Waymo gets approval to deploy its robotaxi service in Los Angeles

The California Public Utilities Commission (CPUC) has given Waymo permission to expand its robotaxi operations to Los Angeles and more locations in the San Francisco Peninsula despite opposition from local groups and government agencies. "Waymo may begin fared driverless passenger service operations in the specified areas of Los Angeles and the San Francisco Peninsula, effective today," the regulator wrote in its decision (PDF). As CNBC notes, Waymo has been testing its driverless vehicles in those locations for a while now, but this decision will allow it to charge passengers for their robotaxi rides. 

In the CPUC's decision, it admitted that it received letters of protests regarding Waymo's expansion from the City of South San Francisco, the County of San Mateo, the Los Angeles Department of Transportation, the San Francisco County Transportation Authority and the San Francisco Taxi Workers Alliance. And, it received those letters before the agency suspended Waymo's expansion efforts in February for up to 120 days following the Alphabet-owned company's revelation that it had issued a recall for its vehicles. Waymo reported back then that two of its robotaxis collided with a backwards-facing pickup truck that was being towed in December 2023 because its software predicted the truck's movements incorrectly. The company had to develop and deploy a fix to its fleet. 

LA Mayor Karen Bass previously sent a letter to the CPUC (PDF), stating her concerns about the regulator's decision to allow autonomous vehicles to operate in her city. "To date, local jurisdictions like Los Angeles have had little to no input in AV deployment and are already seeing significant harm and disruption," she wrote. David Canepa, vice president for the San Mateo County Board of Supervisors, also said in a statement regarding this recent development: "I'm confused and a bit suspicious that the CPUC took only 11 days to change its mind on the suspension. I find this to be egregious and disingenuous. We have had no talks to address our concerns and it says to me that neither Waymo nor the CPUC care about local concerns the public safety of our residents."

Waymo spokesperson Julia Ilina, however, assures the public in a statement to Wired that the company will take an "incremental approach" when it comes to deploying the service in LA. It also has "no immediate plans" to expand its service in San Francisco. In addition, she said Waymo will continue to "work closely with city officials, local communities, and [its] partners." Ilina has also noted that while the CPUC did get letters of protest, it also received letters of support for Waymo's expansion from 81 organizations and individuals. They include letters from various groups for the elderly and people with disabilities, local community councils, as well as transportation advocates.

This article originally appeared on Engadget at https://www.engadget.com/waymo-gets-approval-to-deploy-its-robotaxi-service-in-los-angeles-100018409.html?src=rss

Waymo gets approval to deploy its robotaxi service in Los Angeles

The California Public Utilities Commission (CPUC) has given Waymo permission to expand its robotaxi operations to Los Angeles and more locations in the San Francisco Peninsula despite opposition from local groups and government agencies. "Waymo may begin fared driverless passenger service operations in the specified areas of Los Angeles and the San Francisco Peninsula, effective today," the regulator wrote in its decision (PDF). As CNBC notes, Waymo has been testing its driverless vehicles in those locations for a while now, but this decision will allow it to charge passengers for their robotaxi rides. 

In the CPUC's decision, it admitted that it received letters of protests regarding Waymo's expansion from the City of South San Francisco, the County of San Mateo, the Los Angeles Department of Transportation, the San Francisco County Transportation Authority and the San Francisco Taxi Workers Alliance. And, it received those letters before the agency suspended Waymo's expansion efforts in February for up to 120 days following the Alphabet-owned company's revelation that it had issued a recall for its vehicles. Waymo reported back then that two of its robotaxis collided with a backwards-facing pickup truck that was being towed in December 2023 because its software predicted the truck's movements incorrectly. The company had to develop and deploy a fix to its fleet. 

LA Mayor Karen Bass previously sent a letter to the CPUC (PDF), stating her concerns about the regulator's decision to allow autonomous vehicles to operate in her city. "To date, local jurisdictions like Los Angeles have had little to no input in AV deployment and are already seeing significant harm and disruption," she wrote. David Canepa, vice president for the San Mateo County Board of Supervisors, also said in a statement regarding this recent development: "I'm confused and a bit suspicious that the CPUC took only 11 days to change its mind on the suspension. I find this to be egregious and disingenuous. We have had no talks to address our concerns and it says to me that neither Waymo nor the CPUC care about local concerns the public safety of our residents."

Waymo spokesperson Julia Ilina, however, assures the public in a statement to Wired that the company will take an "incremental approach" when it comes to deploying the service in LA. It also has "no immediate plans" to expand its service in San Francisco. In addition, she said Waymo will continue to "work closely with city officials, local communities, and [its] partners." Ilina has also noted that while the CPUC did get letters of protest, it also received letters of support for Waymo's expansion from 81 organizations and individuals. They include letters from various groups for the elderly and people with disabilities, local community councils, as well as transportation advocates.

This article originally appeared on Engadget at https://www.engadget.com/waymo-gets-approval-to-deploy-its-robotaxi-service-in-los-angeles-100018409.html?src=rss

Elon Musk sues OpenAI and Sam Altman for allegedly ditching non-profit mission

OpenAI co-founder Elon Musk has sued the company, his fellow co-founders, associated businesses and unidentified others. He claims that, by chasing profits, they’re violating OpenAI’s status as a non-profit and its foundational contractual agreements to develop AI “for the benefit of humanity.”

The suit alleges that OpenAI has become a “closed-source de facto subsidiary” of Microsoft, which has invested $13 billion and holds a 49 percent stake. Microsoft uses OpenAI tech to power generative AI tools such as Copilot.

According to the filing, under OpenAI’s current board, it is allegedly developing and refining an artificial general intelligence (AGI) “to maximize profits for Microsoft, rather than for the benefit of humanity. This was a stark betrayal of the Founding Agreement.”

The suit defines AGI as "a machine having intelligence for a wide variety of tasks like a human." Musk argues in the suit that GPT-4, which is purportedly "better at reasoning than average humans," is tantamount to AGI and is "a de facto Microsoft proprietary algorithm."

Musk has long expressed concerns over AGI. He claims the theoretical tech posits "a grave threat to humanity," particularly "in the hands of a closed, for-profit company like Google."

According to the filing, OpenAI CEO Sam Altman and fellow co-founder Greg Brockman persuaded Musk to help them start the non-profit and to fund its early operations in a bid to counter Google's advancements in the AGI space with DeepMind. He noted that their initial agreement called for OpenAI's tech to be "freely available" to the public. Musk claims to have donated $44 million to the non-profit between 2016 and 2020 (he stepped down as an OpenAI board member in 2018). As TechCrunch reports, Musk previously said he was offered a stake in OpenAI's for-profit subsidiary, but rejected it due to "a principled stand."

Muskl, of course, has some skin in the game. Since the public debut of OpenAI's ChatGPT in November 2022, there's been a battle between tech giants to offer the best generative AI tools. Musk joined that rat race when his AI company, xAI, rolled out ChatGPT rival Grok to Premium+ subscribers on his X social network last year.

When Altman swiftly returned to power after OpenAI's board shockingly fired him in November, he's said to have appointed a new group of directors that is less technically minded and more business-focused. Microsoft was appointed as a non-voting observer. “The new board consisted of members with more experience in profit-centric enterprises or politics than in AI ethics and governance,” the lawsuit alleges.

The suit accuses the defendants of breach of contract, breach of fiduciary duty and unfair business practices. Musk is seeking a jury trial and a ruling that forces OpenAI to stick to its original non-profit mission. He also wants it to be banned from monetizing tech it developed as a non-profit for the benefit of OpenAI leadership as well as Microsoft and other partners.

Competition regulators in the US, the UK and European Union are said to be examining OpenAI's partnership with Microsoft. It was reported this week that the Securities and Exchange Commission is investigating whether OpenAI misled investors. Several news organizations have sued OpenAI and Microsoft as well, alleging that ChatGPT repurposes their work "verbatim or nearly verbatim" without attribution, infringing upon their copyright in the process.

In a couple of internal memos seen by Bloomberg, OpenAI said it "categorically disagrees" with the lawsuit Musk has filed. Chief Strategy Officer Jason Kwon denied that OpenAI has become a "de facto subsidiary" of Microsoft and said that Musk's claims "may stem from [his] regrets about not being involved with the company today." Altman also said in another memo that Musk is his hero and that he misses the person he knew who competed with others by building better technology.

Update, March 02, 2023, 1:47AM ET: This story has been updated to include OpenAI's internal memos about the lawsuit.

This article originally appeared on Engadget at https://www.engadget.com/elon-musk-sues-openai-and-sam-altman-for-allegedly-ditching-non-profit-mission-160722736.html?src=rss

Meta is starting to test the Threads API with third-party developers

Meta is starting to bring the Threads API online, though it will still be some time before it’s widely accessible to developers. The company has begun testing its new developer tools with a handful of companies, Meta engineer Jesse Chen shared in a post on Threads.

According to Chen, whose post was first spotted by TechCrunch, the API is currently in “beta” but a wider rollout could come “by the end of June.” The initial group of companies testing out the beta version of the API include social media management platforms Sprinklr, Hootsuite, Social News Desk and Sprout Social. Meta is also working with tech news aggregator Techmeme and live video platform Grabyo. For now, it sounds like the API will primarily enable the publishing of content to Threads from these services, but Chen said there are also plans to “enable reply moderation and insights capabilities.”

Having an API could help Threads attract more publishers and power users, who often rely on third-party software for posting and analytics. Instagram head Adam Mosseri has previously expressed some reluctance to woo publishers, saying that his “concern” was that a dedicated API would “mean a lot more publisher content and not much more creator content.” (Mosseri has also said he doesn’t want to “amplify news on the platform.”)

But with 130 million users, Threads is starting to look more and more like a viable alternative to X, and offering professional-level tools is a good way to get publishers and brands to post more to the platform. Having an API could also, potentially, aid the company’s plans to support interoperability with Mastodon and the rest of the fediverse, though Meta hasn’t publicly discussed its API in that context,.

This article originally appeared on Engadget at https://www.engadget.com/meta-is-starting-to-test-the-threads-api-with-third-party-developers-200125403.html?src=rss

Meta is starting to test the Threads API with third-party developers

Meta is starting to bring the Threads API online, though it will still be some time before it’s widely accessible to developers. The company has begun testing its new developer tools with a handful of companies, Meta engineer Jesse Chen shared in a post on Threads.

According to Chen, whose post was first spotted by TechCrunch, the API is currently in “beta” but a wider rollout could come “by the end of June.” The initial group of companies testing out the beta version of the API include social media management platforms Sprinklr, Hootsuite, Social News Desk and Sprout Social. Meta is also working with tech news aggregator Techmeme and live video platform Grabyo. For now, it sounds like the API will primarily enable the publishing of content to Threads from these services, but Chen said there are also plans to “enable reply moderation and insights capabilities.”

Having an API could help Threads attract more publishers and power users, who often rely on third-party software for posting and analytics. Instagram head Adam Mosseri has previously expressed some reluctance to woo publishers, saying that his “concern” was that a dedicated API would “mean a lot more publisher content and not much more creator content.” (Mosseri has also said he doesn’t want to “amplify news on the platform.”)

But with 130 million users, Threads is starting to look more and more like a viable alternative to X, and offering professional-level tools is a good way to get publishers and brands to post more to the platform. Having an API could also, potentially, aid the company’s plans to support interoperability with Mastodon and the rest of the fediverse, though Meta hasn’t publicly discussed its API in that context,.

This article originally appeared on Engadget at https://www.engadget.com/meta-is-starting-to-test-the-threads-api-with-third-party-developers-200125403.html?src=rss

Apple backtracks on plans to get rid of web apps on iPhones in the EU

Apple has walked back its decision to remove home screen web apps in the European Union (EU). After initially blaming its decision to ditch them on the Digital Markets Act’s (DMA) requirement to support non-WebKit browsers, Apple now says European users will return to enjoying the same web app experience from before when iOS 17.4 arrives early this month.

“We have received requests to continue to offer support for Home Screen web apps in iOS, therefore we will continue to offer the existing Home Screen web apps capability in the EU,” Apple wrote Friday in an updated developer support document. “This support means Home Screen web apps continue to be built directly on WebKit and its security architecture, and align with the security and privacy model for native apps on iOS.”

Progressive web apps (PWAs) act much like native apps with features like dedicated windows, notifications and local storage. Apple removed them for European customers in the second iOS 17.4 beta, instead asking if users want to open the website in Safari.

At the time, the company claimed web app support could compromise security, given the DMA’s requirement to support non-WebKit browser engines. “Addressing the complex security and privacy concerns associated with web apps using alternative browser engines would require building an entirely new integration architecture that does not currently exist in iOS and was not practical to undertake given the other demands of the DMA and the very low user adoption of Home Screen web apps,” the company wrote in February.

The Open Web Advocacy organization chimed in quickly to criticize Apple’s now-reversed move. “Apple has had 15 years to facilitate true browser competition worldwide, and nearly two years since the DMA’s final text,” the organization wrote in February. “It could have used that time to share functionality it historically self-preferenced to Safari with other browsers. Inaction and silence speaks volumes.”

The EU didn’t sound much happier about the web app removal. European Commission officials said in late February they were probing Apple’s decision in what sounded like the build-up to a formal investigation. The Financial Times reported that regulators sent developers questions about the impact of Apple’s PWA removal.

Whatever may have happened between then and now to change Apple’s mind, it’s remaining tight-lipped. Instead, the company is framing its reversal as a simple response to “requests” it received to continue offering home screen web apps. Perhaps EU officials assured the iPhone maker the company wouldn’t need to support PWAs from other browser engines, or maybe the company merely wanted to head off a formal probe (and the bad PR it could generate). Regardless, only European iOS 17.4 beta users are without web apps, and they’ll have them back once the software’s final version arrives.

This article originally appeared on Engadget at https://www.engadget.com/apple-backtracks-on-plans-to-get-rid-of-web-apps-on-iphones-in-the-eu-195232177.html?src=rss

Apple backtracks on plans to get rid of web apps on iPhones in the EU

Apple has walked back its decision to remove home screen web apps in the European Union (EU). After initially blaming its decision to ditch them on the Digital Markets Act’s (DMA) requirement to support non-WebKit browsers, Apple now says European users will return to enjoying the same web app experience from before when iOS 17.4 arrives early this month.

“We have received requests to continue to offer support for Home Screen web apps in iOS, therefore we will continue to offer the existing Home Screen web apps capability in the EU,” Apple wrote Friday in an updated developer support document. “This support means Home Screen web apps continue to be built directly on WebKit and its security architecture, and align with the security and privacy model for native apps on iOS.”

Progressive web apps (PWAs) act much like native apps with features like dedicated windows, notifications and local storage. Apple removed them for European customers in the second iOS 17.4 beta, instead asking if users want to open the website in Safari.

At the time, the company claimed web app support could compromise security, given the DMA’s requirement to support non-WebKit browser engines. “Addressing the complex security and privacy concerns associated with web apps using alternative browser engines would require building an entirely new integration architecture that does not currently exist in iOS and was not practical to undertake given the other demands of the DMA and the very low user adoption of Home Screen web apps,” the company wrote in February.

The Open Web Advocacy organization chimed in quickly to criticize Apple’s now-reversed move. “Apple has had 15 years to facilitate true browser competition worldwide, and nearly two years since the DMA’s final text,” the organization wrote in February. “It could have used that time to share functionality it historically self-preferenced to Safari with other browsers. Inaction and silence speaks volumes.”

The EU didn’t sound much happier about the web app removal. European Commission officials said in late February they were probing Apple’s decision in what sounded like the build-up to a formal investigation. The Financial Times reported that regulators sent developers questions about the impact of Apple’s PWA removal.

Whatever may have happened between then and now to change Apple’s mind, it’s remaining tight-lipped. Instead, the company is framing its reversal as a simple response to “requests” it received to continue offering home screen web apps. Perhaps EU officials assured the iPhone maker the company wouldn’t need to support PWAs from other browser engines, or maybe the company merely wanted to head off a formal probe (and the bad PR it could generate). Regardless, only European iOS 17.4 beta users are without web apps, and they’ll have them back once the software’s final version arrives.

This article originally appeared on Engadget at https://www.engadget.com/apple-backtracks-on-plans-to-get-rid-of-web-apps-on-iphones-in-the-eu-195232177.html?src=rss

Dune 2 kicks butt (literally)

I knew what I was getting into when I sat down for a press screening of Dune Part 2: A towering sci-fi epic best viewed on an enormous theater screen, just like Denis Villeneuve's first Dune film. What I didn't realize was that it would also give me a serious back massage — it really does kick butt. That was my experience at an Atlanta-area AMC, where the film whipped the Dolby Cinema seats into such a frenzy that, for one thrilling sequence, I felt like I was actually riding a sandworm plowing through the spice-filled desert of Arrakis.

Now, I can't guarantee you'll have the same ride at a normal theater (unless the subwoofer is cranked up obscenely high). What makes AMC's Dolby Cinema locations unique is that they feature rumbling transducers in every recliner seat, in addition to powerful dual-laser Dolby Vision projectors and enveloping Atmos sound. I've seen tons of films in AMC Dolby Cinemas since those screens began rolling out in 2017, but Dune Part 2 is the first time the haptic seats actually felt like they enhanced my moviegoing experience. When I rushed out to the bathroom in the middle of the film, I noticed that my body was still vibrating, the way you sort of feel after a deep massage by expert fingers.

Technically, you're still better off watching Dune Part 2 in IMAX theaters — it was actually filmed for that enormous format, and true IMAX theaters also deliver enough walloping low-end sound to shake your core without the need for rumbling seats. But it's hard to find full-sized IMAX screens, and for most US viewers it'll likely be easier to find a nearby AMC Dolby Cinema.

Let's be clear: I'm no fan of theater gimmicks, like the moving seats and various weather effects in 4DX cinemas. So I'm genuinely surprised how much I appreciated a heavy dose of recliner rumbling in Dune Part 2. Perhaps it's because the film is also fanbtastic — not that I expected any less from Villeneuve, a director who turned the first Dune into a cinematic feast and was also miraculously able to deliver a Blade Runner sequel that surpassed the original.

Dune 2
Photo by NIKO TAVERNISE for Warner Bros.

Dune Part 2 picks up where the first film abruptly ended, with Paul Atreides and his mother making their way through the desert with its native inhabitants, the Fremen. It's immediately clear that this isn't actually a sequel to the first film, it's genuinely a second half, with all of the action and more spectacle that many felt were lacking before.

Personally, though, I just loved being back in Villeneuve's vision of Frank Herbert's universe. As much as I appreciate the bombastic costumes and environments from David Lynch's Dune adaptation, I find this iteration far more immersive: Every room seems genuinely lived in, every custom feels like an organic outgrowth of a society that's existed for thousands of years. It's the sort of attention to detail we don't often see in films and TV today, when it's easier to shoot faux desert scenes on ILM's StageCraft set (aka "The Volume," the technology that was so thoughtlessly implemented in Quantumania).

Dune 2
Warner Bros.

Even if you don’t end up seeing Dune Part 2 in a Dolby Cinema (I swear, this isn’t an ad), it’s a film worth seeing on the big screen. Its vast scale and ambition can’t be contained on a TV, and its elaborate soundscape (including Hans Zimmer going extra hard for the score) deserves more than tinny flatscreen speakers or a mere soundbar.

Dune has always seemed like an unadaptable work, something so massive that it could only truly exist in Frank Herbert’s shroom-filled dreams. But once again, Villeneuve and his creative team have seemingly done the impossible: They’ve turned the fantasy of Dune into a cinematic reality. You owe it to yourself to pay tribute.

This article originally appeared on Engadget at https://www.engadget.com/dune-2-review-dolby-cinema-194415814.html?src=rss

Dune 2 kicks butt (literally)

I knew what I was getting into when I sat down for a press screening of Dune Part 2: A towering sci-fi epic best viewed on an enormous theater screen, just like Denis Villeneuve's first Dune film. What I didn't realize was that it would also give me a serious back massage — it really does kick butt. That was my experience at an Atlanta-area AMC, where the film whipped the Dolby Cinema seats into such a frenzy that, for one thrilling sequence, I felt like I was actually riding a sandworm plowing through the spice-filled desert of Arrakis.

Now, I can't guarantee you'll have the same ride at a normal theater (unless the subwoofer is cranked up obscenely high). What makes AMC's Dolby Cinema locations unique is that they feature rumbling transducers in every recliner seat, in addition to powerful dual-laser Dolby Vision projectors and enveloping Atmos sound. I've seen tons of films in AMC Dolby Cinemas since those screens began rolling out in 2017, but Dune Part 2 is the first time the haptic seats actually felt like they enhanced my moviegoing experience. When I rushed out to the bathroom in the middle of the film, I noticed that my body was still vibrating, the way you sort of feel after a deep massage by expert fingers.

Technically, you're still better off watching Dune Part 2 in IMAX theaters — it was actually filmed for that enormous format, and true IMAX theaters also deliver enough walloping low-end sound to shake your core without the need for rumbling seats. But it's hard to find full-sized IMAX screens, and for most US viewers it'll likely be easier to find a nearby AMC Dolby Cinema.

Let's be clear: I'm no fan of theater gimmicks, like the moving seats and various weather effects in 4DX cinemas. So I'm genuinely surprised how much I appreciated a heavy dose of recliner rumbling in Dune Part 2. Perhaps it's because the film is also fanbtastic — not that I expected any less from Villeneuve, a director who turned the first Dune into a cinematic feast and was also miraculously able to deliver a Blade Runner sequel that surpassed the original.

Dune 2
Photo by NIKO TAVERNISE for Warner Bros.

Dune Part 2 picks up where the first film abruptly ended, with Paul Atreides and his mother making their way through the desert with its native inhabitants, the Fremen. It's immediately clear that this isn't actually a sequel to the first film, it's genuinely a second half, with all of the action and more spectacle that many felt were lacking before.

Personally, though, I just loved being back in Villeneuve's vision of Frank Herbert's universe. As much as I appreciate the bombastic costumes and environments from David Lynch's Dune adaptation, I find this iteration far more immersive: Every room seems genuinely lived in, every custom feels like an organic outgrowth of a society that's existed for thousands of years. It's the sort of attention to detail we don't often see in films and TV today, when it's easier to shoot faux desert scenes on ILM's StageCraft set (aka "The Volume," the technology that was so thoughtlessly implemented in Quantumania).

Dune 2
Warner Bros.

Even if you don’t end up seeing Dune Part 2 in a Dolby Cinema (I swear, this isn’t an ad), it’s a film worth seeing on the big screen. Its vast scale and ambition can’t be contained on a TV, and its elaborate soundscape (including Hans Zimmer going extra hard for the score) deserves more than tinny flatscreen speakers or a mere soundbar.

Dune has always seemed like an unadaptable work, something so massive that it could only truly exist in Frank Herbert’s shroom-filled dreams. But once again, Villeneuve and his creative team have seemingly done the impossible: They’ve turned the fantasy of Dune into a cinematic reality. You owe it to yourself to pay tribute.

This article originally appeared on Engadget at https://www.engadget.com/dune-2-review-dolby-cinema-194415814.html?src=rss

Adobe’s latest AI experiment generates music from text

This week, Adobe revealed an experimental audio AI tool to join its image-based ones in Photoshop. Described by the company as “an early-stage generative AI music generation and editing tool,” Adobe’s Project Music GenAI Control can create music (and other audio) from text prompts, which it can then fine-tune in the same interface.

Adobe frames the Firefly-based technology as a creative ally that — unlike generative audio experiments like Google’s MusicLM — goes a step further and skips the hassle of moving the output to external apps like Pro Tools, Logic Pro or GarageBand for editing. “Instead of manually cutting existing music to make intros, outros, and background audio, Project Music GenAI Control could help users to create exactly the pieces they need—solving workflow pain points end-to-end,” Adobe wrote in an announcement blog post.

The company suggests starting with text inputs like “powerful rock,” “happy dance” or “sad jazz” as a foundation. From there, you can enter more prompts to adjust its tempo, structure and repetition, increase its intensity, extend its length, remix entire sections or create loops. The company says it can even transform audio based on a reference melody.

Adobe says the resulting music is safe for commercial use. It’s also integrating its Content Credentials (“nutrition labels” for generated content), an attempt to be transparent about your masterpiece’s AI-assisted nature.

“One of the exciting things about these new tools is that they aren’t just about generating audio—they’re taking it to the level of Photoshop by giving creatives the same kind of deep control to shape, tweak, and edit their audio. It’s a kind of pixel-level control for music,” Adobe Research scientist Nicholas Bryan wrote.

The project is a collaboration with the University of California, San Diego and the School of Computer Science, Carnegie Mellon University. Adobe’s announcement emphasized Project Music GenAI Control’s experimental nature. (It didn’t reveal much of its interface in the video above, suggesting it may not have a consumer-facing UI yet.) So you may have to wait a while before the feature (presumably) makes its way into Adobe’s Creative Cloud suite.

This article originally appeared on Engadget at https://www.engadget.com/adobes-latest-ai-experiment-generates-music-from-text-184019169.html?src=rss