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  • Dynamic epistemic logic

    Dynamic epistemic logic

    Dynamic epistemic logic (DEL) is a logical framework dealing with knowledge and information change. Typically, DEL focuses on situations involving multiple agents and studies how their knowledge changes when events occur. These events can change factual properties of the actual world (they are called ontic events): for example a red card is painted in blue. They can also bring about changes of knowledge without changing factual properties of the world (they are called epistemic events): for example, a card is revealed publicly (or privately) to be red. Originally, DEL focused on epistemic events. Only some of the basic ideas are present in this entry of the original DEL framework; more details about DEL in general can be found in the references. Due to the nature of its object of study and its abstract approach, DEL is related and has applications to numerous research areas, such as computer science (artificial intelligence), philosophy (formal epistemology), economics (game theory) and cognitive science. In computer science, DEL is for example very much related to multi-agent systems, which are systems where multiple intelligent agents interact and exchange information. As a combination of dynamic logic and epistemic logic, dynamic epistemic logic is a young field of research. It really started in 1989 with Plaza's logic of public announcement. Independently, Gerbrandy and Groeneveld proposed a system dealing moreover with private announcement and that was inspired by the work of Veltman. Another system was proposed by van Ditmarsch whose main inspiration was the Cluedo game. But the most influential and original system was the system proposed by Baltag, Moss and Solecki. This system can deal with all the types of situations studied in the works above and its underlying methodology is conceptually grounded. This entry will present some of its basic ideas. Formally, DEL extends ordinary epistemic logic by the inclusion of event models to describe actions, and a product update operator that defines how epistemic models are updated as the consequence of executing actions described through event models. Epistemic logic will first be recalled. Then, actions and events will enter into the picture and we will introduce the DEL framework. == Epistemic logic == Epistemic logic is a modal logic dealing with the notions of knowledge and belief. As a logic, it is concerned with understanding the process of reasoning about knowledge and belief: which principles relating the notions of knowledge and belief are intuitively plausible? Like epistemology, it stems from the Greek word ϵ π ι σ τ η μ η {\displaystyle \epsilon \pi \iota \sigma \tau \eta \mu \eta } or ‘episteme’ meaning knowledge. Epistemology is nevertheless more concerned with analyzing the very nature and scope of knowledge, addressing questions such as “What is the definition of knowledge?” or “How is knowledge acquired?”. In fact, epistemic logic grew out of epistemology in the Middle Ages thanks to the efforts of Burley and Ockham. The formal work, based on modal logic, that inaugurated contemporary research into epistemic logic dates back only to 1962 and is due to Hintikka. It then sparked in the 1960s discussions about the principles of knowledge and belief and many axioms for these notions were proposed and discussed. For example, the interaction axioms K p → B p {\displaystyle Kp\rightarrow Bp} and B p → K B p {\displaystyle Bp\rightarrow KBp} are often considered to be intuitive principles: if an agent Knows p {\displaystyle p} then (s)he also Believes p {\displaystyle p} , or if an agent Believes p {\displaystyle p} , then (s)he Knows that (s)he Believes p {\displaystyle p} . More recently, these kinds of philosophical theories were taken up by researchers in economics, artificial intelligence and theoretical computer science where reasoning about knowledge is a central topic. Due to the new setting in which epistemic logic was used, new perspectives and new features such as computability issues were then added to the research agenda of epistemic logic. === Syntax === In the sequel, A G T S = { 1 , … , n } {\displaystyle AGTS=\{1,\ldots ,n\}} is a finite set whose elements are called agents and P R O P {\displaystyle PROP} is a set of propositional letters. The epistemic language is an extension of the basic multi-modal language of modal logic with a common knowledge operator C A {\displaystyle C_{A}} and a distributed knowledge operator D A {\displaystyle D_{A}} . Formally, the epistemic language L EL C {\displaystyle {\mathcal {L}}_{\textsf {EL}}^{C}} is defined inductively by the following grammar in BNF: L EL C : ϕ ::= p ∣ ¬ ϕ ∣ ( ϕ ∧ ϕ ) ∣ K j ϕ ∣ C A ϕ ∣ D A ϕ {\displaystyle {\mathcal {L}}_{\textsf {EL}}^{C}:\phi ~~::=~~p~\mid ~\neg \phi ~\mid ~(\phi \land \phi )~\mid ~K_{j}\phi ~\mid ~C_{A}\phi ~\mid ~D_{A}\phi } where p ∈ P R O P {\displaystyle p\in PROP} , j ∈ A G T S {\displaystyle j\in {AGTS}} and A ⊆ A G T S {\displaystyle A\subseteq {AGTS}} . The basic epistemic language L E L {\displaystyle {\mathcal {L}}_{EL}} is the language L E L C {\displaystyle {\mathcal {L}}_{EL}^{C}} without the common knowledge and distributed knowledge operators. The formula ⊥ {\displaystyle \bot } is an abbreviation for ¬ p ∧ p {\displaystyle \neg p\land p} (for a given p ∈ P R O P {\displaystyle p\in PROP} ), ⟨ K j ⟩ ϕ {\displaystyle \langle K_{j}\rangle \phi } is an abbreviation for ¬ K j ¬ ϕ {\displaystyle \neg K_{j}\neg \phi } , E A ϕ {\displaystyle E_{A}\phi } is an abbreviation for ⋀ j ∈ A K j ϕ {\displaystyle \bigwedge \limits _{j\in A}K_{j}\phi } and C ϕ {\displaystyle C\phi } an abbreviation for C A G T S ϕ {\displaystyle C_{AGTS}\phi } . Group notions: general, common and distributed knowledge. In a multi-agent setting there are three important epistemic concepts: general knowledge, distributed knowledge and common knowledge. The notion of common knowledge was first studied by Lewis in the context of conventions. It was then applied to distributed systems and to game theory, where it allows to express that the rationality of the players, the rules of the game and the set of players are commonly known. General knowledge. General knowledge of ϕ {\displaystyle \phi } means that everybody in the group of agents A G T S {\displaystyle {AGTS}} knows that ϕ {\displaystyle \phi } . Formally, this corresponds to the following formula: E ϕ := ⋀ j ∈ A G T S K j ϕ . {\displaystyle E\phi :={\underset {j\in {AGTS}}{\bigwedge }}K_{j}\phi .} Common knowledge. Common knowledge of ϕ {\displaystyle \phi } means that everybody knows ϕ {\displaystyle \phi } but also that everybody knows that everybody knows ϕ {\displaystyle \phi } , that everybody knows that everybody knows that everybody knows ϕ {\displaystyle \phi } , and so on ad infinitum. Formally, this corresponds to the following formula C ϕ := E ϕ ∧ E E ϕ ∧ E E E ϕ ∧ … {\displaystyle C\phi :=E\phi \land EE\phi \land EEE\phi \land \ldots } As we do not allow infinite conjunction the notion of common knowledge will have to be introduced as a primitive in our language. Before defining the language with this new operator, we are going to give an example introduced by Lewis that illustrates the difference between the notions of general knowledge and common knowledge. Lewis wanted to know what kind of knowledge is needed so that the statement p {\displaystyle p} : “every driver must drive on the right” be a convention among a group of agents. In other words, he wanted to know what kind of knowledge is needed so that everybody feels safe to drive on the right. Suppose there are only two agents i {\displaystyle i} and j {\displaystyle j} . Then everybody knowing p {\displaystyle p} (formally E p {\displaystyle Ep} ) is not enough. Indeed, it might still be possible that the agent i {\displaystyle i} considers possible that the agent j {\displaystyle j} does not know p {\displaystyle p} (formally ¬ K i K j p {\displaystyle \neg K_{i}K_{j}p} ). In that case the agent i {\displaystyle i} will not feel safe to drive on the right because he might consider that the agent j {\displaystyle j} , not knowing p {\displaystyle p} , could drive on the left. To avoid this problem, we could then assume that everybody knows that everybody knows that p {\displaystyle p} (formally E E p {\displaystyle EEp} ). This is again not enough to ensure that everybody feels safe to drive on the right. Indeed, it might still be possible that agent i {\displaystyle i} considers possible that agent j {\displaystyle j} considers possible that agent i {\displaystyle i} does not know p {\displaystyle p} (formally ¬ K i K j K i p {\displaystyle \neg K_{i}K_{j}K_{i}p} ). In that case and from i {\displaystyle i} ’s point of view, j {\displaystyle j} considers possible that i {\displaystyle i} , not knowing p {\displaystyle p} , will drive on the left. So from i {\displaystyle i} ’s point of view, j {\displaystyle j} might drive on the left as well (by the same argument as abov

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  • Best AI Avatar Generators in 2026

    Best AI Avatar Generators in 2026

    Looking for the best AI avatar generator? An AI avatar generator is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI avatar generator slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • AI Blog Writers: Free vs Paid (2026)

    AI Blog Writers: Free vs Paid (2026)

    Shopping for the best AI blog writer? An AI blog writer is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI blog writer slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • Ancient text corpora

    Ancient text corpora

    Ancient text corpora are the entire collection of texts from the period of ancient history, defined in this article as the period from the beginning of writing up to 300 AD. These corpora are important for the study of literature, history, linguistics, and other fields, and are a fundamental component of the world's cultural heritage. Chinese, Latin, and Greek are examples of ancient languages with significant text corpora, although much of these corpora are known to us via transmission (frequently via medieval manuscript copies) rather than in their original form. These texts – both transmitted and original – provide valuable insights into the history and culture of different regions of the world, and have been studied for centuries by scholars and researchers. Other ancient texts – particularly stone inscriptions and papyrus scrolls – have been published following archaeological research, notably the cuneiform corpus of c.10 million words and the c.5 million words in ancient Egyptian. Through advances in technology and digitization, ancient text corpora are more accessible than ever before. Tools such as the Perseus Digital Library and the Digital Corpus of Sanskrit have made it easier for researchers to access and analyze these texts. == Quantifying the corpora == Two types of ancient texts are known to modern scholars – those that have only survived in younger manuscripts, but whose great age is undisputed (this applies to the bulk of the Chinese, Brahmi, Greek, Latin, Hebrew and Avestan tradition), and those known from original inscriptions, papyri and other manuscripts. Counting of the words in each corpus presents significant methodological challenges – in principle, every single occurrence of a word in the text is counted separately, but in the case of parallel transmission of literary texts, only a single transmission is taken into account. Just as the Book of the Dead and the coffin texts are only included once in the number given for the Egyptian, the Greek and Latin literary works should only be counted according to one manuscript. If, on the other hand, tombs, royal inscriptions or economic documents of certain ancient languages often show a more or less identical form, this is not evaluated as a purely "parallel tradition". Attached prepositions are counted as separate words, except in the case of the definite article in Hebrew, Aramaic and Greek since it has no equivalent in most languages, so its frequency would significantly affect the comparability of numbers. === Languages with known size estimates === === South Asian === Sanskrit (Vedic Sanskrit and Classical Sanskrit) Indus script (3,800 items, c.20,000 characters) Brahmi script Old Tamil Early Indian epigraphy and Indian epic poetry Kharosthi Pali literature List of historic Indian texts === Mesoamerican === Olmec hieroglyphs Maya script === East Asian === Old Chinese Chinese classics The pre-Qin corpus: a collection of ancient Chinese texts written before the Qin dynasty (221 BCE). The corpus includes texts from Confucianism, Taoism, Legalism, and other schools of thought. The pre-Han corpus: a collection of ancient Chinese texts written before the Han dynasty (202 BCE). The corpus includes texts from Confucianism, Taoism, Legalism, and other schools of thought. See the Chinese Text Project Chinese bronze inscriptions, Oracle bone script, Seal script, Clerical script === Central Iranian languages === Prior to 300 AD, the Central Iranian languages are mainly in the form of Sassanid stone inscriptions in the two closely related idioms Middle Persian (Pahlavi scripts and Inscriptional Parthian), there are 5000 for the corpus of Middle Persian (mostly 3rd, but also 4th/5th centuries) and for the corpus of Parthian (3rd century) 3000 words. To what extent some of the Manichaean Middle Persian literary texts may date back to the 3rd century is difficult to estimate; Mani is said to have personally written the Shabuhragan totaling about 5000 words. In any case, if we combine Middle Persian and Parthian, we come to over 10,000 words. === Proto-Sinaitic === Proto-Sinaitic script has no more than about 400 letters (number of words is unknown since the script has not been fully interpreted). To a similar extent, there are probably approximately contemporaneous Proto-Canaanite inscriptions (ibid.). === Anatolian === Luwian cuneiform, approx. 3000 words the Palaic language few hundred words. Hieroglyphic Luwian the Lycian alphabet (the best attested Anatolian successor language written in alphabetic script) with about 5000 words The Lydian alphabet 109 inscriptions comprising about 1500 words The Phrygian alphabet the in-tomb inscriptions from the 2nd and 3rd centuries AD (approx. 1000 words) and in the so-called "old Phrygian" inscriptions less than 300 words The Carian alphabets whose texts, mainly from Egypt, contain around 600 words. === Old Italic === the Umbrian language attested essentially by the sacrificial instructions of the Iguvinian Tables with 5000 words the Oscan language (ibid.) with 2000 words the Messapic language with probably a good 1000 words (the estimate is difficult because most texts in this hardly understandable language do not use word separators) the Venetic language a few hundred words the Faliscan language a few hundred words Cisalpine Celtic inscriptions amount to approximately 2000 words, to which are added a number of glosses by classical authors === Iberia === Iberian scripts, more rarely written in Greek or Latin script, approx. 2500 words Celtiberian script, which refers to Celtic language testimonies in Iberian, but also in Latin script from Spain (approx. 1000 words) Southwest Paleohispanic script, 78 inscriptions, a few hundred words Lusitanian language, three monuments in Latin script, approx. 60 words === Germanic Northern Europe === Runic inscriptions dated before the 4th century amount to about 30 pieces, which contain no more than 50 words in total === Africa === Geʽez script: comparatively few inscriptions with a total of around 1,000 words before 300 AD. Following Christianization in the 4th century, more extensive texts are known. Libyco-Berber alphabet: over 1,000 inscriptions from the Maghreb, which are dated to Roman times. Most texts do not use a word separator; Peust estimates that the total number of words could be around 5,000 Meroitic script (Ancient Nubian): about 900 texts are known, which Peust estimates may contain approximately 10,000 words, albeit with uncertainty from the fact that the word separator is not used consistently in the Meroitic script. === Aegean === The Cretan Linear A inscriptions that have not yet been deciphered are available in about 2500 texts, which contain a total of around 20,000 characters. The total number of words can hardly be determined; Peust tentatively put it in the same order of magnitude as in Meroitic. In addition to the Linear A texts, there are also inscriptions Cretan hieroglyphs of a few hundred characters and texts written in the Greek alphabet, but not in Greek, with a few dozen words Cypriot syllabary in the first millennium BC, in which mostly Greek texts were recorded. The relevant texts comprise around 100 to 200 words. === Micro corpora === There are a significant number of ancient micro-corpus languages. Estimating the total number of attested ancient languages may be as difficult as estimating their corpus size. For example, Greek and Latin sources hand down an enormous amount of foreign-language glosses, the seriousness of which is not always certain. == Preservation and curation == Historic preservation and maintaining ancient text corpora presents several challenges, including issues with preservation, translation, and digitization. Many ancient texts have been lost over time, and those that survive may be damaged or fragmented. Translating ancient languages and scripts requires specialized expertise, and digitizing texts can be time-consuming and resource-intensive. == Corpus linguistics == The field of corpus linguistics studies language as expressed in text corpora. This includes the analysis of word frequency, collocations, grammar, and semantics. Ancient text corpora provide a valuable resource for corpus linguistics research, enabling scholars to explore the evolution of language and culture over time.

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  • Admissible heuristic

    Admissible heuristic

    In computer science, specifically in algorithms related to pathfinding, a heuristic function is said to be admissible if it never overestimates the cost of reaching the goal, i.e. the cost it estimates to reach the goal is not higher than the lowest possible cost from the current point in the path. In other words, it should act as a lower bound. It is related to the concept of consistent heuristics. While all consistent heuristics are admissible, not all admissible heuristics are consistent. == Search algorithms == An admissible heuristic is used to estimate the cost of reaching the goal state in an informed search algorithm. In order for a heuristic to be admissible to the search problem, the estimated cost must always be lower than or equal to the actual cost of reaching the goal state. The search algorithm uses the admissible heuristic to find an estimated optimal path to the goal state from the current node. For example, in A search the evaluation function (where n {\displaystyle n} is the current node) is: f ( n ) = g ( n ) + h ( n ) {\displaystyle f(n)=g(n)+h(n)} where f ( n ) {\displaystyle f(n)} = the evaluation function. g ( n ) {\displaystyle g(n)} = the cost from the start node to the current node h ( n ) {\displaystyle h(n)} = estimated cost from current node to goal. h ( n ) {\displaystyle h(n)} is calculated using the heuristic function. With a non-admissible heuristic, the A algorithm could overlook the optimal solution to a search problem due to an overestimation in f ( n ) {\displaystyle f(n)} . == Formulation == n {\displaystyle n} is a node h {\displaystyle h} is a heuristic h ( n ) {\displaystyle h(n)} is cost indicated by h {\displaystyle h} to reach a goal from n {\displaystyle n} h ∗ ( n ) {\displaystyle h^{}(n)} is the optimal cost to reach a goal from n {\displaystyle n} h ( n ) {\displaystyle h(n)} is admissible if, ∀ n {\displaystyle \forall n} h ( n ) ≤ h ∗ ( n ) {\displaystyle h(n)\leq h^{}(n)} == Construction == An admissible heuristic can be derived from a relaxed version of the problem, or by information from pattern databases that store exact solutions to subproblems of the problem, or by using inductive learning methods. == Examples == Two different examples of admissible heuristics apply to the fifteen puzzle problem: Hamming distance Manhattan distance The Hamming distance is the total number of misplaced tiles. It is clear that this heuristic is admissible since the total number of moves to order the tiles correctly is at least the number of misplaced tiles (each tile not in place must be moved at least once). The cost (number of moves) to the goal (an ordered puzzle) is at least the Hamming distance of the puzzle. The Manhattan distance of a puzzle is defined as: h ( n ) = ∑ all tiles d i s t a n c e ( tile, correct position ) {\displaystyle h(n)=\sum _{\text{all tiles}}{\mathit {distance}}({\text{tile, correct position}})} Consider the puzzle below in which the player wishes to move each tile such that the numbers are ordered. The Manhattan distance is an admissible heuristic in this case because every tile will have to be moved at least the number of spots in between itself and its correct position. The subscripts show the Manhattan distance for each tile. The total Manhattan distance for the shown puzzle is: h ( n ) = 3 + 1 + 0 + 1 + 2 + 3 + 3 + 4 + 3 + 2 + 4 + 4 + 4 + 1 + 1 = 36 {\displaystyle h(n)=3+1+0+1+2+3+3+4+3+2+4+4+4+1+1=36} == Optimality proof == If an admissible heuristic is used in an algorithm that, per iteration, progresses only the path of lowest evaluation (current cost + heuristic) of several candidate paths, terminates the moment its exploration reaches the goal and, crucially, closes all optimal paths before terminating (something that's possible with A search algorithm if special care isn't taken), then this algorithm can only terminate on an optimal path. To see why, consider the following proof by contradiction: Assume such an algorithm managed to terminate on a path T with a true cost Ttrue greater than the optimal path S with true cost Strue. This means that before terminating, the evaluated cost of T was less than or equal to the evaluated cost of S (or else S would have been picked). Denote these evaluated costs Teval and Seval respectively. The above can be summarized as follows, Strue < Ttrue Teval ≤ Seval If our heuristic is admissible it follows that at this penultimate step Teval = Ttrue because any increase on the true cost by the heuristic on T would be inadmissible and the heuristic cannot be negative. On the other hand, an admissible heuristic would require that Seval ≤ Strue which combined with the above inequalities gives us Teval < Ttrue and more specifically Teval ≠ Ttrue. As Teval and Ttrue cannot be both equal and unequal our assumption must have been false and so it must be impossible to terminate on a more costly than optimal path. As an example, let us say we have costs as follows:(the cost above/below a node is the heuristic, the cost at an edge is the actual cost) 0 10 0 100 0 START ---- O ----- GOAL | | 0| |100 | | O ------- O ------ O 100 1 100 1 100 So clearly we would start off visiting the top middle node, since the expected total cost, i.e. f ( n ) {\displaystyle f(n)} , is 10 + 0 = 10 {\displaystyle 10+0=10} . Then the goal would be a candidate, with f ( n ) {\displaystyle f(n)} equal to 10 + 100 + 0 = 110 {\displaystyle 10+100+0=110} . Then we would clearly pick the bottom nodes one after the other, followed by the updated goal, since they all have f ( n ) {\displaystyle f(n)} lower than the f ( n ) {\displaystyle f(n)} of the current goal, i.e. their f ( n ) {\displaystyle f(n)} is 100 , 101 , 102 , 102 {\displaystyle 100,101,102,102} . So even though the goal was a candidate, we could not pick it because there were still better paths out there. This way, an admissible heuristic can ensure optimality. However, note that although an admissible heuristic can guarantee final optimality, it is not necessarily efficient.

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  • Is an AI Photo Editor Worth It in 2026?

    Is an AI Photo Editor Worth It in 2026?

    Shopping for the best AI photo editor? An AI photo editor is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI photo editor slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • Is an AI Voice Assistant Worth It in 2026?

    Is an AI Voice Assistant Worth It in 2026?

    Trying to pick the best AI voice assistant? An AI voice assistant is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI voice assistant slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • AI Copywriting Tools Reviews: What Actually Works in 2026

    AI Copywriting Tools Reviews: What Actually Works in 2026

    Shopping for the best AI copywriting tool? An AI copywriting tool is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI copywriting tool slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • Stability (learning theory)

    Stability (learning theory)

    Stability, also known as algorithmic stability, is a notion in computational learning theory of how a machine learning algorithm output is changed with small perturbations to its inputs. A stable learning algorithm is one for which the prediction does not change much when the training data is modified slightly. For instance, consider a machine learning algorithm that is being trained to recognize handwritten letters of the alphabet, using 1000 examples of handwritten letters and their labels ("A" to "Z") as a training set. One way to modify this training set is to leave out an example, so that only 999 examples of handwritten letters and their labels are available. A stable learning algorithm would produce a similar classifier with both the 1000-element and 999-element training sets. Stability can be studied for many types of learning problems, from language learning to inverse problems in physics and engineering, as it is a property of the learning process rather than the type of information being learned. The study of stability gained importance in computational learning theory in the 2000s when it was shown to have a connection with generalization. It was shown that for large classes of learning algorithms, notably empirical risk minimization algorithms, certain types of stability ensure good generalization. == History == A central goal in designing a machine learning system is to guarantee that the learning algorithm will generalize, or perform accurately on new examples after being trained on a finite number of them. In the 1990s, milestones were reached in obtaining generalization bounds for supervised learning algorithms. The technique historically used to prove generalization was to show that an algorithm was consistent, using the uniform convergence properties of empirical quantities to their means. This technique was used to obtain generalization bounds for the large class of empirical risk minimization (ERM) algorithms. An ERM algorithm is one that selects a solution from a hypothesis space H {\displaystyle H} in such a way to minimize the empirical error on a training set S {\displaystyle S} . A general result, proved by Vladimir Vapnik for an ERM binary classification algorithms, is that for any target function and input distribution, any hypothesis space H {\displaystyle H} with VC-dimension d {\displaystyle d} , and n {\displaystyle n} training examples, the algorithm is consistent and will produce a training error that is at most O ( d n ) {\displaystyle O\left({\sqrt {\frac {d}{n}}}\right)} (plus logarithmic factors) from the true error. The result was later extended to almost-ERM algorithms with function classes that do not have unique minimizers. Vapnik's work, using what became known as VC theory, established a relationship between generalization of a learning algorithm and properties of the hypothesis space H {\displaystyle H} of functions being learned. However, these results could not be applied to algorithms with hypothesis spaces of unbounded VC-dimension. Put another way, these results could not be applied when the information being learned had a complexity that was too large to measure. Some of the simplest machine learning algorithms—for instance, for regression—have hypothesis spaces with unbounded VC-dimension. Another example is language learning algorithms that can produce sentences of arbitrary length. Stability analysis was developed in the 2000s for computational learning theory and is an alternative method for obtaining generalization bounds. The stability of an algorithm is a property of the learning process, rather than a direct property of the hypothesis space H {\displaystyle H} , and it can be assessed in algorithms that have hypothesis spaces with unbounded or undefined VC-dimension such as nearest neighbor. A stable learning algorithm is one for which the learned function does not change much when the training set is slightly modified, for instance by leaving out an example. A measure of Leave one out error is used in a Cross Validation Leave One Out (CVloo) algorithm to evaluate a learning algorithm's stability with respect to the loss function. As such, stability analysis is the application of sensitivity analysis to machine learning. == Summary of classic results == Early 1900s - Stability in learning theory was earliest described in terms of continuity of the learning map L {\displaystyle L} , traced to Andrey Nikolayevich Tikhonov. 1979 - Devroye and Wagner observed that the leave-one-out behavior of an algorithm is related to its sensitivity to small changes in the sample. 1999 - Kearns and Ron discovered a connection between finite VC-dimension and stability. 2002 - In a landmark paper, Bousquet and Elisseeff proposed the notion of uniform hypothesis stability of a learning algorithm and showed that it implies low generalization error. Uniform hypothesis stability, however, is a strong condition that does not apply to large classes of algorithms, including ERM algorithms with a hypothesis space of only two functions. 2002 - Kutin and Niyogi extended Bousquet and Elisseeff's results by providing generalization bounds for several weaker forms of stability which they called almost-everywhere stability. Furthermore, they took an initial step in establishing the relationship between stability and consistency in ERM algorithms in the Probably Approximately Correct (PAC) setting. 2004 - Poggio et al. proved a general relationship between stability and ERM consistency. They proposed a statistical form of leave-one-out-stability which they called CVEEEloo stability, and showed that it is a) sufficient for generalization in bounded loss classes, and b) necessary and sufficient for consistency (and thus generalization) of ERM algorithms for certain loss functions such as the square loss, the absolute value and the binary classification loss. 2010 - Shalev Shwartz et al. noticed problems with the original results of Vapnik due to the complex relations between hypothesis space and loss class. They discuss stability notions that capture different loss classes and different types of learning, supervised and unsupervised. 2016 - Moritz Hardt et al. proved stability of gradient descent given certain assumption on the hypothesis and number of times each instance is used to update the model. == Preliminary definitions == We define several terms related to learning algorithms training sets, so that we can then define stability in multiple ways and present theorems from the field. A machine learning algorithm, also known as a learning map L {\displaystyle L} , maps a training data set, which is a set of labeled examples ( x , y ) {\displaystyle (x,y)} , onto a function f {\displaystyle f} from X {\displaystyle X} to Y {\displaystyle Y} , where X {\displaystyle X} and Y {\displaystyle Y} are in the same space of the training examples. The functions f {\displaystyle f} are selected from a hypothesis space of functions called H {\displaystyle H} . The training set from which an algorithm learns is defined as S = { z 1 = ( x 1 , y 1 ) , . . , z m = ( x m , y m ) } {\displaystyle S=\{z_{1}=(x_{1},\ y_{1})\ ,..,\ z_{m}=(x_{m},\ y_{m})\}} and is of size m {\displaystyle m} in Z = X × Y {\displaystyle Z=X\times Y} drawn i.i.d. from an unknown distribution D. Thus, the learning map L {\displaystyle L} is defined as a mapping from Z m {\displaystyle Z_{m}} into H {\displaystyle H} , mapping a training set S {\displaystyle S} onto a function f S {\displaystyle f_{S}} from X {\displaystyle X} to Y {\displaystyle Y} . Here, we consider only deterministic algorithms where L {\displaystyle L} is symmetric with respect to S {\displaystyle S} , i.e. it does not depend on the order of the elements in the training set. Furthermore, we assume that all functions are measurable and all sets are countable. The loss V {\displaystyle V} of a hypothesis f {\displaystyle f} with respect to an example z = ( x , y ) {\displaystyle z=(x,y)} is then defined as V ( f , z ) = V ( f ( x ) , y ) {\displaystyle V(f,z)=V(f(x),y)} . The empirical error of f {\displaystyle f} is I S [ f ] = 1 n ∑ V ( f , z i ) {\displaystyle I_{S}[f]={\frac {1}{n}}\sum V(f,z_{i})} . The true error of f {\displaystyle f} is I [ f ] = E z V ( f , z ) {\displaystyle I[f]=\mathbb {E} _{z}V(f,z)} Given a training set S of size m, we will build, for all i = 1....,m, modified training sets as follows: By removing the i-th element S | i = { z 1 , . . . , z i − 1 , z i + 1 , . . . , z m } {\displaystyle S^{|i}=\{z_{1},...,\ z_{i-1},\ z_{i+1},...,\ z_{m}\}} By replacing the i-th element S i = { z 1 , . . . , z i − 1 , z i ′ , z i + 1 , . . . , z m } {\displaystyle S^{i}=\{z_{1},...,\ z_{i-1},\ z_{i}',\ z_{i+1},...,\ z_{m}\}} == Definitions of stability == === Hypothesis Stability === An algorithm L {\displaystyle L} has hypothesis stability β with respect to the loss function V if the following holds: ∀ i ∈ { 1 , . . . , m } , E S , z [ | V ( f S , z ) − V ( f S |

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  • Datacap

    Datacap

    Datacap (an IBM Company), a privately owned company, manufactures and sells computer software, and services. Datacap's first product, Paper Keyboard, was a "forms processing" product and shipped in 1989. In August 2010, IBM announced that it had acquired Datacap for an undisclosed amount. == Overview == Datacap sells products through a value-added distribution network worldwide. The software is classified as "enterprise software", meaning that it requires trained professionals to install and configure. Although the Company has focused on providing solutions for scanning paper documents, most recently Company materials have emphasized customer requirements to handle electronic documents ("eDocs"), documents being received into an organization electronically (usually email). Datacap claims that its software is unique because of the rules engine ("Rulerunner") used for processing inbound documents, including performing the image processing (deskew, noise removal, etc.), optical character recognition (OCR), intelligent character recognition (ICR), validations, and export-release formatting of extracted data to target ERP and line of business application.

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  • Unsupervised learning

    Unsupervised learning

    Unsupervised learning is a framework in machine learning where, in contrast to supervised learning, algorithms learn patterns exclusively from unlabeled data. Other frameworks in the spectrum of supervisions include weak- or semi-supervision, where a small portion of the data is tagged, and self-supervision. Some researchers consider self-supervised learning a form of unsupervised learning. Conceptually, unsupervised learning divides into the aspects of data, training, algorithm, and downstream applications. Typically, the dataset is harvested cheaply "in the wild", such as massive text corpus obtained by web crawling, with only minor filtering (such as Common Crawl). This compares favorably to supervised learning, where the dataset (such as the ImageNet1000) is typically constructed manually, which is much more expensive. There are algorithms designed specifically for unsupervised learning, such as clustering algorithms like k-means, dimensionality reduction techniques like principal component analysis (PCA), Boltzmann machine learning, and autoencoders. After the rise of deep learning, most large-scale unsupervised learning has been done by training general-purpose neural network architectures by gradient descent, adapted to performing unsupervised learning by designing an appropriate training procedure. Sometimes a trained model can be used as-is, but more often they are modified for downstream applications. For example, the generative pretraining method trains a model to generate a textual dataset, before finetuning it for other applications, such as text classification. As another example, autoencoders are trained to produce good features, which can then be used as a module for other models, such as in a latent diffusion model. == Tasks == Tasks are often categorized as discriminative (recognition) or generative (imagination). Often but not always, discriminative tasks use supervised methods and generative tasks use unsupervised (see Venn diagram); however, the separation is very hazy. For example, object recognition favors supervised learning but unsupervised learning can also cluster objects into groups. Furthermore, as progress marches onward, some tasks employ both methods, and some tasks swing from one to another. For example, image recognition started off as heavily supervised, but became hybrid by employing unsupervised pre-training, and then moved towards supervision again with the advent of dropout, ReLU, and adaptive learning rates. A typical generative task is as follows. At each step, a datapoint is sampled from the dataset, and part of the data is removed, and the model must infer the removed part. This is particularly clear for the denoising autoencoders and BERT. == Neural network architectures == === Training === During the learning phase, an unsupervised network tries to mimic the data it is given and uses the error in its mimicked output to correct itself (i.e. correct its weights and biases). Sometimes the error is expressed as a low probability that the erroneous output occurs, or it might be expressed as an unstable high energy state in the network. In contrast to supervised methods' dominant use of backpropagation, unsupervised learning also employs other methods including: Hopfield learning rule, Boltzmann learning rule, Contrastive Divergence, Wake Sleep, Variational Inference, Maximum Likelihood, Maximum A Posteriori, Gibbs Sampling, and backpropagating reconstruction errors or hidden state reparameterizations. See the table below for more details. === Energy === An energy function is a macroscopic measure of a network's activation state. In Boltzmann machines, it plays the role of the Cost function. This analogy with physics is inspired by Ludwig Boltzmann's analysis of a gas' macroscopic energy from the microscopic probabilities of particle motion p ∝ e − E / k T {\displaystyle p\propto e^{-E/kT}} , where k is the Boltzmann constant and T is temperature. In the RBM network the relation is p = e − E / Z {\displaystyle p=e^{-E}/Z} , where p {\displaystyle p} and E {\displaystyle E} vary over every possible activation pattern and Z = ∑ All Patterns e − E ( pattern ) {\displaystyle \textstyle {Z=\sum _{\scriptscriptstyle {\text{All Patterns}}}e^{-E({\text{pattern}})}}} . To be more precise, p ( a ) = e − E ( a ) / Z {\displaystyle p(a)=e^{-E(a)}/Z} , where a {\displaystyle a} is an activation pattern of all neurons (visible and hidden). Hence, some early neural networks bear the name Boltzmann Machine. Paul Smolensky calls − E {\displaystyle -E\,} the Harmony. A network seeks low energy which is high Harmony. === Networks === This table shows connection diagrams of various unsupervised networks, the details of which will be given in the section Comparison of Networks. Circles are neurons and edges between them are connection weights. As network design changes, features are added on to enable new capabilities or removed to make learning faster. For instance, neurons change between deterministic (Hopfield) and stochastic (Boltzmann) to allow robust output, weights are removed within a layer (RBM) to hasten learning, or connections are allowed to become asymmetric (Helmholtz). Of the networks bearing people's names, only Hopfield worked directly with neural networks. Boltzmann and Helmholtz came before artificial neural networks, but their work in physics and physiology inspired the analytical methods that were used. === History === === Specific Networks === Here, we highlight some characteristics of select networks. The details of each are given in the comparison table below. Hopfield Network Ferromagnetism inspired Hopfield networks. A neuron corresponds to an iron domain with binary magnetic moments Up and Down, and neural connections correspond to the domain's influence on each other. Symmetric connections enable a global energy formulation. During inference the network updates each state using the standard activation step function. Symmetric weights and the right energy functions guarantees convergence to a stable activation pattern. Asymmetric weights are difficult to analyze. Hopfield nets are used as Content Addressable Memories (CAM). Boltzmann Machine These are stochastic Hopfield nets. Their state value is sampled from this pdf as follows: suppose a binary neuron fires with the Bernoulli probability p(1) = 1/3 and rests with p(0) = 2/3. One samples from it by taking a uniformly distributed random number y, and plugging it into the inverted cumulative distribution function, which in this case is the step function thresholded at 2/3. The inverse function = { 0 if x <= 2/3, 1 if x > 2/3 }. Sigmoid Belief Net Introduced by Radford Neal in 1992, this network applies ideas from probabilistic graphical models to neural networks. A key difference is that nodes in graphical models have pre-assigned meanings, whereas Belief Net neurons' features are determined after training. The network is a sparsely connected directed acyclic graph composed of binary stochastic neurons. The learning rule comes from Maximum Likelihood on p(X): Δwij ∝ {\displaystyle \propto } sj (si - pi), where pi = 1 / ( 1 + eweighted inputs into neuron i ). sj's are activations from an unbiased sample of the posterior distribution and this is problematic due to the Explaining Away problem raised by Judea Perl. Variational Bayesian methods uses a surrogate posterior and blatantly disregard this complexity. Deep Belief Network Introduced by Hinton, this network is a hybrid of RBM and Sigmoid Belief Network. The top 2 layers is an RBM and the second layer downwards form a sigmoid belief network. One trains it by the stacked RBM method and then throw away the recognition weights below the top RBM. As of 2009, 3-4 layers seems to be the optimal depth. Helmholtz machine These are early inspirations for the Variational Auto Encoders. Its 2 networks combined into one—forward weights operates recognition and backward weights implements imagination. It is perhaps the first network to do both. Helmholtz did not work in machine learning but he inspired the view of "statistical inference engine whose function is to infer probable causes of sensory input". the stochastic binary neuron outputs a probability that its state is 0 or 1. The data input is normally not considered a layer, but in the Helmholtz machine generation mode, the data layer receives input from the middle layer and has separate weights for this purpose, so it is considered a layer. Hence this network has 3 layers. Variational autoencoder These are inspired by Helmholtz machines and combines probability network with neural networks. An Autoencoder is a 3-layer CAM network, where the middle layer is supposed to be some internal representation of input patterns. The encoder neural network is a probability distribution qφ(z given x) and the decoder network is pθ(x given z). The weights are named phi & theta rather than W and V as in Helmholtz—a cosmetic difference. These 2 networks h

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  • AI Website Builders Reviews: What Actually Works in 2026

    AI Website Builders Reviews: What Actually Works in 2026

    Trying to pick the best AI website builder? An AI website builder is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI website builder slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • Purged cross-validation

    Purged cross-validation

    Purged cross-validation is a variant of k-fold cross-validation designed to prevent look-ahead bias in time series and other structured data, developed in 2017 by Marcos López de Prado at Guggenheim Partners and Cornell University. It is primarily used in financial machine learning to ensure the independence of training and testing samples when labels depend on future events. It provides an alternative to conventional cross-validation and walk-forward backtesting methods, which often yield overly optimistic performance estimates due to information leakage and overfitting. == Motivation == Standard cross-validation assumes that observations are independently and identically distributed (IID), which often does not hold in time series or financial datasets. If the label of a test sample overlaps in time with the features or labels in the training set, the result may be data leakage and overfitting. Purged cross-validation addresses this issue by removing overlapping observations and, optionally, adding a temporal buffer ("embargo") around the test set to further reduce the risk of leakage. The figure below illustrates standard 5 Fold Cross-Validation == Purging == Purging removes from the training set any observation whose timestamp falls within the time range of formation of a label in the test set. This can be the case for train set observations before and after the test set. Their removal ensures that the algorithm cannot learn during train time information that will be used to assess the performance of the algorithm. See the figure below for an illustration of purging. == Embargoing == Embargoing addresses a more subtle form of leakage: even if an observation does not directly overlap the test set, it may still be affected by test events due to market reaction lag or downstream dependencies. To guard against this, a percentage-based embargo is imposed after each test fold. For example, with a 5% embargo and 1000 observations, the 50 observations following each test fold are excluded from training. Unlike purging, embargoing can only occur after the test set. The figure below illustrates the application of embargo: == Applications == Purged and embargoed cross-validation has been useful in: Backtesting of trading strategies Validation of classifiers on labeled event-driven returns Any machine learning task with overlapping label horizons == Example == To illustrate the effect of purging and embargoing, consider the figures below. Both diagrams show the structure of 5-fold cross-validation over a 20-day period. In each row, blue squares indicate training samples and red squares denote test samples. Each label is defined based on the value of the next two observations, hence creating an overlap. If this overlap is left untreated, test set information leaks into the train set. The second figure applies the Purged CV procedure. Notice how purging removes overlapping observations from the training set and the embargo widens the gap between test and training data. This approach ensures that the evaluation more closely resembles a true out-of-sample test and reduces the risk of backtest overfitting. == Combinatorial Purged Cross-Validation == Walk-forward backtesting analysis, another common cross-validation technique in finance, preserves temporal order but evaluates the model on a single sequence of test sets. This leads to high variance in performance estimation, as results are contingent on a specific historical path. Combinatorial Purged Cross-Validation (CPCV) addresses this limitation by systematically constructing multiple train-test splits, purging overlapping samples, and enforcing an embargo period to prevent information leakage. The result is a distribution of out-of-sample performance estimates, enabling robust statistical inference and more realistic assessment of a model's predictive power. === Methodology === CPCV divides a time-series dataset into N sequential, non-overlapping groups. These groups preserve the temporal order of observations. Then, all combinations of k groups (where k < N) are selected as test sets, with the remaining N − k groups used for training. For each combination, the model is trained and evaluated under strict controls to prevent leakage. To eliminate potential contamination between training and test sets, CPCV introduces two additional mechanisms: Purging: Any training observations whose label horizon overlaps with the test period are excluded. This ensures that future information does not influence model training. Embargoing: After the end of each test period, a fixed number of observations (typically a small percentage) are removed from the training set. This prevents leakage due to delayed market reactions or auto-correlated features. Each data point appears in multiple test sets across different combinations. Because test groups are drawn combinatorially, this process produces multiple backtest "paths," each of which simulates a plausible market scenario. From these paths, practitioners can compute a distribution of performance statistics such as the Sharpe ratio, drawdown, or classification accuracy. === Formal definition === Let N be the number of sequential groups into which the dataset is divided, and let k be the number of groups selected as the test set for each split. Then: The number of unique train-test combinations is given by the binomial coefficient: ( N k ) {\displaystyle {\binom {N}{k}}} Each observation is used in k {\displaystyle k} test sets and contributes to φ [ N , k ] {\displaystyle \varphi [N,k]} unique backtest paths: φ [ N , k ] = k N ( N k ) {\displaystyle \varphi [N,k]={\frac {k}{N}}{\binom {N}{k}}} This yields a distribution of performance metrics rather than a single point estimate, making it possible to apply Monte Carlo-based or probabilistic techniques to assess model robustness. === Illustrative example === Consider the case where N = 6 and k = 2. The number of possible test set combinations is ( 6 2 ) = 15 {\displaystyle {\binom {6}{2}}=15} . Each of the six groups appears in five test splits. Consequently, five distinct backtest paths can be constructed, each incorporating one appearance from every group. ==== Test group assignment matrix ==== This table shows the 15 test combinations. An "x" indicates that the corresponding group is included in the test set for that split. ==== Backtest path assignment ==== Each group contributes to five different backtest paths. The number in each cell indicates the path to which the group's result is assigned for that split. === Advantages === Combinatorial Purged Cross-Validation offers several key benefits over conventional methods: It produces a distribution of performance metrics, enabling more rigorous statistical inference. The method systematically eliminates lookahead bias through purging and embargoing. By simulating multiple historical scenarios, it reduces the dependence on any single market regime or realization. It supports high-confidence comparisons between competing models or strategies. CPCV is commonly used in quantitative strategy research, especially for evaluating predictive models such as classifiers, regressors, and portfolio optimizers. It has been applied to estimate realistic Sharpe ratios, assess the risk of overfitting, and support the use of statistical tools such as the Deflated Sharpe Ratio (DSR). === Limitations === The main limitation of CPCV stems from its high computational cost. However, this cost can be managed by sampling a finite number of splits from the space of all possible combinations.

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  • Ernst Dickmanns

    Ernst Dickmanns

    Ernst Dieter Dickmanns is a German pioneer of dynamic computer vision and of driverless cars. Dickmanns has been a professor at the University of the Bundeswehr Munich (1975–2001), and visiting professor to Caltech and to MIT, teaching courses on "dynamic vision". == Biography == Dickmanns was born in 1936. He studied aerospace and aeronautics at RWTH Aachen (1956–1961), and control engineering at Princeton University (1964/65); from 1961 to 1975 he was associated with the German Aero-Space Research Establishment (now DLR) Oberpfaffenhofen, working in the fields of flight dynamics and trajectory optimization. In 1971/72 he spent a Post-Doc Research Associateship with the NASA-Marshall Space Flight Center, Huntsville (orbiter re-entry). From 1975 to 2001 he was with UniBw Munich, where he initiated the 'Institut fuer Flugmechanik und Systemdynamik' (IFS), the Institut fuer die 'Technik Autonomer Systeme' (TAS), and the research activities in machine vision for vehicle guidance. == Pioneering work in autonomous driving == In the early 1980s his team equipped a Mercedes-Benz van with cameras and other sensors. The 5-ton van was re-engineered that it was possible to control steering wheel, throttle, and brakes through computer commands based on real-time evaluation of image sequences. Software was written that translated the sensory data into appropriate driving commands. For safety reasons, initial experiments in Bavaria took place on streets without traffic. In 1986 the Robot Car "VaMoRs" managed to drive all by itself and by 1987 was capable of driving itself at speeds up to 96 kilometres per hour (60 mph). One of the greatest challenges in high-speed autonomous driving arises through the rapidly changing visual street scenes. Back then, computers were much slower than they are today (~1% of 1%); therefore, sophisticated computer vision strategies were necessary to react in real time. The team of Dickmanns solved the problem through an innovative approach to dynamic vision. Spatiotemporal models were used right from the beginning, dubbed '4-D approach', which did not need storing previous images but nonetheless was able to yield estimates of all 3-D position and velocity components. Attention control including artificial saccadic movements of the platform carrying the cameras allowed the system to focus its attention on the most relevant details of the visual input. Kalman filters have been extended to perspective imaging and were used to achieve robust autonomous driving even in presence of noise and uncertainty. Feedback of prediction errors allowed bypassing the (ill-conditioned) inversion of perspective projection by least-squares parameter fits. When in 1986/83 the EUREKA-project 'PROgraMme for a European Traffic of Highest Efficiency and Unprecedented Safety' (PROMETHEUS) was initiated by the European car manufacturing industry (funding in the range of several hundred million Euros), the initially planned autonomous lateral guidance by buried cables was dropped and substituted by the much more flexible machine vision approach proposed by Dickmanns, and partially encouraged by his successes. Most of the major car companies participated; so did Dickmanns and his team in cooperation with the Daimler-Benz AG. Substantial progress was made in the following 7 years. In particular, Dickmanns' robot cars learned to drive in traffic under various conditions. An accompanying human driver with a "red button" made sure the robot vehicle could not get out of control and become a danger to the public. Since 1992, driving in public traffic was standard as final step in real-world testing. Several dozen Transputers, a special breed of parallel computers, were used to deal with the (by 1990s standards) enormous computational demands. Two culmination points were achieved in 1994/95, when Dickmanns´ re-engineered autonomous S-Class Mercedes-Benz performed international demonstrations. The first was the final presentation of the PROMETHEUS project in October 1994 on Autoroute 1 near the airport Charles-de-Gaulle in Paris. With guests on board, the twin vehicles of Daimler-Benz (VITA-2) and UniBwM (VaMP) drove more than 1,000 kilometres (620 mi) on the three-lane highway in standard heavy traffic at speeds up to 130 kilometres per hour (81 mph). Driving in free lanes, convoy driving with distance keeping depending on speed, and lane changes left and right with autonomous passing have been demonstrated; the latter required interpreting the road scene also in the rear hemisphere. Two cameras with different focal lengths for each hemisphere have been used in parallel for this purpose. The second culmination point was a 1,758 kilometres (1,092 mi) trip in the fall of 1995 from Munich in Bavaria to Odense in Denmark to a project meeting and back. Both longitudinal and lateral guidance were performed autonomously by vision. On highways, the robot achieved speeds exceeding 175 kilometres per hour (109 mph) (there is no general speed limit on the Autobahn). Publications from Dickmann's research group indicate a mean autonomously driven distance without resets of ~9 kilometres (5.6 mi); the longest autonomously driven stretch reached 158 kilometres (98 mi). More than half of the resets required were achieved autonomously (no human intervention). This is particularly impressive considering that the system used black-and-white video-cameras and did not model situations like road construction sites with yellow lane markings; lane-changes at over 140 kilometres per hour (87 mph), and other traffic with more than 40 kilometres per hour (25 mph) relative speed have been handled. In total, 95% autonomous driving (by distance) was achieved. In the years 1994 to 2004 the elder 5-ton van 'VaMoRs' was used to develop the capabilities needed for driving on networks of minor (also unsealed) roads and for cross-country driving including avoidance of negative obstacles like ditches. Turning off onto crossroads of unknown width and intersection angles required a big effort, but has been achieved with "Expectation-based, Multi-focal, Saccadic vision" (EMS-vision). This vertebrate-type vision uses animation capabilities based on knowledge about subject classes (including the autonomous vehicle itself) and their potential behaviour in certain situations. This rich background is used for control of gaze and attention as well as for locomotion. Beside ground vehicle guidance, also applications of the 4-D approach to dynamic vision for unmanned air vehicles (conventional aircraft and helicopters) have been investigated. Autonomous visual landing approaches and landings have been demonstrated in hardware-in-the-loop simulations with visual/inertial data fusion. Real-world autonomous visual landing approaches till shortly before touchdown have been performed in 1992 with the twin-propeller aircraft Dornier 128 of the University of Brunswick at the airport there. Another success of this machine vision technology was the first ever visually controlled grasping experiment of a free-floating object in weightlessness on board the Space Shuttle Columbia D2-mission in 1993 as part of the 'Rotex'-experiment of DLR.

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  • Best AI Video Generators in 2026

    Best AI Video Generators in 2026

    Curious about the best AI video generator? An AI video generator is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI video generator slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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