AI Art Examples

AI Art Examples — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Racter

    Racter

    Racter is an artificial intelligence program that generates English language prose at random. It was published by Mindscape for IBM PC compatibles in 1984, then for the Apple II, Mac, and Amiga. An expanded version of the software, not the one released through Mindscape, was used to generate the text for the published book The Policeman's Beard Is Half Constructed. == History == Racter, short for raconteur, was written by William Chamberlain and Thomas Etter. Racter's initial creation was the short story Soft Ions, which appeared in the October 1981 issue of Omni (magazine). The publication's editors bought the story in January 1980, before it had even been written. In exchange for the rights, the editors offered financial support to Chamberlain and Etter so the two could refine Racter. In 1983, Racter produced a book called The Policeman's Beard Is Half Constructed (ISBN 0-446-38051-2). The program originally was written for an OSI which only supported file names at most six characters long, causing the name to be shorted to Racter and it was later adapted to run on a CP/M machine where it was written in "compiled ASIC on a Z80 microcomputer with 64K of RAM." This version, the program that allegedly wrote the book, was not released to the general public. The sophistication claimed for the program was likely exaggerated, as could be seen by investigation of the template system of text generation. In 1984, Mindscape released an interactive version of Racter, developed by Inrac Corporation, for IBM PC compatibles, and it was ported to the Apple II, Mac, and Amiga. The published Racter was similar to a chatterbot. The BASIC program that was released by Mindscape was far less sophisticated than anything that could have written the fairly sophisticated prose of The Policeman's Beard. The commercial version of Racter could be likened to a computerized version of Mad Libs, the game in which you fill in the blanks in advance and then plug them into a text template to produce a surrealistic tale. The commercial program attempted to parse text inputs, identifying significant nouns and verbs, which it would then regurgitate to create "conversations", plugging the input from the user into phrase templates which it then combined, along with modules that conjugated English verbs. By contrast, the text in The Policeman's Beard, apart from being edited from a large amount of output, would have been the product of Chamberlain's own specialized templates and modules, which were not included in the commercial release of the program. == Reception == The Boston Phoenix called the story Soft Ions "schematic nonsense. But the scheme is obvious enough and the nonsense accessible enough to an attentive reader that one can almost believe Chamberlain when he predicts that before long Racter will be ready to write for the pulp-reading public." PC Magazine described some of Policeman's Beard's scenes as "surprising for their frankness" and "reflective". It concluded that the book was "whimsical and wise and sometimes fun". Computer Gaming World described Racter as "a diversion into another dimension that might best be seen before paying the price of a ticket. (Try before you buy!)" A 1985 review of the program in The New York Times notes that, "As computers move ever closer to artificial intelligence, Racter is on the edge of artificial insanity." It also states that Racter's "always-changing sentences are grammatically correct, often funny and, for a computer, sometimes profound." The article includes examples showing interaction with Racter, most often Racter asking the user questions. == Reviews == Jeux & Stratégie #47

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  • Lesk algorithm

    Lesk algorithm

    The Lesk algorithm is a classical algorithm for word sense disambiguation introduced by Michael E. Lesk in 1986. It operates on the premise that words within a given context are likely to share a common meaning. This algorithm compares the dictionary definitions of an ambiguous word with the words in its surrounding context to determine the most appropriate sense. Variations, such as the Simplified Lesk algorithm, have demonstrated improved precision and efficiency. However, the Lesk algorithm has faced criticism for its sensitivity to definition wording and its reliance on brief glosses. Researchers have sought to enhance its accuracy by incorporating additional resources like thesauruses and syntactic models. == Overview == The Lesk algorithm is based on the assumption that words in a given "neighborhood" (section of text) will tend to share a common topic. A simplified version of the Lesk algorithm is to compare the dictionary definition of an ambiguous word with the terms contained in its neighborhood. Versions have been adapted to use WordNet. An implementation might look like this: for every sense of the word being disambiguated one should count the number of words that are in both the neighborhood of that word and in the dictionary definition of that sense the sense that is to be chosen is the sense that has the largest number of this count. A frequently used example illustrating this algorithm is for the context "pine cone". The following dictionary definitions are used: PINE 1. kinds of evergreen tree with needle-shaped leaves 2. waste away through sorrow or illness CONE 1. solid body which narrows to a point 2. something of this shape whether solid or hollow 3. fruit of certain evergreen trees As can be seen, the best intersection is Pine #1 ⋂ Cone #3 = 2. == Simplified Lesk algorithm == In Simplified Lesk algorithm, the correct meaning of each word in a given context is determined individually by locating the sense that overlaps the most between its dictionary definition and the given context. Rather than simultaneously determining the meanings of all words in a given context, this approach tackles each word individually, independent of the meaning of the other words occurring in the same context. "A comparative evaluation performed by Vasilescu et al. (2004) has shown that the simplified Lesk algorithm can significantly outperform the original definition of the algorithm, both in terms of precision and efficiency. By evaluating the disambiguation algorithms on the Senseval-2 English all words data, they measure a 58% precision using the simplified Lesk algorithm compared to the only 42% under the original algorithm. Note: Vasilescu et al. implementation considers a back-off strategy for words not covered by the algorithm, consisting of the most frequent sense defined in WordNet. This means that words for which all their possible meanings lead to zero overlap with current context or with other word definitions are by default assigned sense number one in WordNet." Simplified LESK Algorithm with smart default word sense (Vasilescu et al., 2004) The COMPUTEOVERLAP function returns the number of words in common between two sets, ignoring function words or other words on a stop list. The original Lesk algorithm defines the context in a more complex way. == Criticisms == Unfortunately, Lesk’s approach is very sensitive to the exact wording of definitions, so the absence of a certain word can radically change the results. Further, the algorithm determines overlaps only among the glosses of the senses being considered. This is a significant limitation in that dictionary glosses tend to be fairly short and do not provide sufficient vocabulary to relate fine-grained sense distinctions. A lot of work has appeared offering different modifications of this algorithm. These works use other resources for analysis (thesauruses, synonyms dictionaries or morphological and syntactic models): for instance, it may use such information as synonyms, different derivatives, or words from definitions of words from definitions. == Lesk variants == Original Lesk (Lesk, 1986) Adapted/Extended Lesk (Banerjee and Pederson, 2002/2003): In the adaptive lesk algorithm, a word vector is created corresponds to every content word in the wordnet gloss. Concatenating glosses of related concepts in WordNet can be used to augment this vector. The vector contains the co-occurrence counts of words co-occurring with w in a large corpus. Adding all the word vectors for all the content words in its gloss creates the Gloss vector g for a concept. Relatedness is determined by comparing the gloss vector using the Cosine similarity measure. There are a lot of studies concerning Lesk and its extensions: Wilks and Stevenson, 1998, 1999; Mahesh et al., 1997; Cowie et al., 1992; Yarowsky, 1992; Pook and Catlett, 1988; Kilgarriff and Rosensweig, 2000; Kwong, 2001; Nastase and Szpakowicz, 2001; Gelbukh and Sidorov, 2004.

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  • Cross-language information retrieval

    Cross-language information retrieval

    Cross-language information retrieval (CLIR) is a subfield of information retrieval dealing with retrieving information written in a language different from the language of the user's query. The term "cross-language information retrieval" has many synonyms, of which the following are perhaps the most frequent: cross-lingual information retrieval, translingual information retrieval, multilingual information retrieval. The term "multilingual information retrieval" refers more generally both to technology for retrieval of multilingual collections and to technology which has been moved to handle material in one language to another. The term Multilingual Information Retrieval (MLIR) involves the study of systems that accept queries for information in various languages and return objects (text, and other media) of various languages, translated into the user's language. Cross-language information retrieval refers more specifically to the use case where users formulate their information need in one language and the system retrieves relevant documents in another. To do so, most CLIR systems use various translation techniques. CLIR techniques can be classified into different categories based on different translation resources: Dictionary-based CLIR techniques Parallel corpora based CLIR techniques Comparable corpora based CLIR techniques Machine translator based CLIR techniques CLIR systems have improved so much that the most accurate multi-lingual and cross-lingual adhoc information retrieval systems today are nearly as effective as monolingual systems. Other related information access tasks, such as media monitoring, information filtering and routing, sentiment analysis, and information extraction require more sophisticated models and typically more processing and analysis of the information items of interest. Much of that processing needs to be aware of the specifics of the target languages it is deployed in. Mostly, the various mechanisms of variation in human language pose coverage challenges for information retrieval systems: texts in a collection may treat a topic of interest but use terms or expressions which do not match the expression of information need given by the user. This can be true even in a mono-lingual case, but this is especially true in cross-lingual information retrieval, where users may know the target language only to some extent. The benefits of CLIR technology for users with poor to moderate competence in the target language has been found to be greater than for those who are fluent. Specific technologies in place for CLIR services include morphological analysis to handle inflection, decompounding or compound splitting to handle compound terms, and translations mechanisms to translate a query from one language to another. The first workshop on CLIR was held in Zürich during the SIGIR-96 conference. Workshops have been held yearly since 2000 at the meetings of the Cross Language Evaluation Forum (CLEF). Researchers also convene at the annual Text Retrieval Conference (TREC) to discuss their findings regarding different systems and methods of information retrieval, and the conference has served as a point of reference for the CLIR subfield. Early CLIR experiments were conducted at TREC-6, held at the National Institute of Standards and Technology (NIST) on November 19–21, 1997. Google Search had a cross-language search feature that was removed in 2013.

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  • Uniform convergence in probability

    Uniform convergence in probability

    Uniform convergence in probability is a form of convergence in probability in statistical asymptotic theory and probability theory. It means that, under certain conditions, the empirical frequencies of all events in a certain event-family uniformly converge to their theoretical probabilities. Uniform convergence in probability has applications to statistics as well as machine learning as part of statistical learning theory. Specifically, the Glivenko-Cantelli theorem and the homonymous classes of functions are fundamentally related to uniform convergence. The law of large numbers says that, for each single event A {\displaystyle A} , its empirical frequency in a sequence of independent trials converges (with high probability) to its theoretical probability. In many application however, the need arises to judge simultaneously the probabilities of events of an entire class S {\displaystyle S} from one and the same sample. Moreover, it, is required that the relative frequency of the events converge to the probability uniformly over the entire class of events S {\displaystyle S} . The Uniform Convergence Theorem gives a sufficient condition for this convergence to hold. Roughly, if the event-family is sufficiently simple (its VC dimension is sufficiently small) then uniform convergence holds. == Definitions == For a class of predicates H {\displaystyle H} defined on a set X {\displaystyle X} and a set of samples x = ( x 1 , x 2 , … , x m ) {\displaystyle x=(x_{1},x_{2},\dots ,x_{m})} , where x i ∈ X {\displaystyle x_{i}\in X} , the empirical frequency of h ∈ H {\displaystyle h\in H} on x {\displaystyle x} is Q ^ x ( h ) = 1 m | { i : 1 ≤ i ≤ m , h ( x i ) = 1 } | . {\displaystyle {\widehat {Q}}_{x}(h)={\frac {1}{m}}|\{i:1\leq i\leq m,h(x_{i})=1\}|.} The theoretical probability of h ∈ H {\displaystyle h\in H} is defined as Q P ( h ) = P { y ∈ X : h ( y ) = 1 } . {\displaystyle Q_{P}(h)=P\{y\in X:h(y)=1\}.} The Uniform Convergence Theorem states, roughly, that if H {\displaystyle H} is "simple" and we draw samples independently (with replacement) from X {\displaystyle X} according to any distribution P {\displaystyle P} , then with high probability, the empirical frequency will be close to its expected value, which is the theoretical probability. Here "simple" means that the Vapnik–Chervonenkis dimension of the class H {\displaystyle H} is small relative to the size of the sample. In other words, a sufficiently simple collection of functions behaves roughly the same on a small random sample as it does on the distribution as a whole. The Uniform Convergence Theorem was first proved by Vapnik and Chervonenkis using the concept of growth function. == Uniform Convergence Theorem == The statement of the Uniform Convergence Theorem is as follows: If H {\displaystyle H} is a set of { 0 , 1 } {\displaystyle \{0,1\}} -valued functions defined on a set X {\displaystyle X} and P {\displaystyle P} is a probability distribution on X {\displaystyle X} then for ε > 0 {\displaystyle \varepsilon >0} and m {\displaystyle m} a positive integer, we have: P m { | Q P ( h ) − Q x ^ ( h ) | ≥ ε for some h ∈ H } ≤ 4 Π H ( 2 m ) e − ε 2 m / 8 . {\displaystyle P^{m}\{|Q_{P}(h)-{\widehat {Q_{x}}}(h)|\geq \varepsilon {\text{ for some }}h\in H\}\leq 4\Pi _{H}(2m)e^{-\varepsilon ^{2}m/8}.} In the above, for any x ∈ X m , {\displaystyle x\in X^{m},} Q P ( h ) = P { ( y ∈ X : h ( y ) = 1 } , {\displaystyle Q_{P}(h)=P\{(y\in X:h(y)=1\},} Q ^ x ( h ) = 1 m | { i : 1 ≤ i ≤ m , h ( x i ) = 1 } | {\displaystyle {\widehat {Q}}_{x}(h)={\frac {1}{m}}|\{i:1\leq i\leq m,h(x_{i})=1\}|} and | x | = m . {\displaystyle |x|=m.} P m {\displaystyle P^{m}} indicates that the probability is taken over x {\displaystyle x} consisting of m {\displaystyle m} i.i.d. draws from the distribution P . {\displaystyle P.} Finally, the growth function Π H {\displaystyle \Pi _{H}} is defined in the following way, for any { 0 , 1 } {\displaystyle \{0,1\}} -valued functions H {\displaystyle H} over X {\displaystyle X} and for any natural number m {\displaystyle m} : Π H ( m ) = max | { h ∩ D : D ⊆ X , | D | = m , h ∈ H } | . {\displaystyle \Pi _{H}(m)=\max |\{h\cap D:D\subseteq X,|D|=m,h\in H\}|.} From the point of view of Learning Theory one can consider H {\displaystyle H} to be the Concept/Hypothesis class defined over the instance set X {\displaystyle X} . Crucially, the Sauer–Shelah lemma implies that Π H ( m ) ≤ m d {\displaystyle \Pi _{H}(m)\leq m^{d}} , where d {\displaystyle d} is the VC dimension of H {\displaystyle H} . == Proof of the Uniform Convergence Theorem == and are the sources of the proof below. Before we get into the details of the proof of the Uniform Convergence Theorem we will present a high level overview of the proof. Symmetrization: We transform the problem of analyzing | Q P ( h ) − Q ^ x ( h ) | ≥ ε {\displaystyle |Q_{P}(h)-{\widehat {Q}}_{x}(h)|\geq \varepsilon } into the problem of analyzing | Q ^ r ( h ) − Q ^ s ( h ) | ≥ ε / 2 {\displaystyle |{\widehat {Q}}_{r}(h)-{\widehat {Q}}_{s}(h)|\geq \varepsilon /2} , where r {\displaystyle r} and s {\displaystyle s} are i.i.d samples of size m {\displaystyle m} drawn according to the distribution P {\displaystyle P} . One can view r {\displaystyle r} as the original randomly drawn sample of length m {\displaystyle m} , while s {\displaystyle s} may be thought as the testing sample which is used to estimate Q P ( h ) {\displaystyle Q_{P}(h)} . Permutation: Since r {\displaystyle r} and s {\displaystyle s} are picked identically and independently, so swapping elements between them will not change the probability distribution on r {\displaystyle r} and s {\displaystyle s} . So, we will try to bound the probability of | Q ^ r ( h ) − Q ^ s ( h ) | ≥ ε / 2 {\displaystyle |{\widehat {Q}}_{r}(h)-{\widehat {Q}}_{s}(h)|\geq \varepsilon /2} for some h ∈ H {\displaystyle h\in H} by considering the effect of a specific collection of permutations of the joint sample x = r | | s {\displaystyle x=r||s} . Specifically, we consider permutations σ ( x ) {\displaystyle \sigma (x)} which swap x i {\displaystyle x_{i}} and x m + i {\displaystyle x_{m+i}} in some subset of 1 , 2 , . . . , m {\displaystyle {1,2,...,m}} . The symbol r | | s {\displaystyle r||s} means the concatenation of r {\displaystyle r} and s {\displaystyle s} . Reduction to a finite class: We can now restrict the function class H {\displaystyle H} to a fixed joint sample and hence, if H {\displaystyle H} has finite VC Dimension, it reduces to the problem to one involving a finite function class. We present the technical details of the proof. It should be stressed that this proof glosses over details like the measurability of the events V {\displaystyle V} and R {\displaystyle R} ; measurability is granted in the case of H {\displaystyle H} being finite or countable, but this is not normally the case in standard applications of the theorem (e.g. for statistical learning theory or to prove the Glivenko-Cantelli theorem). To get measurability, one needs to use a notion of separability of the underlying space, possibly related to H {\displaystyle H} . === Symmetrization === Lemma: Let V = { x ∈ X m : | Q P ( h ) − Q ^ x ( h ) | ≥ ε for some h ∈ H } {\displaystyle V=\{x\in X^{m}:|Q_{P}(h)-{\widehat {Q}}_{x}(h)|\geq \varepsilon {\text{ for some }}h\in H\}} and R = { ( r , s ) ∈ X m × X m : | Q r ^ ( h ) − Q ^ s ( h ) | ≥ ε / 2 for some h ∈ H } . {\displaystyle R=\{(r,s)\in X^{m}\times X^{m}:|{\widehat {Q_{r}}}(h)-{\widehat {Q}}_{s}(h)|\geq \varepsilon /2{\text{ for some }}h\in H\}.} Then for m ≥ 2 ε 2 {\displaystyle m\geq {\frac {2}{\varepsilon ^{2}}}} , P m ( V ) ≤ 2 P 2 m ( R ) {\displaystyle P^{m}(V)\leq 2P^{2m}(R)} . Proof: By the triangle inequality, if | Q P ( h ) − Q ^ r ( h ) | ≥ ε {\displaystyle |Q_{P}(h)-{\widehat {Q}}_{r}(h)|\geq \varepsilon } and | Q P ( h ) − Q ^ s ( h ) | ≤ ε / 2 {\displaystyle |Q_{P}(h)-{\widehat {Q}}_{s}(h)|\leq \varepsilon /2} then | Q ^ r ( h ) − Q ^ s ( h ) | ≥ ε / 2 {\displaystyle |{\widehat {Q}}_{r}(h)-{\widehat {Q}}_{s}(h)|\geq \varepsilon /2} . Therefore, P 2 m ( R ) ≥ P 2 m { ∃ h ∈ H , | Q P ( h ) − Q ^ r ( h ) | ≥ ε and | Q P ( h ) − Q ^ s ( h ) | ≤ ε / 2 } = ∫ V P m { s : ∃ h ∈ H , | Q P ( h ) − Q ^ r ( h ) | ≥ ε and | Q P ( h ) − Q ^ s ( h ) | ≤ ε / 2 } d P m ( r ) = A {\displaystyle {\begin{aligned}&P^{2m}(R)\\[5pt]\geq {}&P^{2m}\{\exists h\in H,|Q_{P}(h)-{\widehat {Q}}_{r}(h)|\geq \varepsilon {\text{ and }}|Q_{P}(h)-{\widehat {Q}}_{s}(h)|\leq \varepsilon /2\}\\[5pt]={}&\int _{V}P^{m}\{s:\exists h\in H,|Q_{P}(h)-{\widehat {Q}}_{r}(h)|\geq \varepsilon {\text{ and }}|Q_{P}(h)-{\widehat {Q}}_{s}(h)|\leq \varepsilon /2\}\,dP^{m}(r)\\[5pt]={}&A\end{aligned}}} since r {\displaystyle r} and s {\displaystyle s} are independent. Now for r ∈ V {\displaystyle r\in V} fix an h ∈ H {\displaystyle h\in H} such that | Q P ( h ) − Q ^ r ( h ) | ≥ ε {\displaystyle |Q_{P}(h)-{\widehat {Q}}_{r}(h)|\geq \varepsilon } . For this h {\displaystyle h} , we shall

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  • GasBuddy

    GasBuddy

    GasBuddy is a technology company headquartered in Dallas, United States, that offers mobile applications and websites for tracking crowd-sourced locations and prices of gas stations and convenience stores in the United States and Canada. Their platforms offer information sourced from users, gas station operators, and partner companies. They also provide business-to-business services to gas stations and convenience store owners. == History == GasBuddy was founded in Minneapolis in 2000 by Dustin Coupal, Jason Toews as a community website for sharing gas prices. In 2004, they filed as a for-profit corporation in Minnesota under the name GasBuddy Organization Inc. In 2009, GasBuddy launched OpenStore, a platform that allows convenience stores to build and manage their own mobile apps. In 2010, the company launched its own mobile apps that allowed users to input gas prices from their smartphones. In 2013, Oil Price Information Service (OPIS), a subsidiary of UCG, acquired GasBuddy. OPIS is a provider of petroleum pricing and news for businesses. In 2016, IHS acquired OPIS, separating from GasBuddy, which remained with UCG as a subsidiary company. Initially only available in the United States and Canada, GasBuddy launched in Australia in March 2016. Also in that year, GasBuddy released a completely redesigned app, its first major redesign since its release in 2010. GasBuddy also unveiled a new logo and launched GasBuddy Business Pages. GasBuddy shut down the Australian version of their app in 2022. In 2017, GasBuddy launched a gas savings program titled "Pay with GasBuddy" intended to let consumers save at gas stations in the United States. In the same year, GasBuddy was involved in a lawsuit with Reveal Mobile, a location-based marketing company, over the sale of user location data. It was revealed that GasBuddy sold information on more than 4.5 million users to Reveal each month for $9.50 per 1000 users. According to CNET, that information included "users' latitude, longitude, IP address, and time stamps on the data collected," which sparked concern in the media and between its users. In 2021, the GasBuddy app rose to the most popular app on both Android and iPhone platforms in the wake of the Colonial Pipeline ransomware attack PDI acquired GasBuddy in 2021.

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  • Neural operators

    Neural operators

    Neural operators are a class of deep learning architectures designed to learn maps between infinite-dimensional function spaces. Neural operators represent an extension of traditional artificial neural networks, marking a departure from the typical focus on learning mappings between finite-dimensional Euclidean spaces or finite sets. Neural operators directly learn operators between function spaces; they can receive input functions, and the output function can be evaluated at any discretization. The primary application of neural operators is in learning surrogate maps for the solution operators of partial differential equations (PDEs), which are critical tools in modeling the natural environment. Standard PDE solvers can be time-consuming and computationally intensive, especially for complex systems. Neural operators have demonstrated improved performance in solving PDEs compared to existing machine learning methodologies while being significantly faster than numerical solvers. Neural operators have also been applied to various scientific and engineering disciplines such as turbulent flow modeling, computational mechanics, graph-structured data, and the geosciences. In particular, they have been applied to learning stress-strain fields in materials, classifying complex data like spatial transcriptomics, predicting multiphase flow in porous media, and carbon dioxide migration simulations. Finally, the operator learning paradigm allows learning maps between function spaces, and is different from parallel ideas of learning maps from finite-dimensional spaces to function spaces, and subsumes these settings as special cases when limited to a fixed input resolution. == Operator learning == Understanding and mapping relationships between function spaces has many applications in engineering and the sciences. In particular, one can cast the problem of solving partial differential equations as identifying a map between function spaces, such as from an initial condition to a time-evolved state. In other PDEs this map takes an input coefficient function and outputs a solution function. Operator learning is a machine learning paradigm to learn solution operators mapping the input function to the output function . Using traditional machine learning methods, addressing this problem would involve discretizing the infinite-dimensional input and output function spaces into finite-dimensional grids and applying standard learning models, such as neural networks. This approach reduces the operator learning to finite-dimensional function learning and has some limitations, such as generalizing to discretizations beyond the grid used in training. The primary properties of neural operators that differentiate them from traditional neural networks is discretization invariance and discretization convergence. Unlike conventional neural networks, which are fixed on the discretization of training data, neural operators can adapt to various discretizations without re-training. This property improves the robustness and applicability of neural operators in different scenarios, providing consistent performance across different resolutions and grids. == Definition and formulation == Architecturally, neural operators are similar to feed-forward neural networks in the sense that they are composed of alternating linear maps and non-linearities. Since neural operators act on and output functions, neural operators have been instead formulated as a sequence of alternating linear integral operators on function spaces and point-wise non-linearities. Using an analogous architecture to finite-dimensional neural networks, similar universal approximation theorems have been proven for neural operators. In particular, it has been shown that neural operators can approximate any continuous operator on a compact set. Neural operators seek to approximate some operator G : A → U {\displaystyle {\mathcal {G}}:{\mathcal {A}}\to {\mathcal {U}}} between function spaces A {\displaystyle {\mathcal {A}}} and U {\displaystyle {\mathcal {U}}} by building a parametric map G ϕ : A → U {\displaystyle {\mathcal {G}}_{\phi }:{\mathcal {A}}\to {\mathcal {U}}} . Such parametric maps G ϕ {\displaystyle {\mathcal {G}}_{\phi }} can generally be defined in the form G ϕ := Q ∘ σ ( W T + K T + b T ) ∘ ⋯ ∘ σ ( W 1 + K 1 + b 1 ) ∘ P , {\displaystyle {\mathcal {G}}_{\phi }:={\mathcal {Q}}\circ \sigma (W_{T}+{\mathcal {K}}_{T}+b_{T})\circ \cdots \circ \sigma (W_{1}+{\mathcal {K}}_{1}+b_{1})\circ {\mathcal {P}},} where P , Q {\displaystyle {\mathcal {P}},{\mathcal {Q}}} are the lifting (lifting the codomain of the input function to a higher dimensional space) and projection (projecting the codomain of the intermediate function to the output dimension) operators, respectively. These operators act pointwise on functions and are typically parametrized as multilayer perceptrons. σ {\displaystyle \sigma } is a pointwise nonlinearity, such as a rectified linear unit (ReLU), or a Gaussian error linear unit (GeLU). Each layer t = 1 , … , T {\displaystyle t=1,\dots ,T} has a respective local operator W t {\displaystyle W_{t}} (usually parameterized by a pointwise neural network), a kernel integral operator K t {\displaystyle {\mathcal {K}}_{t}} , and a bias function b t {\displaystyle b_{t}} . Given some intermediate functional representation v t {\displaystyle v_{t}} with domain D {\displaystyle D} in the t {\displaystyle t} -th hidden layer, a kernel integral operator K ϕ {\displaystyle {\mathcal {K}}_{\phi }} is defined as ( K ϕ v t ) ( x ) := ∫ D κ ϕ ( x , y , v t ( x ) , v t ( y ) ) v t ( y ) d y , {\displaystyle ({\mathcal {K}}_{\phi }v_{t})(x):=\int _{D}\kappa _{\phi }(x,y,v_{t}(x),v_{t}(y))v_{t}(y)dy,} where the kernel κ ϕ {\displaystyle \kappa _{\phi }} is a learnable implicit neural network, parametrized by ϕ {\displaystyle \phi } . In practice, one is often given the input function to the neural operator at a specific resolution. For instance, consider the setting where one is given the evaluation of v t {\displaystyle v_{t}} at n {\displaystyle n} points { y j } j n {\displaystyle \{y_{j}\}_{j}^{n}} . Borrowing from Nyström integral approximation methods such as Riemann sum integration and Gaussian quadrature, the above integral operation can be computed as follows: ∫ D κ ϕ ( x , y , v t ( x ) , v t ( y ) ) v t ( y ) d y ≈ ∑ j n κ ϕ ( x , y j , v t ( x ) , v t ( y j ) ) v t ( y j ) Δ y j , {\displaystyle \int _{D}\kappa _{\phi }(x,y,v_{t}(x),v_{t}(y))v_{t}(y)dy\approx \sum _{j}^{n}\kappa _{\phi }(x,y_{j},v_{t}(x),v_{t}(y_{j}))v_{t}(y_{j})\Delta _{y_{j}},} where Δ y j {\displaystyle \Delta _{y_{j}}} is the sub-area volume or quadrature weight associated to the point y j {\displaystyle y_{j}} . Thus, a simplified layer can be computed as v t + 1 ( x ) ≈ σ ( ∑ j n κ ϕ ( x , y j , v t ( x ) , v t ( y j ) ) v t ( y j ) Δ y j + W t ( v t ( y j ) ) + b t ( x ) ) . {\displaystyle v_{t+1}(x)\approx \sigma \left(\sum _{j}^{n}\kappa _{\phi }(x,y_{j},v_{t}(x),v_{t}(y_{j}))v_{t}(y_{j})\Delta _{y_{j}}+W_{t}(v_{t}(y_{j}))+b_{t}(x)\right).} The above approximation, along with parametrizing κ ϕ {\displaystyle \kappa _{\phi }} as an implicit neural network, results in the graph neural operator (GNO). There have been various parameterizations of neural operators for different applications. These typically differ in their parameterization of κ {\displaystyle \kappa } . The most popular instantiation is the Fourier neural operator (FNO). FNO takes κ ϕ ( x , y , v t ( x ) , v t ( y ) ) := κ ϕ ( x − y ) {\displaystyle \kappa _{\phi }(x,y,v_{t}(x),v_{t}(y)):=\kappa _{\phi }(x-y)} and by applying the convolution theorem, arrives at the following parameterization of the kernel integral operator: ( K ϕ v t ) ( x ) = F − 1 ( R ϕ ⋅ ( F v t ) ) ( x ) , {\displaystyle ({\mathcal {K}}_{\phi }v_{t})(x)={\mathcal {F}}^{-1}(R_{\phi }\cdot ({\mathcal {F}}v_{t}))(x),} where F {\displaystyle {\mathcal {F}}} represents the Fourier transform and R ϕ {\displaystyle R_{\phi }} represents the Fourier transform of some periodic function κ ϕ {\displaystyle \kappa _{\phi }} . That is, FNO parameterizes the kernel integration directly in Fourier space, using a prescribed number of Fourier modes. When the grid at which the input function is presented is uniform, the Fourier transform can be approximated using the discrete Fourier transform (DFT) with frequencies below some specified threshold. The discrete Fourier transform can be computed using a fast Fourier transform (FFT) implementation. == Training == Training neural operators is similar to the training process for a traditional neural network. Neural operators are typically trained in some Lp norm or Sobolev norm. In particular, for a dataset { ( a i , u i ) } i = 1 N {\displaystyle \{(a_{i},u_{i})\}_{i=1}^{N}} of size N {\displaystyle N} , neural operators minimize (a discretization of) L U ( { ( a i , u i ) } i = 1 N ) := ∑ i = 1 N ‖ u i − G θ ( a i ) ‖ U 2 {\displaystyle {\mathcal {L}}_{\mathca

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  • Visual temporal attention

    Visual temporal attention

    Visual temporal attention is a special case of visual attention that involves directing attention to specific instant of time. Similar to its spatial counterpart visual spatial attention, these attention modules have been widely implemented in video analytics in computer vision to provide enhanced performance and human interpretable explanation of deep learning models. As visual spatial attention mechanism allows human and/or computer vision systems to focus more on semantically more substantial regions in space, visual temporal attention modules enable machine learning algorithms to emphasize more on critical video frames in video analytics tasks, such as human action recognition. In convolutional neural network-based systems, the prioritization introduced by the attention mechanism is regularly implemented as a linear weighting layer with parameters determined by labeled training data. == Application in Action Recognition == Recent video segmentation algorithms often exploits both spatial and temporal attention mechanisms. Research in human action recognition has accelerated significantly since the introduction of powerful tools such as Convolutional Neural Networks (CNNs). However, effective methods for incorporation of temporal information into CNNs are still being actively explored. Motivated by the popular recurrent attention models in natural language processing, the Attention-aware Temporal Weighted CNN (ATW CNN) is proposed in videos, which embeds a visual attention model into a temporal weighted multi-stream CNN. This attention model is implemented as temporal weighting and it effectively boosts the recognition performance of video representations. Besides, each stream in the proposed ATW CNN framework is capable of end-to-end training, with both network parameters and temporal weights optimized by stochastic gradient descent (SGD) with back-propagation. Experimental results show that the ATW CNN attention mechanism contributes substantially to the performance gains with the more discriminative snippets by focusing on more relevant video segments. == Literature == Seibold VC, Balke J and Rolke B (2023): Temporal attention. Front. Cognit. 2:1168320. doi: 10.3389/fcogn.2023.1168320.

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  • Language technology

    Language technology

    Language technology, often called human language technology (HLT), studies methods of how computer programs or electronic devices can analyze, produce, modify or respond to human texts and speech. Working with language technology often requires broad knowledge not only about linguistics but also about computer science. It consists of natural language processing (NLP) and computational linguistics (CL) on the one hand, many application oriented aspects of these, and more low-level aspects such as encoding and speech technology on the other hand. Note that these elementary aspects are normally not considered to be within the scope of related terms such as natural language processing and (applied) computational linguistics, which are otherwise near-synonyms. As an example, for many of the world's lesser known languages, the foundation of language technology is providing communities with fonts and keyboard setups so their languages can be written on computers or mobile devices. Other tools also are part of modern language technology and include machine translation, speech recognition, text processing and natural language processing. Large scale AI models have recently advanced the field and enhanced the ability of machines to interpret complex human context.

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  • Point-set registration

    Point-set registration

    In computer vision, pattern recognition, and robotics, point-set registration, also known as point-cloud registration or scan matching, is the process of finding a spatial transformation (e.g., scaling, rotation and translation) that aligns two point clouds. The purpose of finding such a transformation includes merging multiple data sets into a globally consistent model (or coordinate frame), and mapping a new measurement to a known data set to identify features or to estimate its pose. Raw 3D point cloud data are typically obtained from Lidars and RGB-D cameras. 3D point clouds can also be generated from computer vision algorithms such as triangulation, bundle adjustment, and more recently, monocular image depth estimation using deep learning. For 2D point set registration used in image processing and feature-based image registration, a point set may be 2D pixel coordinates obtained by feature extraction from an image, for example corner detection. Point cloud registration has extensive applications in autonomous driving, motion estimation and 3D reconstruction, object detection and pose estimation, robotic manipulation, simultaneous localization and mapping (SLAM), panorama stitching, virtual and augmented reality, and medical imaging. As a special case, registration of two point sets that only differ by a 3D rotation (i.e., there is no scaling and translation), is called the Wahba Problem and also related to the orthogonal procrustes problem. == Formulation == The problem may be summarized as follows: Let { M , S } {\displaystyle \lbrace {\mathcal {M}},{\mathcal {S}}\rbrace } be two finite size point sets in a finite-dimensional real vector space R d {\displaystyle \mathbb {R} ^{d}} , which contain M {\displaystyle M} and N {\displaystyle N} points respectively (e.g., d = 3 {\displaystyle d=3} recovers the typical case of when M {\displaystyle {\mathcal {M}}} and S {\displaystyle {\mathcal {S}}} are 3D point sets). The problem is to find a transformation to be applied to the moving "model" point set M {\displaystyle {\mathcal {M}}} such that the difference (typically defined in the sense of point-wise Euclidean distance) between M {\displaystyle {\mathcal {M}}} and the static "scene" set S {\displaystyle {\mathcal {S}}} is minimized. In other words, a mapping from R d {\displaystyle \mathbb {R} ^{d}} to R d {\displaystyle \mathbb {R} ^{d}} is desired which yields the best alignment between the transformed "model" set and the "scene" set. The mapping may consist of a rigid or non-rigid transformation. The transformation model may be written as T {\displaystyle T} , using which the transformed, registered model point set is: The output of a point set registration algorithm is therefore the optimal transformation T ⋆ {\displaystyle T^{\star }} such that M {\displaystyle {\mathcal {M}}} is best aligned to S {\displaystyle {\mathcal {S}}} , according to some defined notion of distance function dist ⁡ ( ⋅ , ⋅ ) {\displaystyle \operatorname {dist} (\cdot ,\cdot )} : where T {\displaystyle {\mathcal {T}}} is used to denote the set of all possible transformations that the optimization tries to search for. The most popular choice of the distance function is to take the square of the Euclidean distance for every pair of points: where ‖ ⋅ ‖ 2 {\displaystyle \|\cdot \|_{2}} denotes the vector 2-norm, s m {\displaystyle s_{m}} is the corresponding point in set S {\displaystyle {\mathcal {S}}} that attains the shortest distance to a given point m {\displaystyle m} in set M {\displaystyle {\mathcal {M}}} after transformation. Minimizing such a function in rigid registration is equivalent to solving a least squares problem. == Types of algorithms == When the correspondences (i.e., s m ↔ m {\displaystyle s_{m}\leftrightarrow m} ) are given before the optimization, for example, using feature matching techniques, then the optimization only needs to estimate the transformation. This type of registration is called correspondence-based registration. On the other hand, if the correspondences are unknown, then the optimization is required to jointly find out the correspondences and transformation together. This type of registration is called simultaneous pose and correspondence registration. === Rigid registration === Given two point sets, rigid registration yields a rigid transformation which maps one point set to the other. A rigid transformation is defined as a transformation that does not change the distance between any two points. Typically such a transformation consists of translation and rotation. In rare cases, the point set may also be mirrored. In robotics and computer vision, rigid registration has the most applications. === Non-rigid registration === Given two point sets, non-rigid registration yields a non-rigid transformation which maps one point set to the other. Non-rigid transformations include affine transformations such as scaling and shear mapping. However, in the context of point set registration, non-rigid registration typically involves nonlinear transformation. If the eigenmodes of variation of the point set are known, the nonlinear transformation may be parametrized by the eigenvalues. A nonlinear transformation may also be parametrized as a thin plate spline. === Other types === Some approaches to point set registration use algorithms that solve the more general graph matching problem. However, the computational complexity of such methods tend to be high and they are limited to rigid registrations. In this article, we will only consider algorithms for rigid registration, where the transformation is assumed to contain 3D rotations and translations (possibly also including a uniform scaling). The PCL (Point Cloud Library) is an open-source framework for n-dimensional point cloud and 3D geometry processing. It includes several point registration algorithms. == Correspondence-based registration == Correspondence-based methods assume the putative correspondences m ↔ s m {\displaystyle m\leftrightarrow s_{m}} are given for every point m ∈ M {\displaystyle m\in {\mathcal {M}}} . Therefore, we arrive at a setting where both point sets M {\displaystyle {\mathcal {M}}} and S {\displaystyle {\mathcal {S}}} have N {\displaystyle N} points and the correspondences m i ↔ s i , i = 1 , … , N {\displaystyle m_{i}\leftrightarrow s_{i},i=1,\dots ,N} are given. === Outlier-free registration === In the simplest case, one can assume that all the correspondences are correct, meaning that the points m i , s i ∈ R 3 {\displaystyle m_{i},s_{i}\in \mathbb {R} ^{3}} are generated as follows:where l > 0 {\displaystyle l>0} is a uniform scaling factor (in many cases l = 1 {\displaystyle l=1} is assumed), R ∈ SO ( 3 ) {\displaystyle R\in {\text{SO}}(3)} is a proper 3D rotation matrix ( SO ( d ) {\displaystyle {\text{SO}}(d)} is the special orthogonal group of degree d {\displaystyle d} ), t ∈ R 3 {\displaystyle t\in \mathbb {R} ^{3}} is a 3D translation vector and ϵ i ∈ R 3 {\displaystyle \epsilon _{i}\in \mathbb {R} ^{3}} models the unknown additive noise (e.g., Gaussian noise). Specifically, if the noise ϵ i {\displaystyle \epsilon _{i}} is assumed to follow a zero-mean isotropic Gaussian distribution with standard deviation σ i {\displaystyle \sigma _{i}} , i.e., ϵ i ∼ N ( 0 , σ i 2 I 3 ) {\displaystyle \epsilon _{i}\sim {\mathcal {N}}(0,\sigma _{i}^{2}I_{3})} , then the following optimization can be shown to yield the maximum likelihood estimate for the unknown scale, rotation and translation:Note that when the scaling factor is 1 and the translation vector is zero, then the optimization recovers the formulation of the Wahba problem. Despite the non-convexity of the optimization (cb.2) due to non-convexity of the set SO ( 3 ) {\displaystyle {\text{SO}}(3)} , seminal work by Berthold K.P. Horn showed that (cb.2) actually admits a closed-form solution, by decoupling the estimation of scale, rotation and translation. Similar results were discovered by Arun et al. In addition, in order to find a unique transformation ( l , R , t ) {\displaystyle (l,R,t)} , at least N = 3 {\displaystyle N=3} non-collinear points in each point set are required. More recently, Briales and Gonzalez-Jimenez have developed a semidefinite relaxation using Lagrangian duality, for the case where the model set M {\displaystyle {\mathcal {M}}} contains different 3D primitives such as points, lines and planes (which is the case when the model M {\displaystyle {\mathcal {M}}} is a 3D mesh). Interestingly, the semidefinite relaxation is empirically tight, i.e., a certifiably globally optimal solution can be extracted from the solution of the semidefinite relaxation. === Robust registration === The least squares formulation (cb.2) is known to perform arbitrarily badly in the presence of outliers. An outlier correspondence is a pair of measurements s i ↔ m i {\displaystyle s_{i}\leftrightarrow m_{i}} that departs from the generative model (cb.1). In this case, one can consider a differen

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  • Kruti

    Kruti

    Kruti is a multilingual AI agent and chatbot developed by the Indian company Ola Krutrim. It is designed to perform real-world tasks for users, such as booking taxis and ordering food, by integrating directly with various online services. It is notable for its ability to understand and respond in multiple Indian languages. Developed by a team founded by Bhavish Aggarwal, Kruti functions as an "agentic" AI, meaning it can reason, plan, and execute multi-step tasks to fulfill a user's request. The backend technology combines several open-source large language models with Ola's proprietary Krutrim V2 model. The system was developed to work primarily on smartphones, addressing the Indian market's specific needs, including language diversity and potential bandwidth constraints. Kruti was officially released in June 2025, replacing an earlier chatbot from the company that was also named Krutrim. Initially supporting 13 languages, the company plans to expand its capabilities to 22 Indian languages. == Background == Kruti is an improved version of Ola's Krutrim chatbot, which was first launched in 2023 and was intended to be replaced by Kruti. It was officially released on 12 June 2025 as an upgrade to passive chatbots, with support for text and voice in 13 Indian languages. As an agentic AI, it can execute tasks with customization and reasoning, providing adaptive answers based on user preferences and past interactions. Kruti is optimized for smartphone usage and designed to accommodate bandwidth constraints and usage patterns in India. To ensure scalability and cost-effective performance, it combines various open-source large language models with Ola's own Krutrim V2, which has 12 billion parameters. Its speech recognition is built to identify regional Indian languages, dialects, and accents. Due to its integration with numerous apps and services, Kruti is context-aware and can proactively complete tasks. Initially connected only with Ola ecosystem services, Krutrim intends to expand and incorporate various Indian services into Kruti, with the goal of adding services from Blinkit, Swiggy, and Uber with respective voice command support. On 20 June 2025, Krutrim acquired the AI platform BharatSah‘AI’yak to increase its involvement in government, education, and agriculture projects. This acquisition will allow Kruti to assist in broadening the scope of BharatSah'AI'yak's work on India-centric, vernacular retrieval-augmented generation AI bots. == Development == Kruti is designed to perform tasks with minimal user input, accepting documents, images, and text, without requiring users to switch between applications. Its agentic framework breaks queries into sub-tasks executed by multiple agents working sequentially or concurrently, with reported accuracy exceeding 90%. Kruti connects to company databases and APIs via the Model Context Protocol and presents responses as summaries, tables, or narratives adapted to user behaviour. The system supports payments via credit/debit cards and UPI. The underlying stack, which includes foundation models and AI training and inference systems, is intended to support adaptation across sectors such as healthcare, education, and finance. Ola Cabs and the Open Network for Digital Commerce have begun integrating Kruti into their platforms pending broader reliability testing.

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  • Arabic Ontology

    Arabic Ontology

    Arabic Ontology is a website offering linguistic ontology services for the Arabic language which can be used like the online site WordNet. Users can use Arabic Ontology to classify or clarify the concepts and meanings of Arabic terms. == Ontology Structure == The ontology structure (i.e., data model) is similar to WordNet's structure. Each concept in the database is given a unique concept identifier (URI), informally described by a gloss, and lexicalized by one or more synonymous lemma terms. Each term-concept pair is called a sense, and is given a SenseID. A set of senses is called synset. Concepts and senses are described by further attributes such as era and area — to specify example usage and ontological analysis. Semantic relations are defined between concepts. Some important entities are included in the ontology, such as individual countries and bodies of water. These individuals are given separate IndividualIDs and linked with their concepts through the InstanceOf relation. == Mappings to other resources == Concepts in the Arabic Ontology are mapped to synsets in WordNet, as well as to BFO and DOLCE. Terms used in the Arabic Ontology are mapped to lemmas in the LDC's SAMA database. == Applications == Arabic Ontology can be used in many application domains, such as: Information retrieval, to enrich queries (e.g., in search engines) and improve the quality of the results, i.e. meaningful search rather than string-matching search; Machine translation and word-sense disambiguation, by finding the exact mapping of concepts across languages, especially that the Arabic ontology is also mapped to the WordNet; Data Integration and interoperability in which the Arabic ontology can be used as a semantic reference to link databases and information systems; Semantic Web and Web 3.0, by using the Arabic ontology as a semantic reference to disambiguate the meanings used in websites; among many other applications. == URLs Design == The URLs in the Arabic Ontology are designed according to the W3C's Best Practices for Publishing Linked Data, as described in the following URL schemes. This allows one to also explore the whole database like exploring a graph: Ontology Concept: Each concept in the Arabic Ontology has a ConceptID and can be accessed using: https://{domain}/concept/{ConceptID | Term}. In case of a term, the set of concepts that this term lexicalizes are all retrieved. In case of a ConceptID, the concept and its direct subtypes are retrieved, e.g. https://ontology.birzeit.edu/concept/293198 Semantic relations: Relationships between concepts can be accessed using these schemes: (i) the URL: https:// {domain}/concept/{RelationName}/{ConceptID} allows retrieval of relationships among ontology concepts. (ii) the URL: https://{domain}/lexicalconcept/{RelationName}/{lexicalConceptID} allows retrieval of relations between lexical concepts. For example, https://ontology.birzeit.edu/concept/instances/293121 retrieves the instances of the concept 293121. The relations that are currently used in our database are: {subtypes, type, instances, parts, related, similar, equivalent}.

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  • Tesla Dojo

    Tesla Dojo

    Tesla Dojo is a series of supercomputers designed and built by Tesla for computer vision video processing and recognition. It was used for training Tesla's machine learning models to improve its Full Self-Driving (FSD) advanced driver-assistance system. It went into production in July 2023. Dojo's goal was to efficiently process millions of terabytes of video data captured from real-life driving situations from Tesla's 4+ million cars. This goal led to a considerably different architecture than conventional supercomputer designs. In August 2025, Bloomberg News reported that the Dojo project had been disbanded, though it was restarted in January 2026. == History == Tesla operates several massively parallel computing clusters for developing its Autopilot advanced driver assistance system. Its primary unnamed cluster using 5,760 Nvidia A100 graphics processing units (GPUs) was touted by Andrej Karpathy in 2021 at the fourth International Joint Conference on Computer Vision and Pattern Recognition (CCVPR 2021) to be "roughly the number five supercomputer in the world" at approximately 81.6 petaflops, based on scaling the performance of the Nvidia Selene supercomputer, which uses similar components. However, the performance of the primary Tesla GPU cluster has been disputed, as it was not clear if this was measured using single-precision or double-precision floating point numbers (FP32 or FP64). Tesla also operates a second 4,032 GPU cluster for training and a third 1,752 GPU cluster for automatic labeling of objects. The primary unnamed Tesla GPU cluster has been used for processing one million video clips, each ten seconds long, taken from Tesla Autopilot cameras operating in Tesla cars in the real world, running at 36 frames per second. Collectively, these video clips contained six billion object labels, with depth and velocity data; the total size of the data set was 1.5 petabytes. This data set was used for training a neural network intended to help Autopilot computers in Tesla cars understand roads. By August 2022, Tesla had upgraded the primary GPU cluster to 7,360 GPUs. Dojo was first mentioned by Elon Musk in April 2019 during Tesla's "Autonomy Investor Day". In August 2020, Musk stated it was "about a year away" due to power and thermal issues. Dojo was officially announced at Tesla's Artificial Intelligence (AI) Day on August 19, 2021. Tesla revealed details of the D1 chip and its plans for "Project Dojo", a datacenter that would house 3,000 D1 chips; the first "Training Tile" had been completed and delivered the week before. In October 2021, Tesla released a "Dojo Technology" whitepaper describing the Configurable Float8 (CFloat8) and Configurable Float16 (CFloat16) floating point formats and arithmetic operations as an extension of Institute of Electrical and Electronics Engineers (IEEE) standard 754. At the follow-up AI Day in September 2022, Tesla announced it had built several System Trays and one Cabinet. During a test, the company stated that Project Dojo drew 2.3 megawatts (MW) of power before tripping a local San Jose, California power substation. At the time, Tesla was assembling one Training Tile per day. In August 2023, Tesla powered on Dojo for production use as well as a new training cluster configured with 10,000 Nvidia H100 GPUs. In January 2024, Musk described Dojo as "a long shot worth taking because the payoff is potentially very high. But it's not something that is a high probability." In June 2024, Musk explained that ongoing construction work at Gigafactory Texas is for a computing cluster claiming that it is planned to comprise an even mix of "Tesla AI" and Nvidia/other hardware with a total thermal design power of at first 130 MW and eventually exceeding 500 MW. In August 2025, Bloomberg News reported that the Dojo project was disbanded, though Musk announced it would be restarted in January 2026 with a new chip iteration. == Technical architecture == The fundamental unit of the Dojo supercomputer is the D1 chip, designed by a team at Tesla led by ex-AMD CPU designer Ganesh Venkataramanan, including Emil Talpes, Debjit Das Sarma, Douglas Williams, Bill Chang, and Rajiv Kurian. The D1 chip is manufactured by the Taiwan Semiconductor Manufacturing Company (TSMC) using 7 nanometer (nm) semiconductor nodes, has 50 billion transistors and a large die size of 645 mm2 (1.0 square inch). Updating at Artificial Intelligence (AI) Day in 2022, Tesla announced that Dojo would scale by deploying multiple ExaPODs, in which there would be: 10 Cabinets per ExaPOD (1,062,000 cores, 3,000 D1 chips) 2 System Trays per Cabinet (106,200 cores, 300 D1 chips) 6 Training Tiles per System Tray (53,100 cores, along with host interface hardware) 25 D1 chips per Training Tile (8,850 cores) 354 computing cores per D1 chip According to Venkataramanan, Tesla's senior director of Autopilot hardware, Dojo will have more than an exaflop (a million teraflops) of computing power. For comparison, according to Nvidia, in August 2021, the (pre-Dojo) Tesla AI-training center used 720 nodes, each with eight Nvidia A100 Tensor Core GPUs for 5,760 GPUs in total, providing up to 1.8 exaflops of performance. === D1 chip === Each node (computing core) of the D1 processing chip is a general purpose 64-bit CPU with a superscalar core. It supports internal instruction-level parallelism, and includes simultaneous multithreading (SMT). It doesn't support virtual memory and uses limited memory protection mechanisms. Dojo software/applications manage chip resources. The D1 instruction set supports both 64-bit scalar and 64-byte single instruction, multiple data (SIMD) vector instructions. The integer unit mixes reduced instruction set computer (RISC-V) and custom instructions, supporting 8, 16, 32, or 64 bit integers. The custom vector math unit is optimized for machine learning kernels and supports multiple data formats, with a mix of precisions and numerical ranges, many of which are compiler composable. Up to 16 vector formats can be used simultaneously. ==== Node ==== Each D1 node uses a 32-byte fetch window holding up to eight instructions. These instructions are fed to an eight-wide decoder which supports two threads per cycle, followed by a four-wide, four-way SMT scalar scheduler that has two integer units, two address units, and one register file per thread. Vector instructions are passed further down the pipeline to a dedicated vector scheduler with two-way SMT, which feeds either a 64-byte SIMD unit or four 8×8×4 matrix multiplication units. The network on-chip (NOC) router links cores into a two-dimensional mesh network. It can send one packet in and one packet out in all four directions to/from each neighbor node, along with one 64-byte read and one 64-byte write to local SRAM per clock cycle. Hardware native operations transfer data, semaphores and barrier constraints across memories and CPUs. System-wide double data rate 4 (DDR4) synchronous dynamic random-access memory (SDRAM) memory works like bulk storage. ==== Memory ==== Each core has a 1.25 megabytes (MB) of SRAM main memory. Load and store speeds reach 400 gigabytes (GB) per second and 270 GB/sec, respectively. The chip has explicit core-to-core data transfer instructions. Each SRAM has a unique list parser that feeds a pair of decoders and a gather engine that feeds the vector register file, which together can directly transfer information across nodes. ==== Die ==== Twelve nodes (cores) are grouped into a local block. Nodes are arranged in an 18×20 array on a single die, of which 354 cores are available for applications. The die runs at 2 gigahertz (GHz) and totals 440 MB of SRAM (360 cores × 1.25 MB/core). It reaches 376 teraflops using 16-bit brain floating point (BF16) numbers or using configurable 8-bit floating point (CFloat8) numbers, which is a Tesla proposal, and 22 teraflops at FP32. Each die comprises 576 bi-directional serializer/deserializer (SerDes) channels along the perimeter to link to other dies, and moves 8 TB/sec across all four die edges. Each D1 chip has a thermal design power of approximately 400 watts. === Training Tile === The water-cooled Training Tile packages 25 D1 chips into a 5×5 array. Each tile supports 36 TB/sec of aggregate bandwidth via 40 input/output (I/O) chips - half the bandwidth of the chip mesh network. Each tile supports 10 TB/sec of on-tile bandwidth. Each tile has 11 GB of SRAM memory (25 D1 chips × 360 cores/D1 × 1.25 MB/core). Each tile achieves 9 petaflops at BF16/CFloat8 precision (25 D1 chips × 376 TFLOP/D1). Each tile consumes 15 kilowatts; 288 amperes at 52 volts. === System Tray === Six tiles are aggregated into a System Tray, which is integrated with a host interface. Each host interface includes 512 x86 cores, providing a Linux-based user environment. Previously, the Dojo System Tray was known as the Training Matrix, which includes six Training Tiles, 20 Dojo Interface Processor cards across four host servers, and Ethernet-l

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  • World model (artificial intelligence)

    World model (artificial intelligence)

    A world model in artificial intelligence is a machine learning system that builds an internal representation of an environment. The model predicts how that environment changes over time in response to actions. Researchers design world models to help agents plan, reason, and act without constant real-world trial and error. World models differ from systems that merely classify or generate outputs. They simulate dynamics such as physics, object interactions, and causality. Early ideas date to the 1990s. Modern versions power robots, autonomous driving, and interactive video generation. == History == Jürgen Schmidhuber introduced the term world model in machine learning in 1990. He proposed recurrent neural networks that predict future states from observations and use those predictions to train agents. David Ha and Schmidhuber revived the concept in a 2018 paper. Their agents learned to drive virtual cars and play video games inside self-generated simulations. Yann LeCun advanced the idea in a 2022 position paper titled "A Path Towards Autonomous Machine Intelligence". He argued that intelligence requires predictive models of the world rather than pure pattern matching. LeCun proposed the joint embedding predictive architecture (JEPA) as a practical foundation. LeCun and collaborators developed several JEPA variants. V-JEPA 2 reached state-of-the-art performance on video understanding and physical reasoning at the time. It supports zero-shot robot control in unfamiliar environments. Introduced in March 2026, LeWorldModel trains stably end-to-end from raw pixels and uses two loss terms and avoids hand-crafted heuristics. LeCun founded Advanced Machine Intelligence Labs in 2026 to further develop world models. Google DeepMind introduced Genie in 2024. The model learned interactive environments from unlabeled internet videos. Genie 2 followed in late 2024 and added three-dimensional generation. The Genie series set benchmarks for general-purpose simulation. Genie 3 was introduced in August 2025. It produces photorealistic, real-time interactive worlds from text prompts which are displayed at 24 frames per second and explored in real time with text or image prompts. The model supports persistent three-dimensional worlds and real-time interaction. Waymo adopted Genie 3 in February 2026 and used it to create a specialized world model for autonomous driving simulation, called the Waymo World Model. It produces synchronized camera and lidar outputs and creates edge cases that real robotaxis rarely encounter. The edge cases were reported to be unusual by PCMag. General Intuition announced a $133.7 million seed round. World Labs raised $1 billion. AMI raised $1.03 billion. In April 2026, Alibaba announced Happy Oyster, its world model designed for real-time and “flowy” world model. It includes a directing mode for world building based on text and image prompts and a wandering mode for exploring the resulting world. It can generate 3-minute in-world video clips. Also in April, World Labs, co-founded by Li Fei Fei, unveiled Spark 2.0, an open-source 3D Gaussian splatting rendering engine that targets smartphone-class devices. In June 2026, Nvidia released Cosmos 3, a family of open-weight models. It combines previously independent physical reasoning, world simulation, and action generation. Cosmos 3 integrates can process and generate text, image, video, audio, and action sequences. The model employs a Mixture-of-Transformers" (MoT) approach. An autoregressive (AR) transformer handles reasoning and next-token prediction, while a diffusion transformer (DT) does multimodal generation. Encoders (ViT for vision, VAE for visual/audio, and domain-specific for actions) and generate a shared representation space using 3D multi-dimensional rotary position embedding (mRoPE) for spatial and temporal information. The family includes Cosmos3-Nano (16B parameters) for workstations; Cosmos3-Super (64B parameters) for research. == Architecture == World models process raw sensory data such as video frames or lidar scans. They compress this input into compact latent representations. The system then predicts future representations rather than pixel-by-pixel reconstructions. Many modern world models use joint embedding predictive architecture (JEPA). An encoder turns observations into embeddings. A predictor estimates one or a suite of embeddings from the current one and an action. In some cases a critic chooses one embedding as the best result. A regularizer keeps embeddings well-behaved. The model trains by minimizing prediction error in embedding space. This approach avoids the high cost of generating every detail. Some architectures add explicit components. A fast reactive path handles immediate responses. A slower deliberative path performs longer-horizon planning. Video prediction accuracy or robot success rates are key metrics, but do not always predict real-world performance. Generative world models such as Genie 3 combine these with a simulator. They accept text prompts or layouts and output consistent video, lidar, or three-dimensional scenes. World models often train with self-supervised learning. They use large unlabeled datasets of video or robot interactions. Self-supervised learning can speed learning. Reinforcement learning can fine-tune a model for specific tasks. == Applications == World models support robot learning. Agents train inside simulations and transfer skills to the physical world. This reduces the need for dangerous or expensive real-world trials. Autonomous vehicles use world models to test rare events. Waymo's system simulates tornadoes or unusual pedestrian behavior. Companies train planners without putting vehicles on public roads. Interactive entertainment benefits from world models. Genie 3 lets users generate playable environments from simple descriptions. Game studios prototype levels faster. Scientific simulation gains from these models. Researchers model physical systems or biological processes at scale. Planners in logistics or urban design test strategies inside accurate digital twins. == Comparison with large language models == Both world models and large language models (LLMs) use inferencing on their inputs to make predictions. LLMs operate on textual inputs. They predict the next token in text sequences. They excel at language-oriented tasks such as translation or summarization. However, they lack understanding of physics. World models operate on sensor inputs such as pixels. They predict state changes in that data in latent space. This design supports planning and causal reasoning. LLMs generate fluent text but often fail at consistent physical predictions. Their architecture employs transformers with refinements such as mixture of experts. World models divide an inferencing task into work performed by encoders, predictors, simulators, and other pieces. They typically handle multimodal inputs such as video, lidar, radar, and audio, guided by textual prompting. LLMs power chatbots and code assistants. World models drive embodied agents that act in dynamic environments, such as autonomous driving. The two may be combined in hybrid systems. For example, a LLM handles instructions, while a world model manages low-level control. World model proponents such as LeCun claim that because LLMs are trained only on text, they have no ability to predict anything beyond text, such as real-world events. == Benchmarks == World model benchmarks test physical understanding, long-term consistency, planning, and generalization from sensor data. Meta introduced three benchmarks for V-JEPA 2. IntPhys 2 measures a model's ability to detect physics violations. It presents pairs of videos that diverge when one breaks physical rules. Humans score near 100% accuracy. V-JEPA 2 achieves little better than random chance on many conditions. Minimal Video Pairs (MVPBench) tests physical understanding through multiple-choice questions based on short video clips. It probes object interactions and causality. Something-Something tests action recognition. Epic-Kitchens-100 tests human action anticipation. DeepMind benchmark: Interactive evaluation measures consistency over minutes of interaction, memory of off-screen objects, and response to user actions or text prompts. Waymo benchmark: Output generation quality: Metrics include realism, controllability (via text prompts), and usefulness for training planners in simulated worlds. However, pixel reconstruction error rate with episodic rewards often fails. Other: Epic-Kitchens-100 (often measured with Recall@5) Ego4D 50 Salads, Breakfast, etc. Potential benchmarks: Zero-shot transfer to robots Long-horizon planning Implausible prediction rate

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  • Multi-agent reinforcement learning

    Multi-agent reinforcement learning

    Multi-agent reinforcement learning (MARL) is a sub-field of reinforcement learning. It focuses on studying the behavior of multiple learning agents that coexist in a shared environment. Each agent is motivated by its own rewards, and does actions to advance its own interests; in some environments these interests are opposed to the interests of other agents, resulting in complex group dynamics. Multi-agent reinforcement learning is closely related to game theory and especially repeated games, as well as multi-agent systems. Its study combines the pursuit of finding ideal algorithms that maximize rewards with a more sociological set of concepts. While research in single-agent reinforcement learning is concerned with finding the algorithm that gets the biggest number of points for one agent, research in multi-agent reinforcement learning evaluates and quantifies social metrics, such as cooperation, reciprocity, equity, social influence, language and discrimination. == Definition == Similarly to single-agent reinforcement learning, multi-agent reinforcement learning is modeled as some form of a Markov decision process (MDP). Fix a set of agents I = { 1 , . . . , N } {\displaystyle I=\{1,...,N\}} . We then define: A set S {\displaystyle S} of environment states. One set A i {\displaystyle {\mathcal {A}}_{i}} of actions for each of the agents i ∈ I = { 1 , … , N } {\displaystyle i\in I=\{1,\dots ,N\}} . P a → ( s , s ′ ) = Pr ( s t + 1 = s ′ ∣ s t = s , a → t = a → ) {\displaystyle P_{\vec {a}}(s,s')=\Pr(s_{t+1}=s'\mid s_{t}=s,{\vec {a}}_{t}={\vec {a}})} is the probability of transition (at time t {\displaystyle t} ) from state s {\displaystyle s} to state s ′ {\displaystyle s'} under joint action a → {\displaystyle {\vec {a}}} . R → a → ( s , s ′ ) {\displaystyle {\vec {R}}_{\vec {a}}(s,s')} is the immediate joint reward after the transition from s {\displaystyle s} to s ′ {\displaystyle s'} with joint action a → {\displaystyle {\vec {a}}} . In settings with perfect information, such as the games of chess and Go, the MDP would be fully observable. In settings with imperfect information, especially in real-world applications like self-driving cars, each agent would access an observation that only has part of the information about the current state. In the partially observable setting, the core model is the partially observable stochastic game in the general case, and the decentralized POMDP in the cooperative case. == Cooperation vs. competition == When multiple agents are acting in a shared environment their interests might be aligned or misaligned. MARL allows exploring all the different alignments and how they affect the agents' behavior: In pure competition settings, the agents' rewards are exactly opposite to each other, and therefore they are playing against each other. Pure cooperation settings are the other extreme, in which agents get the exact same rewards, and therefore they are playing with each other. Mixed-sum settings cover all the games that combine elements of both cooperation and competition. === Pure competition settings === When two agents are playing a zero-sum game, they are in pure competition with each other. Many traditional games such as chess and Go fall under this category, as do two-player variants of video games like StarCraft. Because each agent can only win at the expense of the other agent, many complexities are stripped away. There is no prospect of communication or social dilemmas, as neither agent is incentivized to take actions that benefit its opponent. The Deep Blue and AlphaGo projects demonstrate how to optimize the performance of agents in pure competition settings. One complexity that is not stripped away in pure competition settings is autocurricula. As the agents' policy is improved using self-play, multiple layers of learning may occur. === Pure cooperation settings === MARL is used to explore how separate agents with identical interests can communicate and work together. Pure cooperation settings are explored in recreational cooperative games such as Overcooked, as well as real-world scenarios in robotics. In pure cooperation settings all the agents get identical rewards, which means that social dilemmas do not occur. In pure cooperation settings, oftentimes there are an arbitrary number of coordination strategies, and agents converge to specific "conventions" when coordinating with each other. The notion of conventions has been studied in language and also alluded to in more general multi-agent collaborative tasks. === Mixed-sum settings === Most real-world scenarios involving multiple agents have elements of both cooperation and competition. For example, when multiple self-driving cars are planning their respective paths, each of them has interests that are diverging but not exclusive: Each car is minimizing the amount of time it's taking to reach its destination, but all cars have the shared interest of avoiding a traffic collision. Zero-sum settings with three or more agents often exhibit similar properties to mixed-sum settings, since each pair of agents might have a non-zero utility sum between them. Mixed-sum settings can be explored using classic matrix games such as prisoner's dilemma, more complex sequential social dilemmas, and recreational games such as Among Us, Diplomacy and StarCraft II. Mixed-sum settings can give rise to communication and social dilemmas. == Social dilemmas == As in game theory, much of the research in MARL revolves around social dilemmas, such as prisoner's dilemma, chicken and stag hunt. While game theory research might focus on Nash equilibria and what an ideal policy for an agent would be, MARL research focuses on how the agents would learn these ideal policies using a trial-and-error process. The reinforcement learning algorithms that are used to train the agents are maximizing the agent's own reward; the conflict between the needs of the agents and the needs of the group is a subject of active research. Various techniques have been explored in order to induce cooperation in agents: Modifying the environment rules, adding intrinsic rewards, and more. === Sequential social dilemmas === Social dilemmas like prisoner's dilemma, chicken and stag hunt are "matrix games". Each agent takes only one action from a choice of two possible actions, and a simple 2x2 matrix is used to describe the reward that each agent will get, given the actions that each agent took. In humans and other living creatures, social dilemmas tend to be more complex. Agents take multiple actions over time, and the distinction between cooperating and defecting is not as clear cut as in matrix games. The concept of a sequential social dilemma (SSD) was introduced in 2017 as an attempt to model that complexity. There is ongoing research into defining different kinds of SSDs and showing cooperative behavior in the agents that act in them. == Autocurricula == An autocurriculum (plural: autocurricula) is a reinforcement learning concept that's salient in multi-agent experiments. As agents improve their performance, they change their environment; this change in the environment affects themselves and the other agents. The feedback loop results in several distinct phases of learning, each depending on the previous one. The stacked layers of learning are called an autocurriculum. Autocurricula are especially apparent in adversarial settings, where each group of agents is racing to counter the current strategy of the opposing group. The Hide and Seek game is an accessible example of an autocurriculum occurring in an adversarial setting. In this experiment, a team of seekers is competing against a team of hiders. Whenever one of the teams learns a new strategy, the opposing team adapts its strategy to give the best possible counter. When the hiders learn to use boxes to build a shelter, the seekers respond by learning to use a ramp to break into that shelter. The hiders respond by locking the ramps, making them unavailable for the seekers to use. The seekers then respond by "box surfing", exploiting a glitch in the game to penetrate the shelter. Each "level" of learning is an emergent phenomenon, with the previous level as its premise. This results in a stack of behaviors, each dependent on its predecessor. Autocurricula in reinforcement learning experiments are compared to the stages of the evolution of life on Earth and the development of human culture. A major stage in evolution happened 2-3 billion years ago, when photosynthesizing life forms started to produce massive amounts of oxygen, changing the balance of gases in the atmosphere. In the next stages of evolution, oxygen-breathing life forms evolved, eventually leading up to land mammals and human beings. These later stages could only happen after the photosynthesis stage made oxygen widely available. Similarly, human culture could not have gone through the Industrial Revolution in the 18th century without the resources and insights gaine

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  • Elastix (image registration)

    Elastix (image registration)

    Elastix is an image registration toolbox built upon the Insight Segmentation and Registration Toolkit (ITK). It is entirely open-source and provides a wide range of algorithms employed in image registration problems. Its components are designed to be modular to ease a fast and reliable creation of various registration pipelines tailored for case-specific applications. It was first developed by Stefan Klein and Marius Staring under the supervision of Josien P.W. Pluim at Image Sciences Institute (ISI). Its first version was command-line based, allowing the final user to employ scripts to automatically process big data-sets and deploy multiple registration pipelines with few lines of code. Nowadays, to further widen its audience, a version called SimpleElastix is also available, developed by Kasper Marstal, which allows the integration of elastix with high level languages, such as Python, Java, and R. == Image registration fundamentals == Image registration is a well-known technique in digital image processing that searches for the geometric transformation that, applied to a moving image, obtains a one-to-one map with a target image. Generally, the images acquired from different sensors (multimodal), time instants (multitemporal), and points of view (multiview) should be correctly aligned to proceed with further processing and feature extraction. Even though there are a plethora of different approaches to image registration, the majority is composed of the same macro building blocks, namely the transformation, the interpolator, the metric, and the optimizer. Registering two or more images can be framed as an optimization problem that requires multiple iterations to converge to the best solution. Starting from an initial transformation computed from the image moments the optimization process searches for the best transformation parameters based on the value of the selected similarity metric. The figure on the right shows the high-level representation of the registration of two images, where the reference remains constant during the entire process, while the moving one will be transformed according to the transformation parameters. In other words, the registration ends when the similarity metric, which is a mathematical function with a certain number of parameters to be optimized, reaches the optimal value which is highly dependent on the specific application. == Main building blocks == Following the structure of the image registration workflow, the elastix toolbox proposes a modular solution that implements for each of the building blocks different algorithms, highly employed in medical image registration, and helps the final users to build their specific pipeline by selecting the most suitable algorithm for each of the main building blocks. Each block is easily configurable both by selecting pre-defined initialization values or by trying multiple sets of parameters and then choosing the most performing one. The registration is performed on images, and the elastix toolbox supports all the data formats supported by ITK, ranging from JPEG and PNG to medical standard formats such as DICOM and NIFTI. It also stores physical pixel spacing, the origin and the relative position to an external world reference system, when provided in the metadata, to facilitate the registration process, especially in medical field applications. === Transformation === The transformation is an essential building block, since it defines the allowable transformations. In image registration, the main distinction can be done between parallel-to-parallel and parallel-to-non parallel (deformable) line mapping transformations. In the elastix toolbox, the final users can select one transformation or compose more transformations either through addition or via composition. Below are reported the different transformation models in order of increasing flexibility, along with the corresponding elastix class names between brackets. Translation (TranslationTransform) allows only translations Rigid (EulerTransform) expands the translation adding rotations and the object is seen as a rigid body Similarity (SimilarityTransform) expands the rigid transformation by introducing isotropic scaling Affine (AffineTransform) expands the rigid transformation allowing both scaling and shear B-splines (BSplineTransform) is a deformable transformation usually preceded by a rigid or affine one Thin-plate splines (SplineKernelTransform) is a deformable transformation belonging to the class of kernel-based transformations that is a composition of and affine and a non-rigid part === Metric === The similarity metric is the mathematical function whose parameters should be optimized to reach the desired registration, and, during the process, it is computed multiple times. Below are reported the available metrics computed employing the reference and the transformed images and the corresponding elastix class names between brackets. Mean squared difference (AdvancedMeanSquares) to be used for mono-modal applications Normalized correlation coefficient (AdvancedNormalizedCorrelation) to be used for images that have an intensity linear relationship Mutual information (AdvancedMattesMutualInformation) to be used for both mono- and multi-modal applications and optimized to reach better performance compared to the normalized version Normalized mutual information (NormalizedMutualInformation) for both mono- and multi-modal applications Kappa statistic (AdvancedKappaStatistic) to be used only for binary images === Sampler === For the computation of the similarity metrics, it is not always necessary to consider all the voxels and, sometimes, it can be useful to use only a fraction of the voxels of the images, i.e. to reduce the execution time for big input images. Below are reported the available criteria for selecting a fraction of the voxels for the similarity metric computation and the corresponding elastix class names between brackets. Full (Full) to employ all the voxels Grid (Grid) to employ a regular grid defined by the user to downsample the image Random (Random) to randomly select a percentage of voxels defined by the users (all voxels have equal probability to be selected) Random coordinate (RandomCoordinate) like the random criterion, but in this case also off-grid positions can be selected to simplify the optimization process === Interpolator === After the application of the transformation, it may occur that the voxels used for the similarity metric computation are at non-voxel positions, so intensity interpolation should be performed to ensure the correctness of the computed values. Below are reported the implemented interpolators and the corresponding elastix class names between brackets. Nearest neighbor (NearestNeighborInterpolator) exploits little resources, but gives low quality results Linear (LinearInterpolator) is sufficient in general applications N-th order B-spline (BSplineInterpolator) can be used to increase the order N, increasing quality and computation time. N=0 and N=1 indicate the nearest neighbor and linear cases respectively. === Optimizer === The optimizer defines the strategy employed for searching the best transformation parameter to reach the correct registration, and it is commonly an iterative strategy. Below are reported some of the implemented optimization strategies. Gradient descent Robbins-Monro, similar to the gradient descent, but employing an approximation of the cost function derivatives A wider range of optimizers is also available, such as Quasi-Newton or evolutionary strategies. === Other features === The elastix software also offers other features that can be employed to speed up the registration procedure and to provide more advanced algorithms to the end-users. Some examples are the introduction of blur and Gaussian pyramid to reduce data complexity, and multi-image and multi-metric framework to deal with more complex applications. == Applications == Elastix has applications mainly in the medical field, where image registration is fundamental to get comprehensive information regarding the analysed anatomical region. It is widely employed in image-guided surgery, tumour monitoring, and treatment assessment. For example, in radiotherapy planning, image registration allows to correctly deliver the treatment and evaluate the obtained results. Thanks to the wide range of implemented algorithms, the use of the elastix software allows physicians and researchers to test different registration pipelines from the simplest to more complex ones, and to save the best one as a configuration file. This file and the fact that the software is completely open-source makes it easy to reproduce the work, that can help supporting the open science paradigm, and allows fast reuse on different patients data. In image-guided surgery, registration time and accuracy are critical points, considering that, during the registration, the patient is on the operating table, and the imag

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