathcal {X}}\to \mathbf {R} } the subgraph is a subset of X × R {\displaystyle {\mathcal {X}}\times \mathbf {R} } such that: { ( x , t ) : t < f ( x ) } {\displaystyle \{(x,t):t<f(x)\}} . A collection of F {\displaystyle {\mathcal {F}}} is called a VC subgraph class if all subgraphs form a VC-class. Consider a set of indicator functions I C = { 1 C : C ∈ C } {\displaystyle {\mathcal {I}}_{\mathcal {C}}=\{1_{C}:C\in {\mathcal {C}}\}} in L 1 ( Q ) {\displaystyle L_{1}(Q)} for discrete empirical type of measure Q (or equivalently for any probability measure Q). It can then be shown that quite remarkably, for r ≥ 1 {\displaystyle r\geq 1} : Further consider the symmetric convex hull of a set F {\displaystyle {\mathcal {F}}} : sconv ⁡ F {\displaystyle \operatorname {sconv} {\mathcal {F}}} being the collection of functions of the form ∑ i = 1 m α i f i {\displaystyle \sum _{i=1}^{m}\alpha _{i}f_{i}} with ∑ i = 1 m | α i | ≤ 1 {\displaystyle \sum _{i=1}^{m}|\alpha _{i}|\leq 1} . Then if the following is valid for the convex hull of F {\displaystyle {\mathcal {F}}} : The important consequence of this fact is that which is just enough so that the entropy integral is going to converge, and therefore the class sconv ⁡ F {\displaystyle \operatorname {sconv} {\mathcal {F}}} is going to be P-Donsker. Finally an example of a VC-subgraph class is considered. Any finite-dimensional vector space F {\displaystyle {\mathcal {F}}} of measurable functions f : X → R {\displaystyle f:{\mathcal {X}}\to \mathbf {R} } is VC-subgraph of index smaller than or equal to dim ⁡ ( F ) + 2 {\displaystyle \dim({\mathcal {F}})+2} . Proof: Take n = dim ⁡ ( F ) + 2 {\displaystyle n=\dim({\mathcal {F}})+2} points ( x 1 , t 1 ) , … , ( x n , t n ) {\displaystyle (x_{1},t_{1}),\ldots ,(x_{n},t_{n})} . The vectors: are in a n − 1 dimensional subspace of Rn. Take a ≠ 0, a vector that is orthogonal to this subspace. Therefore: Consider the set S = { ( x i , t i ) : a i > 0 } {\displaystyle S=\{(x_{i},t_{i}):a_{i}>0\}} . This set cannot be picked out since if there is some f {\displaystyle f} such that S = { ( x i , t i ) : f ( x i ) > t i } {\displaystyle S=\{(x_{i},t_{i}):f(x_{i})>t_{i}\}} that would imply that the LHS is strictly positive but the RHS is non-positive. There are generalizations of the notion VC subgraph class, e.g. there is the notion of pseudo-dimension. VC inequality A similar setting is considered, which is more common to machine learning. Let X {\displaystyle {\mathcal {X}}} is a feature space and Y = { 0 , 1 } {\displaystyle {\mathcal {Y}}=\{0,1\}} . A function f : X → Y {\displaystyle f:{\mathcal {X}}\to {\mathcal {Y}}} is called a classifier. Let F {\displaystyle {\mathcal {F}}} be a set of classifiers. Similarly to the previous section, define the shattering coefficient (also known as growth function): Note here that there is a 1:1 go between each of the functions in F {\displaystyle {\mathcal {F}}} and the set on which the function is 1. We can thus define C {\displaystyle {\mathcal {C}}} to be the collection of subsets obtained from the above mapping for every f ∈ F {\displaystyle f\in {\mathcal {F}}} . Therefore, in terms of the previous section the shattering coefficient is precisely This equivalence together with Sauer's Lemma implies that S ( F , n ) {\displaystyle S({\mathcal {F}},n)} is going to be polynomial in n, for sufficiently large n provided that the collection C {\displaystyle {\mathcal {C}}} has a finite VC-index. Let D n = { ( X 1 , Y 1 ) , … , ( X n , Y m ) } {\displaystyle D_{n}=\{(X_{1},Y_{1}),\ldots ,(X_{n},Y_{m})\}} is an observed dataset. Assume that the data is generated by an unknown probability distribution P X Y {\displaystyle P_{XY}} . Define R ( f ) = P ( f ( X ) ≠ Y ) {\displaystyle R(f)=P(f(X)\neq Y)} to be the expected 0/1 loss. Of course since P X Y {\displaystyle P_{XY}} is unknown in general, one has no access to R ( f ) {\displaystyle R(f)} . However the empirical risk, given by: can certainly be evaluated. Then one has the following Theorem: For binary classification and the 0/1 loss function we have the following generalization bounds: In words the VC inequality is saying that as the sample increases, provided that F {\displaystyle {\mathcal {F}}} has a finite VC dimension, the empirical 0/1 risk becomes a good proxy for the expected 0/1 risk. Note that both RHS of the two inequalities will converge to 0, provided that S ( F , n ) {\displaystyle S({\mathcal {F}},n)} grows polynomially in n. The connection between this framework and the Empirical Process framework is evident. Here one is dealing with a modified empirical process but not surprisingly the ideas are the same. The proof of the (first part of) VC inequality, relies on symmetrization, and then argue conditionally on the data using concentration inequalities (in particular Hoeffding's inequality). The interested reader can check the book Theorems 12.4 and 12.5. References
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[SOURCE: https://en.wikipedia.org/wiki/World_championship] | [TOKENS: 787]
Contents World championship A world championship is generally an international competition open to elite competitors from around the world, representing their nations, and winning such an event will be considered the highest or near highest achievement in the sport, game, or ability. How the championship title is assigned The title is usually awarded through a combination of specific contests or, less commonly, ranking systems (e.g. the ICC Men's Test Championship), or a combination of the two (e.g. World Triathlon Championships in triathlon). This determines a "world champion", who or which is commonly considered the best nation, team, individual (or other entity) in the world in a particular field, although the vagaries of sport ensure that the competitor recognised at the best in an event is not always the 'world champion'.[citation needed] This may also be known as a world cup competition, for example cycling (UCI World Championships and UCI World Cups). Often, the use of the term cup or championship in this sense is just a choice of words. Some sports have multiple champions because of multiple organizations, such as boxing, mixed martial arts and wrestling. Certain competitive exercises do not have a world championship or a world cup as such, but may have one or several world champions. Professional boxing, for example, has several world champions at different weights, but each one of them is decided by a "title match", not a tournament. In a title match system, the championship can only be won by directly defeating the incumbent, who in turn must continue to compete to retain their title or risk forfeiture. In association football (soccer), the first such tournament was the Football World Championship disputed from 1876 to 1904 between the winners of the FA Cup and Scottish Cup. After that, there have been many tournaments between teams from around the world, but it wasn't until 1960 when the Intercontinental Cup was established, competed between the winners of two continental championships: the UEFA Champions League from Europe and CONMEBOL Copa Libertadores from South America, the cup was endorsed by both UEFA and CONMEBOL but had no involvement from FIFA, the governing body for world football. As such, FIFA wanted to expand the tournament to include the champion from other continents—from the AFC Champions League (Asia and Australia), CAF Champions League (Africa), CONCACAF Champions League (North America and Caribbean) and OFC Champions League (Oceania)—and created the FIFA Club World Cup. The first edition in 2000 ran concurrently with the 2000 Intercontinental Cup, and in 2004 the Intercontinental Cup was merged with the CWC, which has been ongoing since 2005 with yearly editions. Certain competitions do not have a world championship or world cup, but rather hold a series of events recognised as the elite level in their field (e.g. tennis and golf have a series of four Grand Slam events recognised as the pinnacle of the game, in addition to key team events, world tour finals and the Olympic Games, though each year ITF (International Tennis Federation) designates a World Champion based on performances throughout the year). History There are some sports that already had a "world championship" in the 18th or 19th century, although it was variable how "world-wide" these competitions really were. The French player Clergé is considered to be the first international champion in real tennis, since 1740. In chess, international matches have been held for centuries, often resulting in certain players considered the best of all, with the first multiplayer tournament held in London in 1851, but Wilhelm Steinitz in 1886 was the first chess player generally recognized as the world chess champion. Other sports with early "world championships" were English draughts (1840) and speed skating. Overview The following lists for the various sports with a world championship include: See also References
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[SOURCE: https://www.bbc.com/audio/stations] | [TOKENS: 1666]
Radio StationsWorld ServiceNews & views from the BBC's international radio station.Listen LiveLIVE09:06 GMTBBC ConversationsRemembering Ukrainians who have lost their lives in the warFamilies and friends share their memories of loved ones09:30 GMTBBC News Summary21/02/2026 09:30 GMT 09:32 GMTAmericastWho is Tucker Carlson and what does he tell us about the future of MAGA?10:00 GMTBBC News21/02/2026 10:01 GMT10:06 GMTNot by the PlaybookWhen sport leads somewhere new11:00 GMTBBC News21/02/2026 11:01 GMT11:06 GMTThe Newsroom21/02/2026 11:06 GMT 11:30 GMTBBC News Summary21/02/2026 11:30 GMT 11:32 GMTUnspun World with John SimpsonWhat’s the future of US-Europe relations?12:00 GMTBBC News21/02/2026 12:01 GMTScheduleRadio 4Inquisitive speech radio to make sense of your world.Listen LiveLIVE09:00 GMTSaturday LiveJack Thorne, Hostage Negotiation, Family History and the Inheritance Tracks of Marian KeyesJack Thorne joins Adrian for extraordinary stories from remarkable people.10:00 GMTYou're Dead to MeHistory of Spices: commerce, colonialism and culinary innovation10:30 GMTThe Kitchen CabinetUniversity College London11:00 GMTRadical with Amol RajanSocial Mobility: How to Break the Link Between Background and Opportunity (Joe Seddon)11:30 GMTFrom Our Own CorrespondentUkraine: Four years of war12:00 GMTNews Summary21/02/202612:04 GMTMoney BoxMotor Finance Claims and Pay by Bank12:30 GMTThe News Quiz7. The worst birthday ever12:57 GMTWeather21/02/202613:00 GMTNews21/02/2026ScheduleUK National StationsRadio 1The biggest new pop & all day vibes.Radio 1 AnthemsAll day anthems from the 00s to now.Radio 1 DanceThe biggest current, future and classic dance vibes.Radio 1XtraAmplifying black music & culture.Radio 2Lift your day with the best tunes from your favourite DJs.Radio 3Adventures in classical.Radio 3 UnwindMusic to unwind your mind.Radio 4 ExtraJourney into the Radio 4 archive.Radio 5 LiveThe voice of the UK - breaking news & live sport.Radio 5 Sports ExtraExtended live sports coverage from Radio 5 Live.Radio 5 Sports Extra 2Extended live sports coverage.Radio 5 Sports Extra 3Extended live sports coverage.Radio Music 6Music beyond the mainstream.Asian NetworkCelebrating British Asian identity.Radio ScotlandThe sound of Scotland's news, sport, music and culture.Radio Scotland ExtraThe sound of where you live.Radio OrkneyThe sound of where you live.Radio ShetlandThe sound of where you live.Radio nan GàidhealGuthan nan Gaidheal gach là as gach ceàrnaidh.Radio UlsterLocal news, sport, music and chat.Radio FoyleLocal news, sport, music and chat.Radio WalesNews, sport, music and entertainment for Wales.Radio Wales ExtraThe sound of where you live.Radio CymruNewyddion, cerddoriaeth a chwmni da.Radio Cymru 2Tiwns trwy'r dydd.UK Local StationsBBC Radio BerkshireBBC Radio BristolBBC Radio CambridgeshireBBC Radio CornwallBBC CWRBBC Radio CumbriaBBC Radio DerbyBBC Radio DevonBBC EssexBBC Radio GloucestershireBBC Radio GuernseyBBC Hereford & WorcesterBBC Radio HumbersideBBC Radio JerseyBBC Radio KentBBC Radio LancashireBBC Radio LeedsBBC Radio LeicesterBBC Radio LincolnshireBBC Radio LondonBBC Radio ManchesterBBC Radio MerseysideBBC Radio NewcastleBBC Radio NorfolkBBC Radio NorthamptonBBC Radio NottinghamBBC Radio OxfordBBC Radio SheffieldBBC Radio ShropshireBBC Radio SolentBBC Radio Solent DorsetBBC Radio SomersetBBC Radio StokeBBC Radio SuffolkBBC Radio SurreyBBC Radio SussexBBC Radio TeesBBC Three Counties RadioBBC Radio WiltshireBBC Radio WMBBC Radio York Radio Stations World Service News & views from the BBC's international radio station. Remembering Ukrainians who have lost their lives in the war Families and friends share their memories of loved ones 21/02/2026 09:30 GMT Who is Tucker Carlson and what does he tell us about the future of MAGA? 21/02/2026 10:01 GMT When sport leads somewhere new 21/02/2026 11:01 GMT 21/02/2026 11:06 GMT 21/02/2026 11:30 GMT What’s the future of US-Europe relations? 21/02/2026 12:01 GMT Schedule Radio 4 Inquisitive speech radio to make sense of your world. Jack Thorne, Hostage Negotiation, Family History and the Inheritance Tracks of Marian Keyes Jack Thorne joins Adrian for extraordinary stories from remarkable people. History of Spices: commerce, colonialism and culinary innovation University College London Social Mobility: How to Break the Link Between Background and Opportunity (Joe Seddon) Ukraine: Four years of war 21/02/2026 Motor Finance Claims and Pay by Bank 7. The worst birthday ever 21/02/2026 21/02/2026 Schedule UK National Stations Radio 1 The biggest new pop & all day vibes. Radio 1 Anthems All day anthems from the 00s to now. Radio 1 Dance The biggest current, future and classic dance vibes. Radio 1Xtra Amplifying black music & culture. Radio 2 Lift your day with the best tunes from your favourite DJs. Radio 3 Adventures in classical. Radio 3 Unwind Music to unwind your mind. Radio 4 Extra Journey into the Radio 4 archive. Radio 5 Live The voice of the UK - breaking news & live sport. Radio 5 Sports Extra Extended live sports coverage from Radio 5 Live. Radio 5 Sports Extra 2 Extended live sports coverage. Radio 5 Sports Extra 3 Extended live sports coverage. Radio Music 6 Music beyond the mainstream. Asian Network Celebrating British Asian identity. Radio Scotland The sound of Scotland's news, sport, music and culture. Radio Scotland Extra The sound of where you live. Radio Orkney The sound of where you live. Radio Shetland The sound of where you live. Radio nan Gàidheal Guthan nan Gaidheal gach là as gach ceàrnaidh. Radio Ulster Local news, sport, music and chat. Radio Foyle Local news, sport, music and chat. Radio Wales News, sport, music and entertainment for Wales. Radio Wales Extra The sound of where you live. Radio Cymru Newyddion, cerddoriaeth a chwmni da. Radio Cymru 2 Tiwns trwy'r dydd. UK Local Stations BBC Radio Berkshire BBC Radio Bristol BBC Radio Cambridgeshire BBC Radio Cornwall BBC CWR BBC Radio Cumbria BBC Radio Derby BBC Radio Devon BBC Essex BBC Radio Gloucestershire BBC Radio Guernsey BBC Hereford & Worcester BBC Radio Humberside BBC Radio Jersey BBC Radio Kent BBC Radio Lancashire BBC Radio Leeds BBC Radio Leicester BBC Radio Lincolnshire BBC Radio London BBC Radio Manchester BBC Radio Merseyside BBC Radio Newcastle BBC Radio Norfolk BBC Radio Northampton BBC Radio Nottingham BBC Radio Oxford BBC Radio Sheffield BBC Radio Shropshire BBC Radio Solent BBC Radio Solent Dorset BBC Radio Somerset BBC Radio Stoke BBC Radio Suffolk BBC Radio Surrey BBC Radio Sussex BBC Radio Tees BBC Three Counties Radio BBC Radio Wiltshire BBC Radio WM BBC Radio York Copyright 2026 BBC. All rights reserved. The BBC is not responsible for the content of external sites. Read about our approach to external linking.
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