AI App Similar To Grok

AI App Similar To Grok — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Probiv

    Probiv

    Probiv (Russian: пробив, literally "to pierce" or "to punch through") is an illicit data market operating primarily in Russia, where personal information from restricted government and corporate databases is bought and sold through networks of corrupt officials and insiders. The probiv market operates as a parallel information economy built on corrupt officials from various sectors including traffic police, banks, telecommunications companies, and security services who sell access to restricted databases. For fees ranging from as little as $10 to several hundred dollars, buyers can obtain passport numbers, addresses, travel histories, vehicle registrations, and telecommunications records. The market operates through various channels, including specialized Telegram bots and darknet forums. == Notable uses == Probiv services have been utilized by diverse actors for various purposes. Investigative journalists have used the market to conduct high-profile investigations, including tracing the FSB unit allegedly behind the poisoning of Alexei Navalny. Russian police and security services themselves have routinely used the black market to track activists and opposition figures. Since Russia's invasion of Ukraine, Ukrainian intelligence services have exploited the market to identify Russian military officials. == Government response == In late 2024, Russian authorities introduced legislation imposing penalties of up to ten years in prison for accessing or distributing leaked data. Several operators of probiv services, including the teams behind Usersbox and Solaris, have been arrested. However, the crackdown appears to have had unintended consequences. Many operators have relocated their businesses abroad, where they operate with fewer constraints. Some services that previously cooperated with Russian authorities have severed those ties and moved staff out of the country.

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  • Browsing

    Browsing

    Browsing is a kind of orienting strategy. It is supposed to identify something of relevance for the browsing organism. In context of humans, it is a metaphor taken from the animal kingdom. It is used, for example, about people browsing open shelves in libraries, window shopping, or browsing databases or the Internet. In library and information science, it is an important subject, both purely theoretically and as applied science aiming at designing interfaces which support browsing activities for the user. == Definition == In 2011, Birger Hjørland provided the following definition: "Browsing is a quick examination of the relevance of a number of objects which may or may not lead to a closer examination or acquisition/selection of (some of) these objects. It is a kind of orienting strategy that is formed by our "theories", "expectations" and "subjectivity". == Controversies == As with any kind of human psychology, browsing can be understood in biological, behavioral, or cognitive terms on the one hand or in social, historical, and cultural terms on the other hand. In 2007, Marcia Bates researched browsing from "behavioural" approaches, while Hjørland (2011a+b) defended a social view. Bates found that browsing is rooted in our history as exploratory, motile animals hunting for food and nesting opportunities. According to Hjørland (2011a), on the other hand, Marcia Bates' browsing for information about browsing is governed by her behavioral assumptions, while Hjørland's browsing for information about browsing is governed by his socio-cultural understanding of human psychology. In short: Human browsing is based on our conceptions and interests. === Is browsing a random activity? === Browsing is often understood as a random activity. Dictionary.com, for example, has this definition: "to glance at random through a book, magazine, etc.". Hjørland suggests, however, that browsing is an activity that is governed by our metatheories. We may dynamically change our theories and conceptions but when we browse, the activity is governed by the interests, conceptions, priorities and metatheories that we have at that time. Therefore, browsing is not totally random. == Browsing versus analytical search strategies == In 1997, Gary Marchionini wrote: "A fundamental distinction is made between analytical and browsing strategies [...]. Analytical strategies depend on careful planning, the recall of query terms, and iterative query reformulations and examinations of results. Browsing strategies are heuristic and opportunistic and depend on recognizing relevant information. Analytic strategies are batch oriented and half duplex (turn talking) like human conversation, whereas browsing strategies are more interactive, real-time exchanges and collaborations between the information seeker and the information system. Browsing strategies demand a lower cognitive load in advance and a steadier attentional load throughout the information-seeking process. When it comes to Browsing, giblets are amazing." == Orienting strategies == Some sociologists, such as Berger and Zelditch in 1993, Wagner in 1984, and Wagner & Berger in 1985, have used the term "orienting strategies". They find that orienting strategies should be understood as metatheories: "Consider the very large proportion of sociological theory that is in the form of metatheory. It is discussion about theory: about what concepts it should include, about how those concepts should be linked, and about how theory should be studied. Similar to Kuhn’s paradigms, theories of this sort provide guidelines or strategies for understanding social phenomena and suggest the proper orientation of the theorist to these phenomena; they are orienting strategies. Textbooks in theory frequently focus on orienting strategies such as functionalism, exchange, or ethnomethodology." Sociologists thus use metatheories as orienting strategies. We may generalize and say that all people use metatheories as orienting strategies and that this is what direct our attention and also our browsing – also when we are not conscious about it.

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  • Algorithmic transparency

    Algorithmic transparency

    Algorithmic transparency is the principle that the factors that influence the decisions made by algorithms should be visible, or transparent, to the people who use, regulate, and are affected by systems that employ those algorithms. Although the phrase was coined in 2016 by Nicholas Diakopoulos and Michael Koliska about the role of algorithms in deciding the content of digital journalism services, the underlying principle dates back to the 1970s and the rise of automated systems for scoring consumer credit. The phrases "algorithmic transparency" and "algorithmic accountability" are sometimes used interchangeably – especially since they were coined by the same people – but they have subtly different meanings. Specifically, "algorithmic transparency" states that the inputs to the algorithm and the algorithm's use itself must be known, but they need not be fair. "Algorithmic accountability" implies that the organizations that use algorithms must be accountable for the decisions made by those algorithms, even though the decisions are being made by a machine, and not by a human being. Current research around algorithmic transparency interested in both societal effects of accessing remote services running algorithms, as well as mathematical and computer science approaches that can be used to achieve algorithmic transparency. In the United States, the Federal Trade Commission's Bureau of Consumer Protection studies how algorithms are used by consumers by conducting its own research on algorithmic transparency and by funding external research. In the European Union, the data protection laws that came into effect in May 2018 include a "right to explanation" of decisions made by algorithms, though it is unclear what this means. Furthermore, the European Union founded The European Center for Algorithmic Transparency (ECAT).

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  • Dependency network (graphical model)

    Dependency network (graphical model)

    Dependency networks (DNs) are graphical models, similar to Markov networks, wherein each vertex (node) corresponds to a random variable and each edge captures dependencies among variables. Unlike Bayesian networks, DNs may contain cycles. Each node is associated to a conditional probability table, which determines the realization of the random variable given its parents. == Markov blanket == In a Bayesian network, the Markov blanket of a node is the set of parents and children of that node, together with the children's parents. The values of the parents and children of a node evidently give information about that node. However, its children's parents also have to be included in the Markov blanket, because they can be used to explain away the node in question. In a Markov random field, the Markov blanket for a node is simply its adjacent (or neighboring) nodes. In a dependency network, the Markov blanket for a node is simply the set of its parents. == Dependency network versus Bayesian networks == Dependency networks have advantages and disadvantages with respect to Bayesian networks. In particular, they are easier to parameterize from data, as there are efficient algorithms for learning both the structure and probabilities of a dependency network from data. Such algorithms are not available for Bayesian networks, for which the problem of determining the optimal structure is NP-hard. Nonetheless, a dependency network may be more difficult to construct using a knowledge-based approach driven by expert-knowledge. == Dependency networks versus Markov networks == Consistent dependency networks and Markov networks have the same representational power. Nonetheless, it is possible to construct non-consistent dependency networks, i.e., dependency networks for which there is no compatible valid joint probability distribution. Markov networks, in contrast, are always consistent. == Definition == A consistent dependency network for a set of random variables X = ( X 1 , … , X n ) {\textstyle \mathbf {X} =(X_{1},\ldots ,X_{n})} with joint distribution p ( x ) {\displaystyle p(\mathbf {x} )} is a pair ( G , P ) {\displaystyle (G,P)} where G {\displaystyle G} is a cyclic directed graph, where each of its nodes corresponds to a variable in X {\displaystyle \mathbf {X} } , and P {\displaystyle P} is a set of conditional probability distributions. The parents of node X i {\displaystyle X_{i}} , denoted P a i {\displaystyle \mathbf {Pa_{i}} } , correspond to those variables P a i ⊆ ( X 1 , … , X i − 1 , X i + 1 , … , X n ) {\displaystyle \mathbf {Pa_{i}} \subseteq (X_{1},\ldots ,X_{i-1},X_{i+1},\ldots ,X_{n})} that satisfy the following independence relationships p ( x i ∣ p a i ) = p ( x i ∣ x 1 , … , x i − 1 , x i + 1 , … , x n ) = p ( x i ∣ x − x i ) . {\displaystyle p(x_{i}\mid \mathbf {pa_{i}} )=p(x_{i}\mid x_{1},\ldots ,x_{i-1},x_{i+1},\ldots ,x_{n})=p(x_{i}\mid \mathbf {x} -{x_{i}}).} The dependency network is consistent in the sense that each local distribution can be obtained from the joint distribution p ( x ) {\displaystyle p(\mathbf {x} )} . Dependency networks learned using large data sets with large sample sizes will almost always be consistent. A non-consistent network is a network for which there is no joint probability distribution compatible with the pair ( G , P ) {\displaystyle (G,P)} . In that case, there is no joint probability distribution that satisfies the independence relationships subsumed by that pair. == Structure and parameters learning == Two important tasks in a dependency network are to learn its structure and probabilities from data. Essentially, the learning algorithm consists of independently performing a probabilistic regression or classification for each variable in the domain. It comes from observation that the local distribution for variable X i {\displaystyle X_{i}} in a dependency network is the conditional distribution p ( x i | x − x i ) {\displaystyle p(x_{i}|\mathbf {x} -{x_{i}})} , which can be estimated by any number of classification or regression techniques, such as methods using a probabilistic decision tree, a neural network or a probabilistic support-vector machine. Hence, for each variable X i {\displaystyle X_{i}} in domain X {\displaystyle X} , we independently estimate its local distribution from data using a classification algorithm, even though it is a distinct method for each variable. Here, we will briefly show how probabilistic decision trees are used to estimate the local distributions. For each variable X i {\displaystyle X_{i}} in X {\displaystyle \mathbf {X} } , a probabilistic decision tree is learned where X i {\displaystyle X_{i}} is the target variable and X − X i {\displaystyle \mathbf {X} -X_{i}} are the input variables. To learn a decision tree structure for X i {\displaystyle X_{i}} , the search algorithm begins with a singleton root node without children. Then, each leaf node in the tree is replaced with a binary split on some variable X j {\displaystyle X_{j}} in X − X i {\displaystyle \mathbf {X} -X_{i}} , until no more replacements increase the score of the tree. == Probabilistic Inference == A probabilistic inference is the task in which we wish to answer probabilistic queries of the form p ( y ∣ z ) {\displaystyle p(\mathbf {y\mid z} )} , given a graphical model for X {\displaystyle \mathbf {X} } , where Y {\displaystyle \mathbf {Y} } (the 'target' variables) Z {\displaystyle \mathbf {Z} } (the 'input' variables) are disjoint subsets of X {\displaystyle \mathbf {X} } . One of the alternatives for performing probabilistic inference is using Gibbs sampling. A naive approach for this uses an ordered Gibbs sampler, an important difficulty of which is that if either p ( y ∣ z ) {\displaystyle p(\mathbf {y\mid z} )} or p ( z ) {\displaystyle p(\mathbf {z} )} is small, then many iterations are required for an accurate probability estimate. Another approach for estimating p ( y ∣ z ) {\displaystyle p(\mathbf {y\mid z} )} when p ( z ) {\displaystyle p(\mathbf {z} )} is small is to use modified ordered Gibbs sampler, where Z = z {\displaystyle \mathbf {Z=z} } is fixed during Gibbs sampling. It may also happen that y {\displaystyle \mathbf {y} } is rare, e.g. when Y {\displaystyle \mathbf {Y} } has many variables. So, the law of total probability along with the independencies encoded in a dependency network can be used to decompose the inference task into a set of inference tasks on single variables. This approach comes with the advantage that some terms may be obtained by direct lookup, thereby avoiding some Gibbs sampling. You can see below an algorithm that can be used for obtain p ( y | z ) {\displaystyle p(\mathbf {y|z} )} for a particular instance of y ∈ Y {\displaystyle \mathbf {y} \in \mathbf {Y} } and z ∈ Z {\displaystyle \mathbf {z} \in \mathbf {Z} } , where Y {\displaystyle \mathbf {Y} } and Z {\displaystyle \mathbf {Z} } are disjoint subsets. Algorithm 1: U := Y {\displaystyle \mathbf {U:=Y} } ( the unprocessed variables ) P := Z {\displaystyle \mathbf {P:=Z} } ( the processed and conditioning variables ) p := z {\displaystyle \mathbf {p:=z} } ( the values for P {\displaystyle \mathbf {P} } ) While U ≠ ∅ {\displaystyle \mathbf {U} \neq \emptyset } : Choose X i ∈ U {\displaystyle X_{i}\in \mathbf {U} } such that X i {\displaystyle X_{i}} has no more parents in U {\displaystyle U} than any variable in U {\displaystyle U} If all the parents of X {\displaystyle X} are in P {\displaystyle \mathbf {P} } p ( x i | p ) := p ( x i | p a i ) {\displaystyle p(x_{i}|\mathbf {p} ):=p(x_{i}|\mathbf {pa_{i}} )} Else Use a modified ordered Gibbs sampler to determine p ( x i | p ) {\displaystyle p(x_{i}|\mathbf {p} )} U := U − X i {\displaystyle \mathbf {U:=U} -X_{i}} P := P + X i {\displaystyle \mathbf {P:=P} +X_{i}} p := p + x i {\displaystyle \mathbf {p:=p} +x_{i}} Returns the product of the conditionals p ( x i | p ) {\displaystyle p(x_{i}|\mathbf {p} )} == Applications == In addition to the applications to probabilistic inference, the following applications are in the category of Collaborative Filtering (CF), which is the task of predicting preferences. Dependency networks are a natural model class on which to base CF predictions, once an algorithm for this task only needs estimation of p ( x i = 1 | x − x i = 0 ) {\displaystyle p(x_{i}=1|\mathbf {x} -{x_{i}}=0)} to produce recommendations. In particular, these estimates may be obtained by a direct lookup in a dependency network. Predicting what movies a person will like based on his or her ratings of movies seen; Predicting what web pages a person will access based on his or her history on the site; Predicting what news stories a person is interested in based on other stories he or she read; Predicting what product a person will buy based on products he or she has already purchased and/or dropped into his or her shopping basket. Another class of useful applications for dependency networks is related to data visualization, that is

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  • Cache language model

    Cache language model

    A cache language model is a type of statistical language model. These occur in the natural language processing subfield of computer science and assign probabilities to given sequences of words by means of a probability distribution. Statistical language models are key components of speech recognition systems and of many machine translation systems: they tell such systems which possible output word sequences are probable and which are improbable. The particular characteristic of a cache language model is that it contains a cache component and assigns relatively high probabilities to words or word sequences that occur elsewhere in a given text. The primary, but by no means sole, use of cache language models is in speech recognition systems. To understand why it is a good idea for a statistical language model to contain a cache component one might consider someone who is dictating a letter about elephants to a speech recognition system. Standard (non-cache) N-gram language models will assign a very low probability to the word "elephant" because it is a very rare word in English. If the speech recognition system does not contain a cache component, the person dictating the letter may be annoyed: each time the word "elephant" is spoken another sequence of words with a higher probability according to the N-gram language model may be recognized (e.g., "tell a plan"). These erroneous sequences will have to be deleted manually and replaced in the text by "elephant" each time "elephant" is spoken. If the system has a cache language model, "elephant" will still probably be misrecognized the first time it is spoken and will have to be entered into the text manually; however, from this point on the system is aware that "elephant" is likely to occur again – the estimated probability of occurrence of "elephant" has been increased, making it more likely that if it is spoken it will be recognized correctly. Once "elephant" has occurred several times, the system is likely to recognize it correctly every time it is spoken until the letter has been completely dictated. This increase in the probability assigned to the occurrence of "elephant" is an example of a consequence of machine learning and more specifically of pattern recognition. There exist variants of the cache language model in which not only single words but also multi-word sequences that have occurred previously are assigned higher probabilities (e.g., if "San Francisco" occurred near the beginning of the text subsequent instances of it would be assigned a higher probability). The cache language model was first proposed in a paper published in 1990, after which the IBM speech-recognition group experimented with the concept. The group found that implementation of a form of cache language model yielded a 24% drop in word-error rates once the first few hundred words of a document had been dictated. A detailed survey of language modeling techniques concluded that the cache language model was one of the few new language modeling techniques that yielded improvements over the standard N-gram approach: "Our caching results show that caching is by far the most useful technique for perplexity reduction at small and medium training data sizes". The development of the cache language model has generated considerable interest among those concerned with computational linguistics in general and statistical natural language processing in particular: recently, there has been interest in applying the cache language model in the field of statistical machine translation. The success of the cache language model in improving word prediction rests on the human tendency to use words in a "bursty" fashion: when one is discussing a certain topic in a certain context, the frequency with which one uses certain words will be quite different from their frequencies when one is discussing other topics in other contexts. The traditional N-gram language models, which rely entirely on information from a very small number (four, three, or two) of words preceding the word to which a probability is to be assigned, do not adequately model this "burstiness". Recently, the cache language model concept – originally conceived for the N-gram statistical language model paradigm – has been adapted for use in the neural paradigm. For instance, recent work on continuous cache language models in the recurrent neural network (RNN) setting has applied the cache concept to much larger contexts than before, yielding significant reductions in perplexity. Another recent line of research involves incorporating a cache component in a feed-forward neural language model (FN-LM) to achieve rapid domain adaptation.

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  • National Data Repository

    National Data Repository

    A National Data Repository (NDR) is a data bank that seeks to preserve and promote a country's natural resources data, particularly data related to the petroleum exploration and production (E&P) sector. A National Data Repository is normally established by an entity that governs, controls and supports the exchange, capture, transference and distribution of E&P information, with the final target to provide the State with the tools and information to assure the growth, govern-ability, control, independence and sovereignty of the industry. The two fundamental reasons for a country to establish an NDR are to preserve data generated inside the country by the industry, and to promote investments in the country by utilizing data to reduce the exploration, production, and transportation business risks. Countries take different approaches towards preserving and promoting their natural resources data. The approach varies according to a country's natural resources policies, level of openness, and its attitude towards foreign investment. == Data types == NDRs store a vast array of data related to a country's natural resources. This includes wells, well log data, well reports, core samples, seismic surveys, post-stack seismic, field data/tapes, seismic (acquisition/processing) reports, production data, geological maps and reports, license data and geological models. == Funding models == Some NDRs are financed entirely by a country's government. Others are industry-funded. Still some are hybrid systems, funded in part by industry and government. NDRs typically charge fees for data requests and for data loading. The cost differs significantly between countries. In some cases an annual membership is charged to oil companies to store and access the data in the NDR. == Standards body == Energistics is the global energy standards resource center for the upstream oil and gas industry. Energistics National Data Repository Work Group: The standards body is Energistics. === Energistics-standards-directory === Global regulators of upstream oil and natural gas information, including seismic, drilling, production and reservoir data, formed the National Data Repository (NDR) Work Group in 2008 to collaborate on the development of data management standards and to assist emerging nations with hydrocarbon reserves to better collect, maintain and deliver oil and gas data to the public and to the industry. Ten countries, led by the Netherlands, Norway and the United Kingdom, formed NDR to share best practices and to formalize the development and deployment of data management standards for regulatory agencies. The other countries involved in the NDR Work Group's formation are Australia, Canada, India, Kenya, New Zealand, South Africa and the United States. Annual NDR Conference: Approximately every 18 months Energistics organizes a National Data Repository Conference. The purpose is to provide government and regulatory agencies from around the world an opportunity to attend a series of workshops dedicated to developing data exchange standards, improving communications with the oil and gas industry and learning data management techniques for natural resources information. === Society of Exploration Geophysicists and The International Oil and Gas Producers Association === The SEG is the custodian of the SEG standards which are used for the exchange, retention and release of seismic data. They are commonly used by National Data Repositories with the SEGD and SEGY being the field and processed exchange standards respectively. == NDRs around the world == Click here to see a map of the NDRs around the world

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  • Vinelink.com

    Vinelink.com

    Vinelink.com (VINE) is a national website in the United States that allows victims of crime, and the general public, to track the movements of prisoners held by the various states and territories. The first four letters in the websites name, "vine", are an acronym for "Victim Information and Notification Everyday". Vinelink.com displays information, based on the information provided by the various states' departments of correction and other law enforcement agencies, on whether an inmate is in custody, has been released, has been granted parole or probation, or has escaped from custody. In some cases, the website will reveal whether a defendant has been granted parole or probation, but then subsequently violated conditions of their release and become a fugitive. Information provided on Vinelink.com represents metadata, in that the website lists a defendant's custody status; but does not list what the individual is charged with, their criminal history, or the amount of their bail, if applicable. Internet users accessing the Vinelink.com website choose from a map of states and provinces within the United States where they wish to perform a search for an inmate. The user may then search for an individual using the inmate's or parolee's name, or by entering the inmate's specific department of corrections inmate number, if known. When the inmate's custody status changes, users who have registered to be notified of such changes will be notified via email, phone or both. This information is currently released upon request, without the website requesting reasons for the users search or requiring payment, as public records available to the general public. Inmate information is available for most states, and for Puerto Rico, on the website. The states of Arizona, Georgia, Massachusetts, Montana, New Hampshire and West Virginia provide very limited information on the site. In March of 2025, The Maine Sheriff's Association entered into a contract to pilot the use of the VINE system in three counties in the state as well as a regional jail, therefore making South Dakota the only state that does not participate in the VINE system to any degree. The website does not provide data on prisoners detained by the Federal Bureau of Prisons which has its own inmate locator web site nor for inmates of the U.S. military prisons.

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  • Pol.is

    Pol.is

    Polis (or Pol.is) is wiki survey software designed for large group collaborations. As a civic technology, Polis allows people to share their opinions and ideas, and its algorithm is intended to elevate ideas that can facilitate better decision-making, especially when there are lots of participants. Polis has been credited for assisting the passage of legislation in Taiwan. Pol.is has been used by governments in the United States, Canada, Singapore, Philippines, Finland, Spain and elsewhere. == History == Pol.is was founded by Colin Megill, Christopher Small, and Michael Bjorkegren after the Occupy Wall Street and Arab Spring movements. In Taiwan, pol.is has been "one of the key parts" of vTaiwan's suite of open-source tools for its citizen engagement efforts arising out of the Sunflower Student Movement. vTaiwan claims that of the 26 national issues related to technology discussed on the platform, 80% led to government action. Pol.is is also utilized by "Join," a national platform for online deliberation run by the Taiwanese government. In 2022, Wired reported that Polis was an influence on the Community Notes project at Twitter. In 2023, Megill advised OpenAI on how to facilitate deliberation at scale in a way that was more efficient than Polis, which still required significant human labor and analysis at the time. He helped to award $1 million in grants to teams working on solving the problem of deliberation at scale. In 2023, Anthropic was also exploring steering model behavior using Polis. In 2025, it helped the county that includes Bowling Green, Kentucky make a 25 year plan by facilitating the collection and review of ideas from thousands of residents, representing 10% of the county. 2,370 of 3,940 unique ideas were agreed-upon by over 80% of survey respondents. Ideas were screened by volunteers if they were redundant to an existing idea, off-topic or obscene. == How it works == Pol.is participants are anonymous and cannot reply directly to others posts, in an effort to avoid personal attacks for users. Its algorithms are designed not for engagement and scrolling, but to find areas of agreement to better understand the nuances of a wide range of opinions. Participants are prompted for ideas and vote on other participants' ideas. == Reception == Andrew Leonard, The Financial Times, and VentureBeat describe Pol.is as a possible antidote to the divisiveness of traditional internet discourse by gamifying consensus. Audrey Tang agreed saying, "Polis is quite well known in that it's a kind of social media that instead of polarizing people to drive so called engagement or addiction or attention, it automatically drives bridge making narratives and statements. So only the ideas that speak to both sides or to multiple sides will gain prominence in Polis." Niall Ferguson argues that the approach to utilize tools like Pol.is and Join in Taiwan empowers ordinary people instead of the elite and protects individual freedoms, providing a contrast to the AI-enhanced panopticon model seen in China. Carl Miller praised the technology as having "gamified finding consensus." Darshana Narayanan, in an op-ed in the Economist, argues that open-source machine-learning-based tools like Polis can help to bypass the influence of special interests or experts. Jamie Susskind cited polis and vTaiwan as a model for democracies, particularly around digital policy issues.

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  • Structured sparsity regularization

    Structured sparsity regularization

    Structured sparsity regularization is a class of methods, and an area of research in statistical learning theory, that extend and generalize sparsity regularization learning methods. Both sparsity and structured sparsity regularization methods seek to exploit the assumption that the output variable Y {\displaystyle Y} (i.e., response, or dependent variable) to be learned can be described by a reduced number of variables in the input space X {\displaystyle X} (i.e., the domain, space of features or explanatory variables). Sparsity regularization methods focus on selecting the input variables that best describe the output. Structured sparsity regularization methods generalize and extend sparsity regularization methods, by allowing for optimal selection over structures like groups or networks of input variables in X {\displaystyle X} . Common motivation for the use of structured sparsity methods are model interpretability, high-dimensional learning (where dimensionality of X {\displaystyle X} may be higher than the number of observations n {\displaystyle n} ), and reduction of computational complexity. Moreover, structured sparsity methods allow to incorporate prior assumptions on the structure of the input variables, such as overlapping groups, non-overlapping groups, and acyclic graphs. Examples of uses of structured sparsity methods include face recognition, magnetic resonance image (MRI) processing, socio-linguistic analysis in natural language processing, and analysis of genetic expression in breast cancer. == Definition and related concepts == === Sparsity regularization === Consider the linear kernel regularized empirical risk minimization problem with a loss function V ( y i , f ( x ) ) {\displaystyle V(y_{i},f(x))} and the ℓ 0 {\displaystyle \ell _{0}} "norm" as the regularization penalty: min w ∈ R d 1 n ∑ i = 1 n V ( y i , ⟨ w , x i ⟩ ) + λ ‖ w ‖ 0 , {\displaystyle \min _{w\in \mathbb {R} ^{d}}{\frac {1}{n}}\sum _{i=1}^{n}V(y_{i},\langle w,x_{i}\rangle )+\lambda \|w\|_{0},} where x , w ∈ R d {\displaystyle x,w\in \mathbb {R^{d}} } , and ‖ w ‖ 0 {\displaystyle \|w\|_{0}} denotes the ℓ 0 {\displaystyle \ell _{0}} "norm", defined as the number of nonzero entries of the vector w {\displaystyle w} . f ( x ) = ⟨ w , x i ⟩ {\displaystyle f(x)=\langle w,x_{i}\rangle } is said to be sparse if ‖ w ‖ 0 = s < d {\displaystyle \|w\|_{0}=s 0 {\displaystyle w_{j}>0} . However, as in this case groups may overlap, we take the intersection of the complements of those groups that are not set to zero. This intersection of complements selection criteria implies the modeling choice that we allow some coefficients within a particular group g {\displaystyle g} to be set to zero, while others within the same group g {\displaystyle g} may remain positive. In other words, coefficients within a group may differ depending on the several group memberships that each variable within the group may have. ==== Union of groups: latent group Lasso ==== A different approach is to consider union of groups for variable selection. This approach captures the modeling situation where variables can be selected as long as they belong at least to one group with positive coefficients. This modeling perspective implies that we want to preserve group structure. The formulation of the union of groups approach is also referred to as latent group Lasso, and requires to modify the group ℓ 2 {\displaystyle \ell _{2}} norm considered above and introduce the following regularizer R ( w ) = i n f { ∑ g ‖ w g ‖ g : w = ∑ g = 1 G w ¯ g } {\displaystyle R(w)=inf\left\{\sum _{g}\|w_{g}\|_{g}:w=\sum _{g=1}^{G}{\bar {w}}_{g}\right\}} where w ∈ R d {\displaystyle w\in {\mathbb {R^{d}} }} , w g ∈ G g {\displaystyle w_{g}\in G_{g}} is the vector of coefficients of group g, and w ¯ g ∈ R d {\displaystyle {\bar {w}}_{g}\in {\mathbb {R^{d}} }} is a vector with coefficients w g j {\displaystyle w_{g}^{j}} for all variables j {

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  • March algorithm

    March algorithm

    The March algorithm is a widely used algorithm that tests SRAM memory by filling all its entries test patterns. It carries out several passes through an SRAM checking the patterns and writing new patterns. The SRAM read and write operations performed on each pass are called a March element and each element is repeated for each entry. The March algorithm is often used to find functional faults in SRAM during testing such as: Stuck-at Faults (SAFs) Transition Faults (TFs) Address Decoder Faults (AFs) Coupling Faults (CFs), such as Inversion (CFin), Idempotent (CFid), and State (CFst) coupling faults It has been suggested to test SRAM modules using the algorithm before sale using a built-in self-test mechanism. == Notation == Each pass in a test sequence is represented by an "element". An element consists of a vertical arrow to indicate the direction in which the memory is scanned followed by a list of read/write operations to be applied to each memory cell. Multiple elements can be listed, separated by semicolons, to form a "test". For example, { ⇕ ( w 0 ) ; ⇑ ( r 0 , w 1 ) ; ⇓ ( r 1 , w 0 , r 0 ) } {\displaystyle \{\Updownarrow (w0);\Uparrow (r0,w1);\Downarrow (r1,w0,r0)\}} specifies to: Scan in both directions, writing 0. Scan from lowest to highest address, reading 0 and writing 1. Scan from highest to lowest address, reading 1, writing 0 and reading 0. == Variants == Many variants of the March algorithm exist with different sequences of tests. Each variant makes a different tradeoff between what faults it can detect and the complexity of the algorithm. Several variants have been given names:

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  • Rendezvous hashing

    Rendezvous hashing

    Rendezvous or highest random weight (HRW) hashing is an algorithm that allows clients to achieve distributed agreement on a set of k {\displaystyle k} options out of a possible set of n {\displaystyle n} options. A typical application is when clients need to agree on which sites (or proxies) objects are assigned to. Consistent hashing addresses the special case k = 1 {\displaystyle k=1} using a different method. Rendezvous hashing is both much simpler and more general than consistent hashing (see below). == History == Rendezvous hashing was invented by David Thaler and Chinya Ravishankar at the University of Michigan in 1996. Consistent hashing appeared a year later in the literature. Given its simplicity and generality, rendezvous hashing is now being preferred to consistent hashing in real-world applications. Rendezvous hashing was used very early on in many applications including mobile caching, router design, secure key establishment, and sharding and distributed databases. Other examples of real-world systems that use Rendezvous Hashing include the GitHub load balancer, the Apache Ignite distributed database, the Tahoe-LAFS file store, the CoBlitz large-file distribution service, Apache Druid, IBM's Cloud Object Store, the Arvados Data Management System, Apache Kafka, and the Twitter EventBus pub/sub platform. One of the first applications of rendezvous hashing was to enable multicast clients on the Internet (in contexts such as the MBONE) to identify multicast rendezvous points in a distributed fashion. It was used in 1998 by Microsoft's Cache Array Routing Protocol (CARP) for distributed cache coordination and routing. Some Protocol Independent Multicast routing protocols use rendezvous hashing to pick a rendezvous point. == Problem definition and approach == === Algorithm === Rendezvous hashing solves a general version of the distributed hash table problem: We are given a set of n {\displaystyle n} sites (servers or proxies, say). How can any set of clients, given an object O {\displaystyle O} , agree on a k-subset of sites to assign to O {\displaystyle O} ? The standard version of the problem uses k = 1. Each client is to make its selection independently, but all clients must end up picking the same subset of sites. This is non-trivial if we add a minimal disruption constraint, and require that when a site fails or is removed, only objects mapping to that site need be reassigned to other sites. The basic idea is to give each site S j {\displaystyle S_{j}} a score (a weight) for each object O i {\displaystyle O_{i}} , and assign the object to the highest scoring site. All clients first agree on a hash function h ( ⋅ ) {\displaystyle h(\cdot )} . For object O i {\displaystyle O_{i}} , the site S j {\displaystyle S_{j}} is defined to have weight w i , j = h ( O i , S j ) {\displaystyle w_{i,j}=h(O_{i},S_{j})} . Each client independently computes these weights w i , 1 , w i , 2 … w i , n {\displaystyle w_{i,1},w_{i,2}\dots w_{i,n}} and picks the k sites that yield the k largest hash values. The clients have thereby achieved distributed k {\displaystyle k} -agreement. If a site S {\displaystyle S} is added or removed, only the objects mapping to S {\displaystyle S} are remapped to different sites, satisfying the minimal disruption constraint above. The HRW assignment can be computed independently by any client, since it depends only on the identifiers for the set of sites S 1 , S 2 … S n {\displaystyle S_{1},S_{2}\dots S_{n}} and the object being assigned. HRW easily accommodates different capacities among sites. If site S k {\displaystyle S_{k}} has twice the capacity of the other sites, we simply represent S k {\displaystyle S_{k}} twice in the list, say, as S k , 1 , S k , 2 {\displaystyle S_{k,1},S_{k,2}} . Clearly, twice as many objects will now map to S k {\displaystyle S_{k}} as to the other sites. === Properties === Consider the simple version of the problem, with k = 1, where all clients are to agree on a single site for an object O. Approaching the problem naively, it might appear sufficient to treat the n sites as buckets in a hash table and hash the object name O into this table. Unfortunately, if any of the sites fails or is unreachable, the hash table size changes, forcing all objects to be remapped. This massive disruption makes such direct hashing unworkable. Under rendezvous hashing, however, clients handle site failures by picking the site that yields the next largest weight. Remapping is required only for objects currently mapped to the failed site, and disruption is minimal. Rendezvous hashing has the following properties: Low overhead: The hash function used is efficient, so overhead at the clients is very low. Load balancing: Since the hash function is randomizing, each of the n sites is equally likely to receive the object O. Loads are uniform across the sites. Site capacity: Sites with different capacities can be represented in the site list with multiplicity in proportion to capacity. A site with twice the capacity of the other sites will be represented twice in the list, while every other site is represented once. High hit rate: Since all clients agree on placing an object O into the same site SO, each fetch or placement of O into SO yields the maximum utility in terms of hit rate. The object O will always be found unless it is evicted by some replacement algorithm at SO. Minimal disruption: When a site fails, only the objects mapped to that site need to be remapped. Disruption is at the minimal possible level. Distributed k-agreement: Clients can reach distributed agreement on k sites simply by selecting the top k sites in the ordering. == O(log n) running time via skeleton-based hierarchical rendezvous hashing == The standard version of Rendezvous Hashing described above works quite well for moderate n, but when n {\displaystyle n} is extremely large, the hierarchical use of Rendezvous Hashing achieves O ( log ⁡ n ) {\displaystyle O(\log n)} running time. This approach creates a virtual hierarchical structure (called a "skeleton"), and achieves O ( log ⁡ n ) {\displaystyle O(\log n)} running time by applying HRW at each level while descending the hierarchy. The idea is to first choose some constant m {\displaystyle m} and organize the n {\displaystyle n} sites into c = ⌈ n / m ⌉ {\displaystyle c=\lceil n/m\rceil } clusters C 1 = { S 1 , S 2 … S m } , C 2 = { S m + 1 , S m + 2 … S 2 m } … {\displaystyle C_{1}=\left\{S_{1},S_{2}\dots S_{m}\right\},C_{2}=\left\{S_{m+1},S_{m+2}\dots S_{2m}\right\}\dots } Next, build a virtual hierarchy by choosing a constant f {\displaystyle f} and imagining these c {\displaystyle c} clusters placed at the leaves of a tree T {\displaystyle T} of virtual nodes, each with fanout f {\displaystyle f} . In the accompanying diagram, the cluster size is m = 4 {\displaystyle m=4} , and the skeleton fanout is f = 3 {\displaystyle f=3} . Assuming 108 sites (real nodes) for convenience, we get a three-tier virtual hierarchy. Since f = 3 {\displaystyle f=3} , each virtual node has a natural numbering in octal. Thus, the 27 virtual nodes at the lowest tier would be numbered 000 , 001 , 002 , . . . , 221 , 222 {\displaystyle 000,001,002,...,221,222} in octal (we can, of course, vary the fanout at each level - in that case, each node will be identified with the corresponding mixed-radix number). The easiest way to understand the virtual hierarchy is by starting at the top, and descending the virtual hierarchy. We successively apply Rendezvous Hashing to the set of virtual nodes at each level of the hierarchy, and descend the branch defined by the winning virtual node. We can in fact start at any level in the virtual hierarchy. Starting lower in the hierarchy requires more hashes, but may improve load distribution in the case of failures. For example, instead of applying HRW to all 108 real nodes in the diagram, we can first apply HRW to the 27 lowest-tier virtual nodes, selecting one. We then apply HRW to the four real nodes in its cluster, and choose the winning site. We only need 27 + 4 = 31 {\displaystyle 27+4=31} hashes, rather than 108. If we apply this method starting one level higher in the hierarchy, we would need 9 + 3 + 4 = 16 {\displaystyle 9+3+4=16} hashes to get to the winning site. The figure shows how, if we proceed starting from the root of the skeleton, we may successively choose the virtual nodes ( 2 ) 3 {\displaystyle (2)_{3}} , ( 20 ) 3 {\displaystyle (20)_{3}} , and ( 200 ) 3 {\displaystyle (200)_{3}} , and finally end up with site 74. The virtual hierarchy need not be stored, but can be created on demand, since the virtual nodes names are simply prefixes of base- f {\displaystyle f} (or mixed-radix) representations. We can easily create appropriately sorted strings from the digits, as required. In the example, we would be working with the strings 0 , 1 , 2 {\displaystyle 0,1,2} (at tier 1), 20 , 21 , 22 {\displaystyle 20,21,22} (at tier 2), and 200 , 201 , 202

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  • Sardinas–Patterson algorithm

    Sardinas–Patterson algorithm

    In coding theory, the Sardinas–Patterson algorithm is a classical algorithm for determining in polynomial time whether a given variable-length code is uniquely decodable, named after August Albert Sardinas and George W. Patterson, who published it in 1953. The algorithm carries out a systematic search for a string which admits two different decompositions into codewords. As Knuth reports, the algorithm was rediscovered about ten years later in 1963 by Floyd, despite the fact that it was at the time already well known in coding theory. == Idea of the algorithm == Consider the code { a ↦ 1 , b ↦ 011 , c ↦ 01110 , d ↦ 1110 , e ↦ 10011 } {\displaystyle \{\,{\texttt {a}}\mapsto {\texttt {1}},{\texttt {b}}\mapsto {\texttt {011}},{\texttt {c}}\mapsto {\texttt {01110}},{\texttt {d}}\mapsto {\texttt {1110}},{\texttt {e}}\mapsto {\texttt {10011}}\,\}} . This code, which is based on an example by Berstel, is an example of a code which is not uniquely decodable, since the string 011101110011 can be interpreted as the sequence of codewords 01110 – 1110 – 011, but also as the sequence of codewords 011 – 1 – 011 – 10011. Two possible decodings of this encoded string are thus given by cdb and babe. In general, a codeword can be found by the following idea: In the first round, we choose two codewords x 1 {\displaystyle x_{1}} and y 1 {\displaystyle y_{1}} such that x 1 {\displaystyle x_{1}} is a prefix of y 1 {\displaystyle y_{1}} , that is, x 1 w = y 1 {\displaystyle x_{1}w=y_{1}} for some "dangling suffix" w {\displaystyle w} . If one tries first x 1 = 011 {\displaystyle x_{1}={\texttt {011}}} and y 1 = 01110 {\displaystyle y_{1}={\texttt {01110}}} , the dangling suffix is w = 10 {\displaystyle {\texttt {w}}={\texttt {10}}} . If we manage to find two sequences x 2 , … , x p {\displaystyle x_{2},\ldots ,x_{p}} and y 2 , … , y q {\displaystyle y_{2},\ldots ,y_{q}} of codewords such that x 2 ⋯ x p = w y 2 ⋯ y q {\displaystyle x_{2}\cdots x_{p}=wy_{2}\cdots y_{q}} , then we are finished: For then the string x = x 1 x 2 ⋯ x p {\displaystyle x=x_{1}x_{2}\cdots x_{p}} can alternatively be decomposed as y 1 y 2 ⋯ y q {\displaystyle y_{1}y_{2}\cdots y_{q}} , and we have found the desired string having at least two different decompositions into codewords. In the second round, we try out two different approaches: the first trial is to look for a codeword that has w as prefix. Then we obtain a new dangling suffix w, with which we can continue our search. If we eventually encounter a dangling suffix that is itself a codeword (or the empty word), then the search will terminate, as we know there exists a string with two decompositions. The second trial is to seek for a codeword that is itself a prefix of w. In our example, we have w = 10 {\displaystyle w={\texttt {10}}} , and the sequence 1 is a codeword. We can thus also continue with w = 0 {\displaystyle w={\texttt {0}}} as the new dangling suffix. == Precise description of the algorithm == The algorithm is described most conveniently using quotients of formal languages. In general, for two sets of strings D and N, the (left) quotient N − 1 D {\displaystyle N^{-1}D} is defined as the residual words obtained from D by removing some prefix in N. Formally, N − 1 D = { y ∣ x y ∈ D and x ∈ N } {\displaystyle N^{-1}D=\{\,y\mid xy\in D~{\textrm {and}}~x\in N\,\}} . Now let C {\displaystyle C} denote the (finite) set of codewords in the given code. The algorithm proceeds in rounds, where we maintain in each round not only one dangling suffix as described above, but the (finite) set of all potential dangling suffixes. Starting with round i = 1 {\displaystyle i=1} , the set of potential dangling suffixes will be denoted by S i {\displaystyle S_{i}} . The sets S i {\displaystyle S_{i}} are defined inductively as follows: S 1 = C − 1 C ∖ { ε } {\displaystyle S_{1}=C^{-1}C\setminus \{\varepsilon \}} . Here, the symbol ε {\displaystyle \varepsilon } denotes the empty word. S i + 1 = C − 1 S i ∪ S i − 1 C {\displaystyle S_{i+1}=C^{-1}S_{i}\cup S_{i}^{-1}C} , for all i ≥ 1 {\displaystyle i\geq 1} . The algorithm computes the sets S i {\displaystyle S_{i}} in increasing order of i {\displaystyle i} . As soon as one of the S i {\displaystyle S_{i}} contains a word from C or the empty word, then the algorithm terminates and answers that the given code is not uniquely decodable. Otherwise, once a set S i {\displaystyle S_{i}} equals a previously encountered set S j {\displaystyle S_{j}} with j < i {\displaystyle j Read more →

  • Ware report

    Ware report

    Security Controls for Computer Systems, commonly called the Ware report, is a 1970 text by Willis Ware that was foundational in the field of computer security. == Development == A defense contractor in St. Louis, Missouri, had bought an IBM mainframe computer, which it was using for classified work on a fighter aircraft. To provide additional income, the contractor asked the Department of Defense (DoD) for permission to sell computer time on the mainframe to local businesses via remote terminals, while the classified work continued. At the time, the DoD did not have a policy to cover this. The DoD's Advanced Research Projects Agency (DARPA) asked Ware - a RAND employee - to chair a committee to examine and report on the feasibility of security controls for computer systems. The committee's report was a classified document given in January 1970 to the Defense Science Board (DSB), which had taken over the project from ARPA. After declassification, the report was published by RAND in October 1979. == Influence == The IEEE Computer Society said the report was widely circulated, and the IEEE Annals of the History of Computing said that it, together with Ware's 1967 Spring Joint Computer Conference session, marked the start of the field of computer security. The report influenced security certification standards and processes, especially in the banking and defense industries, where the report was instrumental in creating the Orange Book.

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  • List of artificial intelligence projects

    List of artificial intelligence projects

    The following is a list of current and past, non-classified notable artificial intelligence projects. == Specialized projects == === Brain-inspired === Blue Brain Project, an attempt to create a synthetic brain by reverse-engineering the mammalian brain down to the molecular level. Google Brain, a deep learning project part of Google X attempting to have intelligence similar or equal to human-level. Human Brain Project, ten-year scientific research project, based on exascale supercomputers. === Cognitive architectures === 4CAPS, developed at Carnegie Mellon University under Marcel A. Just ACT-R, developed at Carnegie Mellon University under John R. Anderson. AIXI, Universal Artificial Intelligence developed by Marcus Hutter at IDSIA and ANU. CALO, a DARPA-funded, 25-institution effort to integrate many artificial intelligence approaches (natural language processing, speech recognition, machine vision, probabilistic logic, planning, reasoning, many forms of machine learning) into an AI assistant that learns to help manage your office environment. CHREST, developed under Fernand Gobet at Brunel University and Peter C. Lane at the University of Hertfordshire. CLARION, developed under Ron Sun at Rensselaer Polytechnic Institute and University of Missouri. CoJACK, an ACT-R inspired extension to the JACK multi-agent system that adds a cognitive architecture to the agents for eliciting more realistic (human-like) behaviors in virtual environments. Copycat, by Douglas Hofstadter and Melanie Mitchell at the Indiana University. DUAL, developed at the New Bulgarian University under Boicho Kokinov. FORR developed by Susan L. Epstein at The City University of New York. IDA and LIDA, implementing Global Workspace Theory, developed under Stan Franklin at the University of Memphis. OpenCog Prime, developed using the OpenCog Framework. Procedural Reasoning System (PRS), developed by Michael Georgeff and Amy L. Lansky at SRI International. Psi-Theory developed under Dietrich Dörner at the Otto-Friedrich University in Bamberg, Germany. Soar, developed under Allen Newell and John Laird at Carnegie Mellon University and the University of Michigan. Society of Mind and its successor The Emotion Machine proposed by Marvin Minsky. Subsumption architectures, developed e.g. by Rodney Brooks (though it could be argued whether they are cognitive). === Games === AlphaGo, software developed by Google that plays the Chinese board game Go. Chinook, a computer program that plays English draughts; the first to win the world champion title in the competition against humans. Deep Blue, a chess-playing computer developed by IBM which beat Garry Kasparov in 1997. Halite, an artificial intelligence programming competition created by Two Sigma in 2016. Libratus, a poker AI that beat world-class poker players in 2017, intended to be generalisable to other applications. The Matchbox Educable Noughts and Crosses Engine (sometimes called the Machine Educable Noughts and Crosses Engine or MENACE) was a mechanical computer made from 304 matchboxes designed and built by artificial intelligence researcher Donald Michie in 1961. Quick, Draw!, an online game developed by Google that challenges players to draw a picture of an object or idea and then uses a neural network to guess what the drawing is. The Samuel Checkers-playing Program (1959) was among the world's first successful self-learning programs, and as such a very early demonstration of the fundamental concept of artificial intelligence (AI). Stockfish AI, an open source chess engine currently ranked the highest in many computer chess rankings. TD-Gammon, a program that learned to play world-class backgammon partly by playing against itself (temporal difference learning with neural networks). === Internet activism === Serenata de Amor, project for the analysis of public expenditures and detect discrepancies. === Knowledge and reasoning === Alice (Microsoft), a project from Microsoft Research Lab aimed at improving decision-making in Economics Braina, an intelligent personal assistant application with a voice interface for Windows OS. Cyc, an attempt to assemble an ontology and database of everyday knowledge, enabling human-like reasoning. Eurisko, a language by Douglas Lenat for solving problems which consists of heuristics, including some for how to use and change its heuristics. Google Now, an intelligent personal assistant with a voice interface in Google's Android and Apple Inc.'s iOS, as well as Google Chrome web browser on personal computers. Holmes a new AI created by Wipro. Microsoft Cortana, an intelligent personal assistant with a voice interface in Microsoft's various Windows 10 editions. MindsDB, is an AI automation platform for building AI/ML powered features and applications. Mycin, an early medical expert system. Open Mind Common Sense, a project based at the MIT Media Lab to build a large common sense knowledge base from online contributions. Siri, an intelligent personal assistant and knowledge navigator with a voice-interface in Apple Inc.'s iOS and macOS. SNePS, simultaneously a logic-based, frame-based, and network-based knowledge representation, reasoning, and acting system. Viv (software), a new AI by the creators of Siri. Wolfram Alpha, an online service that answers queries by computing the answer from structured data. === Motion and manipulation === AIBO, the robot pet for the home, grew out of Sony's Computer Science Laboratory (CSL). Cog, a robot developed by MIT to study theories of cognitive science and artificial intelligence, now discontinued. === Music === Melomics, a bioinspired technology for music composition and synthesization of music, where computers develop their own style, rather than mimic musicians. === Natural language processing === AIML, an XML dialect for creating natural language software agents. Apache Lucene, a high-performance, full-featured text search engine library written entirely in Java. Apache OpenNLP, a machine learning based toolkit for the processing of natural language text. It supports the most common NLP tasks, such as tokenization, sentence segmentation, part-of-speech tagging, named entity extraction, chunking and parsing. Artificial Linguistic Internet Computer Entity (A.L.I.C.E.), a natural language processing chatterbot. ChatGPT, a chatbot built on top of OpenAI's GPT-3.5 and GPT-4 family of large language models. Claude, a family of large language models developed by Anthropic and launched in 2023. Claude LLMs achieved high coding scores in several recognized LLM benchmarks. Cleverbot, successor to Jabberwacky, now with 170m lines of conversation, Deep Context, fuzziness and parallel processing. Cleverbot learns from around 2 million user interactions per month. DeepSeek: Chinese chatbot funded by hedge fund High-Flyer. DBRX, 136 billion parameter open sourced large language model developed by Mosaic ML and Databricks. ELIZA, a famous 1966 computer program by Joseph Weizenbaum, which parodied person-centered therapy. FreeHAL, a self-learning conversation simulator (chatterbot) which uses semantic nets to organize its knowledge to imitate a very close human behavior within conversations. Gemini, a family of multimodal large language model developed by Google's DeepMind. Drives the Gemini chatbot, formerly known as Bard. GigaChat, a chatbot by Russian Sberbank. GPT-3, a 2020 language model developed by OpenAI that can produce text difficult to distinguish from that written by a human. Jabberwacky, a chatbot by Rollo Carpenter, aiming to simulate natural human chat. LaMDA, a family of conversational neural language models developed by Google. LLaMA, a 2023 language model family developed by Meta that includes 7, 13, 33 and 65 billion parameter models.[1] Mycroft, a free and open-source intelligent personal assistant that uses a natural language user interface. PARRY, another early chatterbot, written in 1972 by Kenneth Colby, attempting to simulate a paranoid schizophrenic. SHRDLU, an early natural language processing computer program developed by Terry Winograd at MIT from 1968 to 1970. SYSTRAN, a machine translation technology by the company of the same name, used by Yahoo!, AltaVista and Google, among others. === Speech recognition === CMU Sphinx, a group of speech recognition systems developed at Carnegie Mellon University. DeepSpeech, an open-source Speech-To-Text engine based on Baidu's deep speech research paper. Whisper, an open-source speech recognition system developed at OpenAI. === Speech synthesis === 15.ai, a real-time artificial intelligence text-to-speech tool developed by an anonymous researcher from MIT. Amazon Polly, a speech synthesis software by Amazon. Festival Speech Synthesis System, a general multi-lingual speech synthesis system developed at the Centre for Speech Technology Research (CSTR) at the University of Edinburgh. WaveNet, a deep neural network for generating raw audio. === Video === CapCut is a video editor tool, developed

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  • Sedona Canada Principles

    Sedona Canada Principles

    The Sedona Canada Principles are a set of authoritative guidelines published by The Sedona Conference to aid members of the Canadian legal community involved in the identification, collection, preservation, review and production of electronically stored information (ESI). The principles were drafted by a small group of lawyers, judges and technologists called the Sedona Working Group 7 or Sedona Canada. Sedona Canada is an offshoot of The Sedona Conference which is an American "non-profit ... research and educational institute dedicated to the advanced study of law and policy in the areas of antitrust law, complex litigation, and intellectual property rights". == Background == Civil procedure in Canada is jurisdictional with each province following its own rules of civil procedure. However, each province must address the fact that due to the advancement of technology the discovery process enshrined in the rules of civil procedure can be potentially derailed due to the sheer volume of electronically stored information (ESI). When dealing with litigation matters that involve electronically stored information (ESI), the discovery process is commonly called e-discovery. The problems associated with e-discovery in Canada led to the creation of the Sedona Canada Principles. Rule 29.1.03(4) of the wikibooks:Ontario Rules of Civil Procedure specifically refers to the Sedona Canada Principles in referencing Principles re Electronic Discovery although it has been reported that this rule has been largely ignored in practice. == Summary == The Sedona Canada Principles largely refer to the processes found in the Electronic Discovery Reference Model. The principles urge proportionality due to the potentially enormous volumes of documents that may be discoverable when dealing with ESI. They also encourage good faith in the document preservation stage and regular meetings between parties to discuss the scope of the litigation. Parties are urged to be aware of the potential costs involved in producing relevant ESI but are advised that only reasonably accessible ESI need be produced. The principles stipulate that parties should not be required to search for or collect deleted material unless there is an agreement or court order related to those terms. The use of electronic tools and processes such as data sampling and web harvesting are acceptable practices. Parties are encouraged to agree early in the litigation process on production format required for the exchange of relevant documents as part of the discovery process (native files, pdf, tiff, metadata requirements etc.). Agreements or direction should be sought, if necessary, with respect to privilege or other confidential information related to production of electronic documents and data. Parties should be aware that legal precedents can be formed as a result of e-discovery practices and sanctions can be considered for a party's failure to meet their discovery obligations unless it can be demonstrated that the failure was not intentional. All parties must bear the “reasonable” costs associated with e-discovery but other arrangements can be agreed upon by the parties or by court order. == Caselaw == In Warman v. National Post Company proportionality was at issue in a case where the plaintiff was suing the defendant for libel. A motion was brought by the defendant to have the plaintiff provide a mirror image of his hard drive in an effort to prove an internet article was indeed authored by the plaintiff. Issues of proportionality and the work of the Sedona Conference and Sedona Canada Principles were factored in to the decision to grant the defendant only limited access to the hard drive. In Innovative Health Group Inc. v. Calgary Health Region the plaintiff's legal obligation to produce imaged hard drives is in question. Justice Conrad refers to the advice of Sedona Canada on proportionality and problems associated with time and expense related to the difficulties associated with electronically stored information. In York University v. Michael Markicevic Justice Brown specifically refers to the need for the parties to agree upon a formal e-discovery plan to be drafted in consultation with Sedona Canada Principles. In Friends of Lansdowne v. Ottawa Master MacLeod refers to the need for Sedona Canada principles and states “This is particularly true in the current information age when e-mail is ubiquitous and multiple copies or variants of messages may be held on various kinds of data storage devices including individual hard drives, e-mail and Blackberry servers. Even documents that ultimately exist in paper form normally begin their life on computers and negotiations frequently involve exchanges of electronic drafts. To find every scrap of paper and every electronic trace of relevant information has become a nightmarish task that threatens to render any kind of litigation extravagantly expensive.” == Criticism == Critics of the Sedona Canada Principles believe they should address system integrity and that the true history of any file preserved cannot be identified without proof of the integrity of the electronic record systems management it comes from. Other criticism is more directed to the Sedona Canada working group and complaints that it is insular and irrelevant.

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