Inside the blueprint l3/6/2024 ![]() This resembles some of the modifications the Czech Presidency recently suggested to the AIA (Bertuzzi, 2022a). However, the requirement that the impact is “meaningful” would limit the automated systems under consideration to AI systems in critical applications, provided the “meaningful” specification itself is meaningful. This could describe almost any system with which a user interacts, as computation is inseparable from software and hardware. However, it is insufficiently bold in its approach to implementation, and the appendix definition of an “automated system” is too inclusive: “any system, software, or process that uses computation as whole or part of a system to determine outcomes, make or aid decisions, inform policy implementation, collect data or observations, or otherwise interact with individuals and/or communities” (White House Office of Science and Technology Policy, 2022a). This is a step in the right direction, that is, towards regulating the uses of AI, not AI itself. However, instead of attempting to define AI, as the EU is struggling to do in the AIA, the Blueprint applies to “automated systems” that could “meaningfully impact” the American public’s civil rights, civil liberties, and privacy access to equal opportunities or “access to critical resources or services” (White House Office of Science and Technology Policy, 2022a). It shares with the EU’s Artificial Intelligence Act (AIA) the same product-oriented approach to AI as a system, not as a source of outputs, which then should be regulated. We argue that it is a unique and promising, if flawed, advance in US AI governance, but requires concrete legislation to be effective in the private sector.Īs a non-binding white paper, the Blueprint outlines principles and ideas for how to put them into practice, rather than concrete requirements and actions. ![]() In this Comment, we analyze that vision and compare it to the two most prominent players on the global AI stage, the European Union (EU) and China. Although the principles it lays out are not yet enforceable, it is the clearest look yet at the Biden administration’s definition of a “Good AI Society” (Cath et al., 2018). ![]() When the process began in 2021, the stated goal was for “a bill of rights for an AI-powered world” (Lander, 2022), but the finished product, described as a “white paper” and a “framework”(White House Office of Science and Technology Policy, 2022a), is a much less ambitious, non-binding guide to the office’s vision for AI development. You can also have a look at Blueprint Interfaces: October of 2022, the White House Office of Science and Technology Policy released the “Blueprint for an AI Bill of Rights: Making Automated Systems Work for the American People” (the “Blueprint”) after a yearlong public engagement process. If you still don’t know how to solve your problem, feel free to update your question with the exact problem and leave a comment. The BP that you need constant access to (like gamestate, gameinstance, hud) have pointers in the controller and in all BP. Most of the time there shouldn’t be a point where you need to have direct access without interacting with an actor like i said above. Then you could use the Event “OnOverlapBegin” and just the “OtherActor” output to cast an use the Actor(BP) like you need. For example the character and the other BP have an overlapping Collision. ![]() Normaly, if you want to use another BP in your main BP (let it be the Character or something), you have certain events happening. There you can create a reference by selecting the spawned Blueprint inside the scene and then rightclicking on an empty spot in the LevelBP: There you can choose something like “Add Reference to: Name of the Selection”. I direct reference is only possible in the LevelBlueprint.
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