AI Art Generator From Image

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

  • Voice search

    Voice search

    Voice search, also called voice-enabled search, allows the user to use a voice to search the Internet, a website, or an app. In a broader definition, voice search includes open-domain keyword query on any information on the Internet, for example in Google Voice Search, Cortana, Siri and Amazon Echo. Voice search is often interactive, involving several rounds of interaction that allows a system to ask for clarification. Voice search is a type of dialog system. Voice search is not a replacement for typed search. Rather the search terms, experience and use cases can differ heavily depending on the input type. == Supported language == Language is the most essential factor for a system to understand, and provide the most accurate results of what the user searches. This covers across languages, dialects, and accents, as users want a voice assistant that both understands them and speaks to them understandably. While spoken and written languages differ, voice search should support natural spoken language instead of only transforming voice into text and doing a regular text search with the help speech recognition. For example, in typed search an eCommerce user can easily copy and paste an alphanumeric product code to search field, but when speaking the search terms can be very different, such as "show me the new Bluetooth headphones by Samsung". == How it works == The difference between text and voice search is not only the input type. The mechanism must include an automatic speech recognition (ASR) for input, but it can also include natural language understanding for natural spoken search queries such as "What's the population for the United States" It can include text-to-speech (TTS) or a regular display for output modalities. Users might sometimes be required to activate the search by using a wake word. Then, the search system will detect the language spoken by the user. It will then detect the keywords and context of the sentence. Lastly, the device will return results depending on its output. A device with a screen might display the results, while a device without a screen will speak them back to the searcher.

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  • Data drilling

    Data drilling

    Data drilling (also drilldown) refers to any of various operations and transformations on tabular, relational, and multidimensional data. The term has widespread use in various contexts, but is primarily associated with specialized software designed specifically for data analysis. == Common data drilling operations == There are certain operations that are common to applications that allow data drilling. Among them are: Query operations: tabular query pivot query === Tabular query === Tabular query operations consist of standard operations on data tables. Among these operations are: search sort filter (by value) filter (by extended function or condition) transform (e.g., by adding or removing columns) Consider the following example: Fred and Wilma table (Fig 001): gender, fname, lname, home male, fred, chopin, Poland male, fred, flintstone, bedrock male, fred, durst, usa female, wilma, flintstone, bedrock female, wilma, rudolph, usa female, wilma, webb, usa male, fred, johnson, usa The preceding is an example of a simple flat file table formatted as comma-separated values. The table includes first name, last name, gender and home country for various people named fred or wilma. Although the example is formatted this way, it is important to emphasize that tabular query operations (as well as all data drilling operations) can be applied to any conceivable data type, regardless of the underlying formatting. The only requirement is that the data be readable by the software application in use. === Pivot query === A pivot query allows multiple representations of data according to different dimensions. This query type is similar to tabular query, except it also allows data to be represented in summary format, according to a flexible user-selected hierarchy. This class of data drilling operation is formally, (and loosely) known by different names, including crosstab query, pivot table, data pilot, selective hierarchy, intertwingularity and others. To illustrate the basics of pivot query operations, consider the Fred and Wilma table (Fig 001). A quick scan of the data reveals that the table has redundant information. This redundancy could be consolidated using an outline or a tree structure or in some other way. Moreover, once consolidated, the data could have many different alternate layouts. Using a simple text outline as output, the following alternate layouts are all possible with a pivot query: Summarize by gender (Fig 001): female flintstone, wilma rudolph, wilma webb, wilma male chopin, fred flintstone, fred durst, fred johnson, fred (Dimensions = gender; Tabular fields = lname, fname;) Summarize by home, lname (Fig 001): bedrock flintstone fred wilma Poland chopin fred usa ... (Dimensions = home, lname; Tabular fields = fname;) ==== Uses ==== Pivot query operations are useful for summarizing a corpus of data in multiple ways, thereby illustrating different representations of the same basic information. Although this type of operation appears prominently in spreadsheets and desktop database software, its flexibility is arguably under-utilized. There are many applications that allow only a 'fixed' hierarchy for representing data, and this represents a substantial limitation. == Drillup == Drillup is the opposite of drilldown. For example, if you drilldown to see the revenue of one product, then you might want to drillup to see the revenue of all products.

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  • Species distribution modelling

    Species distribution modelling

    Species distribution modelling (SDM), also known as environmental (or ecological) niche modelling (ENM), habitat suitability modelling, predictive habitat distribution modelling, and range mapping uses ecological models to predict the distribution of a species across geographic space and time using environmental data. The environmental data are most often climate data (e.g. temperature, precipitation), but can include other variables such as soil type, water depth, and land cover. SDMs are used in several research areas in conservation biology, ecology and evolution. These models can be used to understand how environmental conditions influence the occurrence or abundance of a species, and for predictive purposes (ecological forecasting). Predictions from an SDM may be of a species' future distribution under climate change, a species' past distribution in order to assess evolutionary relationships, or the potential future distribution of an invasive species. Predictions of current and/or future habitat suitability can be useful for management applications (e.g. reintroduction or translocation of vulnerable species, reserve placement in anticipation of climate change). There are two main types of SDMs. Correlative SDMs, also known as climate envelope models, bioclimatic models, or resource selection function models, model the observed distribution of a species as a function of environmental conditions. Mechanistic SDMs, also known as process-based models or biophysical models, use independently derived information about a species' physiology to develop a model of the environmental conditions under which the species can exist. The extent to which such modelled data reflect real-world species distributions will depend on a number of factors, including the nature, complexity, and accuracy of the models used and the quality of the available environmental data layers; the availability of sufficient and reliable species distribution data as model input; and the influence of various factors such as barriers to dispersal, geologic history, or biotic interactions, that increase the difference between the realized niche and the fundamental niche. Environmental niche modelling may be considered a part of the discipline of biodiversity informatics. == History == A. F. W. Schimper used geographical and environmental factors to explain plant distributions in his 1898 Pflanzengeographie auf physiologischer Grundlage (Plant Geography Upon a Physiological Basis) and his 1908 work of the same name. Andrew Murray used the environment to explain the distribution of mammals in his 1866 The Geographical Distribution of Mammals. Robert Whittaker's work with plants and Robert MacArthur's work with birds strongly established the role the environment plays in species distributions. Elgene O. Box constructed environmental envelope models to predict the range of tree species. His computer simulations were among the earliest uses of species distribution modelling. The adoption of more sophisticated generalised linear models (GLMs) made it possible to create more sophisticated and realistic species distribution models. The expansion of remote sensing and the development of GIS-based environmental modelling increase the amount of environmental information available for model-building and made it easier to use. == Correlative vs mechanistic models == === Correlative SDMs === SDMs originated as correlative models. Correlative SDMs model the observed distribution of a species as a function of geographically referenced climatic predictor variables using multiple regression approaches. Given a set of geographically referred observed presences of a species and a set of climate maps, a model defines the most likely environmental ranges within which a species lives. Correlative SDMs assume that species are at equilibrium with their environment and that the relevant environmental variables have been adequately sampled. The models allow for interpolation between a limited number of species occurrences. For these models to be effective, it is required to gather observations not only of species presences, but also of absences, that is, where the species does not live. Records of species absences are typically not as common as records of presences, thus often "random background" or "pseudo-absence" data are used to fit these models. If there are incomplete records of species occurrences, pseudo-absences can introduce bias. Since correlative SDMs are models of a species' observed distribution, they are models of the realized niche (the environments where a species is found), as opposed to the fundamental niche (the environments where a species can be found, or where the abiotic environment is appropriate for the survival). For a given species, the realized and fundamental niches might be the same, but if a species is geographically confined due to dispersal limitation or species interactions, the realized niche will be smaller than the fundamental niche. Correlative SDMs are easier and faster to implement than mechanistic SDMs, and can make ready use of available data. Since they are correlative however, they do not provide much information about causal mechanisms and are not good for extrapolation. They will also be inaccurate if the observed species range is not at equilibrium (e.g. if a species has been recently introduced and is actively expanding its range). In standard SDMs, the distribution of a single species is often modeled, with unique parameters describing how environmental (abiotic) factors influence its occurrence probability. This allows for differentiated responses to environmental drivers among species, but can be problematic for data-deficient species. In contrast, similarities in environmental responses can be accounted for in multi-species SDMs, which model several species jointly using shared or hierarchically related parameters. However, neither approach explicitly accounts for community-level biotic interactions, which can be important in explaining species diversity patterns. Joint species distribution models (joint SDMs or J-SDMs) address this by modeling species co-occurrence patterns directly. The occurrence probability of a given species is thus influenced not only by abiotic drivers but also by inferred biotic associations with other species. This can improve accuracy for rarer taxa and provide insights into community ecology. Both standard SDMs and J-SDMs can be used to generate community-level metrics, such as species richness, by aggregating outputs across multiple species. These can be important for decision-making such as conservation planning. === Mechanistic SDMs === Mechanistic SDMs are more recently developed. In contrast to correlative models, mechanistic SDMs use physiological information about a species (taken from controlled field or laboratory studies) to determine the range of environmental conditions within which the species can persist. These models aim to directly characterize the fundamental niche, and to project it onto the landscape. A simple model may simply identify threshold values outside of which a species can't survive. A more complex model may consist of several sub-models, e.g. micro-climate conditions given macro-climate conditions, body temperature given micro-climate conditions, fitness or other biological rates (e.g. survival, fecundity) given body temperature (thermal performance curves), resource or energy requirements, and population dynamics. Geographically referenced environmental data are used as model inputs. Because the species distribution predictions are independent of the species' known range, these models are especially useful for species whose range is actively shifting and not at equilibrium, such as invasive species. Mechanistic SDMs incorporate causal mechanisms and are better for extrapolation and non-equilibrium situations. However, they are more labor-intensive to create than correlational models and require the collection and validation of a lot of physiological data, which may not be readily available. The models require many assumptions and parameter estimates, and they can become very complicated. Dispersal, biotic interactions, and evolutionary processes present challenges, as they aren't usually incorporated into either correlative or mechanistic models. Correlational and mechanistic models can be used in combination to gain additional insights. For example, a mechanistic model could be used to identify areas that are clearly outside the species' fundamental niche, and these areas can be marked as absences or excluded from analysis. See for a comparison between mechanistic and correlative models. == Niche models (correlative) == There are a variety of mathematical methods that can be used for fitting, selecting, and evaluating correlative SDMs. Models include "profile" methods, which are simple statistical techniques that use e.g. environmental distance to known sites of occurrence such as

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  • Gutmann method

    Gutmann method

    The Gutmann method is an algorithm for securely erasing the contents of computer hard disk drives, such as files. Devised by Peter Gutmann and Colin Plumb and presented in the paper Secure Deletion of Data from Magnetic and Solid-State Memory in July 1996, it involved writing a series of 35 patterns over the region to be erased. The selection of patterns assumes that the user does not know the encoding mechanism used by the drive, so it includes patterns designed specifically for three types of drives. A user who knows which type of encoding the drive uses can choose only those patterns intended for their drive. A drive with a different encoding mechanism would need different patterns. Most of the patterns in the Gutmann method were designed for older MFM/RLL-encoded disks. Gutmann himself has noted that more modern drives no longer use these older encoding techniques, making parts of the method irrelevant. He said "In the time since this paper was published, some people have treated the 35-pass overwrite technique described in it more as a kind of voodoo incantation to banish evil spirits than the result of a technical analysis of drive encoding techniques". Since about 2001, some ATA IDE and SATA hard drive manufacturer designs include support for the ATA Secure Erase standard, obviating the need to apply the Gutmann method when erasing an entire drive. The Gutmann method does not apply to USB sticks: a 2011 study reports that 71.7% of data remained available. On solid state drives it resulted in 0.8–4.3% recovery. == Background == The delete function in most operating systems simply marks the space occupied by the file as reusable (removes the pointer to the file) without immediately removing any of its contents. At this point the file can be fairly easily recovered by numerous recovery applications. However, once the space is overwritten with other data, there is no known way to use software to recover it. It cannot be done with software alone since the storage device only returns its current contents via its normal interface. Gutmann claims that intelligence agencies have sophisticated tools, including magnetic force microscopes, which together with image analysis, can detect the previous values of bits on the affected area of the media (for example hard disk). This claim however seems to be invalid based on the thesis "Data Reconstruction from a Hard Disk Drive using Magnetic Force Microscopy". == Method == An overwrite session consists of a lead-in of four random write patterns, followed by patterns 5 to 31 (see rows of table below), executed in a random order, and a lead-out of four more random patterns. Each of patterns 5 to 31 was designed with a specific magnetic media encoding scheme in mind, which each pattern targets. The drive is written to for all the passes even though the table below only shows the bit patterns for the passes that are specifically targeted at each encoding scheme. The result should obscure any data on the drive so that only the most advanced physical scanning (e.g., using a magnetic force microscope) of the drive is likely to be able to recover any data. The series of patterns is as follows: Encoded bits shown in bold are what should be present in the ideal pattern, although due to the encoding the complementary bit is actually present at the start of the track. == Criticism == Daniel Feenberg of the National Bureau of Economic Research, an American private nonprofit research organization, criticized Gutmann's claim that intelligence agencies are likely to be able to read overwritten data, citing a lack of evidence for such claims. He finds that Gutmann cites one non-existent source and sources that do not actually demonstrate recovery, only partially-successful observations. The definition of "random" is also quite different from the usual one used: Gutmann expects the use of pseudorandom data with sequences known to the recovering side, not an unpredictable one such as a cryptographically secure pseudorandom number generator. Nevertheless, some published government security procedures consider an overwritten disk to still be sensitive. Human factors and potential limitations in the overwriting software create a residual risk that is not considered acceptable at the highest security levels. Gutmann himself has responded to some of these criticisms and also criticized how his algorithm has been abused in an epilogue to his original paper, in which he states: In the time since this paper was published, some people have treated the 35-pass overwrite technique described in it more as a kind of voodoo incantation to banish evil spirits than the result of a technical analysis of drive encoding techniques. As a result, they advocate applying the voodoo to PRML and EPRML drives even though it will have no more effect than a simple scrubbing with random data. In fact performing the full 35-pass overwrite is pointless for any drive since it targets a blend of scenarios involving all types of (normally-used) encoding technology, which covers everything back to 30+-year-old MFM methods (if you don't understand that statement, re-read the paper). If you're using a drive which uses encoding technology X, you only need to perform the passes specific to X, and you never need to perform all 35 passes. For any modern PRML/EPRML drive, a few passes of random scrubbing is the best you can do. As the paper says, "A good scrubbing with random data will do about as well as can be expected". This was true in 1996, and is still true now. Gutmann's statement has been criticized for not recognizing that PRML/EPRML does not replace RLL, with critics claiming PRML/EPRML to be a signal detection method rather than a data encoding method. Polish data recovery service Kaleron has also claimed that Gutmann's publication contains further factual errors and assumptions that do not apply to actual disks.

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  • Vegas Pro

    Vegas Pro

    Vegas Pro (formerly known as Sony Vegas) is a professional video editing software package for non-linear editing (NLE), designed to run on the Microsoft Windows operating system. The first release of Vegas Beta was on June 11, 1999. Vegas was originally developed as a non-linear audio editing application. Version 2.0 would split the program into audio and video editing variants, with the former being dropped by version 4.0, making the video offering the only variant available to consumers. Vegas Pro features real-time multi-track video and audio editing on unlimited tracks, resolution-independent video sequencing, complex effects, compositing tools, 24-bit/192 kHz audio support, VST and DirectX plug-in effect support, and Dolby Digital surround sound mixing. The software was originally published by Sonic Foundry until May 2003, when Sony purchased Sonic Foundry and formed Sony Creative Software. On May 24, 2016, Sony announced that Vegas was sold to MAGIX, which formed VEGAS Creative Software, to continue support and development of the software. As of the end of March 2026, it was publicly announced that Boris FX had taken ownership of Vegas Pro. Each release of Vegas is sold standalone; however, upgrade discounts are sometimes provided. == Features == Vegas does not require any specialized hardware to run properly, allowing it to operate on any Windows computer that meets the system requirements. == History == Vegas 1.0 was released after a brief public beta by Sonic Foundry on July 23, 1999 at the NAMM Show in Nashville, Tennessee as an audio-only tool with a particular focus on re-scaling and resampling audio. It supported formats like DivX and Real Networks RealSystem G2 file formats. Martin Walker from Sound on Sound described working in Vegas 1.0 as a "very pleasurable experience, especially since so many functions are highly intuitive" though also criticizing some features as hard to figure out due to the lack of a central help file. Later, on June 12, 2000, Vegas Video and Audio 2.0 (also referred to as just Vegas 2.0) was released, with its beta releasing earlier that year on April 10. This was the first version of Vegas to include video-editing tools and was also the first to have a low-cost "LE" version alongside the regular release. The LE releases would continue through version 3.0 of Vegas but would be discontinued by the release of Vegas 4.0. Vegas 3.0 was released the next year on December 3, and added new video effects, features for ease-of-use with DV, and support for editing Windows Media files. Vegas 4.0 was released on 6 February 2003 and added application scripting, advanced color correction, 5.1 surround sound mixing, and Steinberg ASIO support. This was the last release under the Sonic Foundry name after it sold much of its software suite, including Sound Forge and Acid Pro, to Sony Pictures Digital for $18 million later in 2003. Under Sony's ownership, Vegas 5.0 was released on April 19, 2004, bringing 3D track motion, compositing, reversing, envelope automation, etc. 7.0 also added an improved video preview, enhanced layout management, improved snapping, and more customization. With the release of 8.0, Sony opted to go back to the original "Vegas Pro" branding that the first version released with. It added the ability to burn Blu-ray and DVD optical media, support for 32-bit floating point audio, support for tempo-based audio effects, and more. It also moved the timeline to the bottom of the window by default with the option of moving it back to the top if the user wished to. Sony was also experimenting with 64-bit at this time and ported Vegas Pro 8.0 to 64-bit systems under the name "Vegas Pro 8.1". Vegas Pro 9.0 added support for 4K resolution and pro camcorder formats like Red and XDCAM EX. In 2009, Sony Creative Software purchased the Velvetmatter Radiance suite of video FX plug-ins which were included in Sony Vegas Pro 9.0. As a result, they were no longer available as a separate product from Velvetmatter. Vegas Pro 10 was released in 2010 with stereoscopic 3D editing, image stabilization, OpenFX plugin support, real-time audio event effects, and a few UI changes. This was the last release to include support for Windows XP. Vegas Pro 11 was released the next year on 17 October, with GPGPU video acceleration, enhanced text tools, enhanced stereoscopic/3D features, RAW photo support, and new event synchronization mechanisms. In addition, Vegas Pro 11 comes pre-loaded with "NewBlue" Titler Pro, a 2D and 3D titling plug-in. Vegas Pro 12 would add two new configurations: Vegas Pro 12 Edit, for "Professional Video and Audio Production"; and Vegas Pro 12 Suite, for "Professional Editing, Disc Authoring, and Visual Effects Design". Vegas Pro 13 would be the last version released with Sony branding after the acquisition of much of Sony Creative Software's library by Magix. After they acquired Vegas, Magix released version 14 on September 20, 2016. It featured advanced 4K upscaling as well as many bug fixes, a higher video velocity limit, RED camera support, and a variety of other features. This was also the last version to have the light theme enabled by default. Released on August 28, 2017, Vegas Pro 15 features major UI changes that claim to bring usability improvements and customization. It was the first version of VEGAS Pro to have a dark theme; it also allows more efficient editing speeds, including adding new shortcuts to speed the video editing process. Vegas Pro 15 includes support for Intel Quick Sync Video (QSV) and other technologies, as well as various other features. It introduced a new VEGAS Pro icon as a V. Vegas Pro 16 has some new features including file backup, motion tracking, improved video stabilization, 360° editing and HDR support. Magix has continued to improve Vegas through version 21 with support for reading Matroska files, a more detailed render dialogue, live streaming, VST3 support, a VST 32-bit bridge, and a selective Paste Event Attributes menu. Magix would later release a subscription model for using Vegas named "Vegas Pro 365" on January 17, 2018, although the perpetual licence is still an option for customers. This version includes cloud-based speech synthesis among other features not included in the mainline Vegas release. == Version history == Each release of Vegas is sold standalone, however upgrade discounts are sometimes provided. === Vegas Beta === Sonic Foundry introduced a sneak preview version of Vegas Pro on June 11, 1999. It is called a "Multitrack Media Editing System". === Vegas 1.0 === Released on July 23, 1999 at the NAMM Show in Nashville, Tennessee, Vegas was an audio-only tool with a particular focus on rescaling and resampling audio. It supported formats like DivX and Real Networks RealSystem G2 file formats. Version 1.0 is the final Vegas release to include Windows 95 support. === Vegas Video beta (Vegas 2.0 beta) === Released on April 10, 2000, this was the first version of Vegas to include video-editing tools. === Vegas Video (Vegas 2.0) === Released on June 12, 2000. Version 2.0 is the final Vegas Video release to include Windows NT 4.0 support. === Vegas Video 3.0 === Released on December 3, 2001. This release added: New Video Effects – Lens Flare, Light Rays, Film FX, Color Curves, Mirror, Remap, Deform, Convolution, Linear Blur, Black Restore, Levels, Unsharp Mask, Color Grading, and Timecode Burn filter. Batch Capture with Automatic Scene Detection – Captures DV with automatic scene detection, batch capture, tape logging, still image capture and thumbnail previews. Red Book Audio CD Mastering with CD Architect (TM) Technology – Used for burning Red Book audio CD masters directly from the Vegas timeline with ISRC, UPC, and PQ list support. New Sonic Foundry DV Codec – Introduces a DV codec developed by Sonic Foundry that offers artifact-free compositing and DV chromakeying. DV Print-to-Tape from the Timeline – Prints projects to DV cameras and decks from the Vegas timeline. Windows Media (TM) File Editing – Creates and edits Windows Media (TM) files. New MPEG Encoding Tools – Used for producing MPEG-2 files for DVD productions. Dynamic RAM Previewing – Temporary RAM/render-free previews for analysis and tweaking of complex video FX without rendering. VideoCD and Data CD Burning – Burning projects directly to VideoCD for playback on most DVD players or data CDs for playback computers' CD-ROMs. === Vegas 4.0 === Released on February 6, 2003. This release added: Advanced Color Correction Tools Searchable Media Pool Bins Vectorscope, Histogram, Parade and Waveform Monitoring Application Scripting Improved Ripple Editing Motion Blur and Super-Sampling Envelopes 5.1 Surround Mixing Dolby® Digital AC-3 Encoding certified and tested by Dolby Laboratories DirectX® Audio Plug-In Effects Automation ASIO Driver Support Windows Media™ 9 Support, including Surround Encoding DVD Authoring with AC-3 File Import Capabilities Integration with DVD Architect via Chap

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  • Sieve of Pritchard

    Sieve of Pritchard

    In mathematics, the sieve of Pritchard is an algorithm for finding all prime numbers up to a specified bound. Like the ancient sieve of Eratosthenes, it has a simple conceptual basis in number theory. It is especially suited to quick hand computation for small bounds. Whereas the sieve of Eratosthenes marks off each non-prime for each of its prime factors, the sieve of Pritchard avoids considering almost all non-prime numbers by building progressively larger wheels, which represent the pattern of numbers not divisible by any of the primes processed thus far. It thereby achieves a better asymptotic complexity, and was the first sieve with a running time sublinear in the specified bound. Its asymptotic running-time has not been improved on, and it deletes fewer composites than any other known sieve. It was created in 1979 by Paul Pritchard. Since Pritchard has created a number of other sieve algorithms for finding prime numbers, the sieve of Pritchard is sometimes singled out by being called the wheel sieve (by Pritchard himself) or the dynamic wheel sieve. == Overview == A prime number is a natural number that has no natural number divisors other than the number 1 and itself. To find all the prime numbers less than or equal to a given integer N, a sieve algorithm examines a set of candidates in the range 2, 3, …, N, and eliminates those that are not prime, leaving the primes at the end. The sieve of Eratosthenes examines all of the range, first removing all multiples of the first prime 2, then of the next prime 3, and so on. The sieve of Pritchard instead examines a subset of the range consisting of numbers that occur on successive wheels, which represent the pattern of numbers left after each successive prime is processed by the sieve of Eratosthenes. For i > 0, the ith wheel Wi represents this pattern. It is the set of numbers between 1 and the product Pi = p1 · p2 ⋯ pi of the first i prime numbers that are not divisible by any of these prime numbers (and is said to have an associated length Pi). This is because adding Pi to a number does not change whether it is divisible by one of the first i prime numbers, since the remainder on division by any one of these primes is unchanged. So W1 = {1} with length P1 = 2 represents the pattern of odd numbers; W2 = {1,5} with length P2 = 6 represents the pattern of numbers not divisible by 2 or 3; etc. Wheels are so-called because Wi can be usefully visualized as a circle of circumference Pi with its members marked at their corresponding distances from an origin. Then rolling the wheel along the number line marks points corresponding to successive numbers not divisible by one of the first i prime numbers. The animation shows W2 being rolled up to 30. It is useful to define Wi → n for n > 0 to be the result of rolling Wi up to n. Then the animation generates W2 → 30 = {1,5,7,11,13,17,19,23,25,29}. Note that up to 52 − 1 = 24, this consists only of 1 and the primes between 5 and 25. The sieve of Pritchard is derived from the observation that this holds generally: for all i > 0, the values in Wi → (p2i+1 − 1) are 1 and the primes between pi+1 and p2i+1. It even holds for i = 0, where the wheel has length 1 and contains just 1 (representing all the natural numbers). So the sieve of Pritchard starts with the trivial wheel W0 and builds successive wheels until the square of the wheel's first member after 1 is at least N. Wheels grow very quickly, but only their values up to N are needed and generated. It remains to find a method for generating the next wheel. Note in the animation that W3 = {1,5,7,11,13,17,19,23,25,29} − {5 · 1 , 5 · 5} can be obtained by rolling W2 up to 30 and then removing 5 times each member of W2.This also holds generally: for all i ≥ 0, Wi+1 = (Wi → Pi+1) − {pi+1 · w | w ∈ Wi}. Rolling Wi past Pi just adds values to Wi, so the current wheel is first extended by getting each successive member starting with w = 1, adding Pi to it, and inserting the result in the set. Then the multiples of pi+1 are deleted. Care must be taken to avoid a number being deleted that itself needs to be multiplied by pi+1. The sieve of Pritchard as originally presented does so by first skipping past successive members until finding the maximum one needed, and then doing the deletions in reverse order by working back through the set. This is the method used in the first animation above. A simpler approach is just to gather the multiples of pi+1 in a list, and then delete them. Another approach is given by Gries and Misra. If the main loop terminates with a wheel whose length is less than N, it is extended up to N to generate the remaining primes. The algorithm, for finding all primes up to N, is therefore as follows: Start with a set W = {1} and length = 1 representing wheel 0, and prime p = 2. As long as p2 ≤ N, do the following: if length < N, then extend W by repeatedly getting successive members w of W starting with 1 and inserting length + w into W as long as it does not exceed p · length or N; increase length to the minimum of p · length and N. repeatedly delete p times each member of W by first finding the largest ≤ length and then working backwards. note the prime p, then set p to the next member of W after 1 (or 3 if p was 2). if length < N, then extend W to N by repeatedly getting successive members w of W starting with 1 and inserting length + w into W as long as it does not exceed N; On termination, the rest of the primes up to N are the members of W after 1. === Example === To find all the prime numbers less than or equal to 150, proceed as follows. Start with wheel 0 with length 1, representing all natural numbers 1, 2, 3...: 1 The first number after 1 for wheel 0 (when rolled) is 2; note it as a prime. Now form wheel 1 with length 2 × 1 = 2 by first extending wheel 0 up to 2 and then deleting 2 times each number in wheel 0, to get: 1 2 The first number after 1 for wheel 1 (when rolled) is 3; note it as a prime. Now form wheel 2 with length 3 × 2 = 6 by first extending wheel 1 up to 6 and then deleting 3 times each number in wheel 1, to get 1 2 3 5 The first number after 1 for wheel 2 is 5; note it as a prime. Now form wheel 3 with length 5 × 6 = 30 by first extending wheel 2 up to 30 and then deleting 5 times each number in wheel 2 (in reverse order), to get 1 2 3 5 7 11 13 17 19 23 25 29 The first number after 1 for wheel 3 is 7; note it as a prime. Now wheel 4 has length 7 × 30 = 210, so we only extend wheel 3 up to our limit 150. (No further extending will be done now that the limit has been reached.) We then delete 7 times each number in wheel 3 until we exceed our limit 150, to get the elements in wheel 4 up to 150: 1 2 3 5 7 11 13 17 19 23 25 29 31 37 41 43 47 49 53 59 61 67 71 73 77 79 83 89 91 97 101 103 107 109 113 119 121 127 131 133 137 139 143 149 The first number after 1 for this partial wheel 4 is 11; note it as a prime. Since we have finished with rolling, we delete 11 times each number in the partial wheel 4 until we exceed our limit 150, to get the elements in wheel 5 up to 150: 1 2 3 5 7 11 13 17 19 23 25 29 31 37 41 43 47 49 53 59 61 67 71 73 77 79 83 89 91 97 101 103 107 109 113 119 121 127 131 133 137 139 143 149 The first number after 1 for this partial wheel 5 is 13. Since 13 squared is at least our limit 150, we stop. The remaining numbers (other than 1) are the rest of the primes up to our limit 150. Just 8 composite numbers are removed, once each. The rest of the numbers considered (other than 1) are prime. In comparison, the natural version of Eratosthenes sieve (stopping at the same point) removes composite numbers 184 times. == Pseudocode == The sieve of Pritchard can be expressed in pseudocode, as follows: algorithm Sieve of Pritchard is input: an integer N >= 2. output: the set of prime numbers in {1,2,...,N}. let W and Pr be sets of integer values, and all other variables integer values. k, W, length, p, Pr := 1, {1}, 2, 3, {2}; {invariant: p = pk+1 and W = Wk ∩ {\displaystyle \cap } {1,2,...,N} and length = minimum of Pk,N and Pr = the primes up to pk} while p2 <= N do if (length < N) then Extend W,length to minimum of plength,N; Delete multiples of p from W; Insert p into Pr; k, p := k+1, next(W, 1) if (length < N) then Extend W,length to N; return Pr ∪ {\displaystyle \cup } W - {1}; where next(W, w) is the next value in the ordered set W after w. procedure Extend W,length to n is {in: W = Wk and length = Pk and n > length} {out: W = Wk → {\displaystyle \rightarrow } n and length = n} integer w, x; w, x := 1, length+1; while x <= n do Insert x into W; w := next(W,w); x := length + w; length := n; procedure Delete multiples of p from W,length is integer w; w := p; while pw <= length do w := next(W,w); while w > 1 do w := prev(W,w); Remove pw from W; where prev(W, w) is the previous value in the ordered set W before w. The algorithm can be initialized with W0 instead of W1 at the minor complication of making next(W, 1) a special case when k = 0. This a

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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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  • Algorithm engineering

    Algorithm engineering

    Algorithm engineering focuses on the design, analysis, implementation, optimization, profiling and experimental evaluation of computer algorithms, bridging the gap between algorithmics theory and practical applications of algorithms in software engineering. It is a general methodology for algorithmic research. == Origins == In 1995, a report from an NSF-sponsored workshop "with the purpose of assessing the current goals and directions of the Theory of Computing (TOC) community" identified the slow speed of adoption of theoretical insights by practitioners as an important issue and suggested measures to reduce the uncertainty by practitioners whether a certain theoretical breakthrough will translate into practical gains in their field of work, and tackle the lack of ready-to-use algorithm libraries, which provide stable, bug-free and well-tested implementations for algorithmic problems and expose an easy-to-use interface for library consumers. But also, promising algorithmic approaches have been neglected due to difficulties in mathematical analysis. The term "algorithm engineering" was first used with specificity in 1997, with the first Workshop on Algorithm Engineering (WAE97), organized by Giuseppe F. Italiano. == Difference from algorithm theory == Algorithm engineering does not intend to replace or compete with algorithm theory, but tries to enrich, refine and reinforce its formal approaches with experimental algorithmics (also called empirical algorithmics). This way it can provide new insights into the efficiency and performance of algorithms in cases where the algorithm at hand is less amenable to algorithm theoretic analysis, formal analysis pessimistically suggests bounds which are unlikely to appear on inputs of practical interest, the algorithm relies on the intricacies of modern hardware architectures like data locality, branch prediction, instruction stalls, instruction latencies which the machine model used in Algorithm Theory is unable to capture in the required detail, the crossover between competing algorithms with different constant costs and asymptotic behaviors needs to be determined. == Methodology == Some researchers describe algorithm engineering's methodology as a cycle consisting of algorithm design, analysis, implementation and experimental evaluation, joined by further aspects like machine models or realistic inputs. They argue that equating algorithm engineering with experimental algorithmics is too limited, because viewing design and analysis, implementation and experimentation as separate activities ignores the crucial feedback loop between those elements of algorithm engineering. === Realistic models and real inputs === While specific applications are outside the methodology of algorithm engineering, they play an important role in shaping realistic models of the problem and the underlying machine, and supply real inputs and other design parameters for experiments. === Design === Compared to algorithm theory, which usually focuses on the asymptotic behavior of algorithms, algorithm engineers need to keep further requirements in mind: Simplicity of the algorithm, implementability in programming languages on real hardware, and allowing code reuse. Additionally, constant factors of algorithms have such a considerable impact on real-world inputs that sometimes an algorithm with worse asymptotic behavior performs better in practice due to lower constant factors. === Analysis === Some problems can be solved with heuristics and randomized algorithms in a simpler and more efficient fashion than with deterministic algorithms. Unfortunately, this makes even simple randomized algorithms difficult to analyze because there are subtle dependencies to be taken into account. === Implementation === Huge semantic gaps between theoretical insights, formulated algorithms, programming languages and hardware pose a challenge to efficient implementations of even simple algorithms, because small implementation details can have rippling effects on execution behavior. The only reliable way to compare several implementations of an algorithm is to spend an considerable amount of time on tuning and profiling, running those algorithms on multiple architectures, and looking at the generated machine code. === Experiments === See: Experimental algorithmics === Application engineering === Implementations of algorithms used for experiments differ in significant ways from code usable in applications. While the former prioritizes fast prototyping, performance and instrumentation for measurements during experiments, the latter requires thorough testing, maintainability, simplicity, and tuning for particular classes of inputs. === Algorithm libraries === Stable, well-tested algorithm libraries like LEDA play an important role in technology transfer by speeding up the adoption of new algorithms in applications. Such libraries reduce the required investment and risk for practitioners, because it removes the burden of understanding and implementing the results of academic research. == Conferences == Two main conferences on Algorithm Engineering are organized annually, namely: Symposium on Experimental Algorithms (SEA), established in 1997 (formerly known as WEA). SIAM Meeting on Algorithm Engineering and Experiments (ALENEX), established in 1999. The 1997 Workshop on Algorithm Engineering (WAE'97) was held in Venice (Italy) on September 11–13, 1997. The Third International Workshop on Algorithm Engineering (WAE'99) was held in London, UK in July 1999. The first Workshop on Algorithm Engineering and Experimentation (ALENEX99) was held in Baltimore, Maryland on January 15–16, 1999. It was sponsored by DIMACS, the Center for Discrete Mathematics and Theoretical Computer Science (at Rutgers University), with additional support from SIGACT, the ACM Special Interest Group on Algorithms and Computation Theory, and SIAM, the Society for Industrial and Applied Mathematics.

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  • Film-out

    Film-out

    Film-out is the process in the computer graphics, video production and filmmaking disciplines of transferring images or animation from videotape or digital files to a traditional film print. Film-out is a broad term that encompasses the conversion of frame rates, color correction, as well as the actual printing, also called scannior recording. The film-out process is different depending on the regional standard of the master videotape in question – NTSC, PAL, or SECAM – or likewise on the several emerging region-independent formats of high definition video (HD video); thus each type is covered separately, taking into account regional film-out industries, methods and technical considerations. == Live action video == Many modern documentaries and low-budget films are shot on videotape or other digital video media, instead of film stock, and completed as digital video. Video production means substantially lower costs than 16 mm or 35 mm film production on all levels. Until recently, the relatively low cost of video ended when the issue of a theatrical presentation was raised, which required a print for film projection. With the growing presence of digital projection, this is becoming less of a factor. === Standard definition (SD) video === Film-out of standard-definition video – or any source that has an incompatible frame rate – is the up-conversion of video media to film for theatrical viewing. The video-to-film conversion process consists of two major steps: first, the conversion of video into digital film frames which are then stored on a computer or on HD videotape; and secondly, the printing of these digital film frames onto actual film. To understand these two steps, it is important to understand how video and film differ. Film (sound film, at least) has remained unchanged for almost a century and creates the illusion of moving images through the rapid projection of still images, frames, upon a screen, typically 24 per second. Traditional interlaced SD video has no real frame rate, (though the term frame is applied to video, it has a different meaning). Instead, video consists of a very fast succession of horizontal lines that continually cascade down the television screen – streaming top to bottom, before jumping back to the top and then streaming down to the bottom again, repeatedly, almost 60 alternating screen-fulls every second for NTSC, or exactly 50 such screen-fulls per second for PAL and SECAM. Since visual movement in video is infused in this continuous cascade of scan lines, there is no discrete image or real frame that can be identified at any one time. Therefore, when transferring video to film, it is necessary to invent individual film frames, 24 for every second of elapsed time. The bulk of the work done by a film-out company is this first step, creating film frames out of the stream of interlaced video. Each company employs its own (often proprietary) technology for turning interlaced video into high-resolution digital video files of 24 discrete images every second, called 24 progressive video or 24p. The technology must filter out all the visually unappealing artifacting that results from the inherent mismatch between video and film movement. Moreover, the conversion process usually requires human intervention at every edit point of a video program, so that each type of scene can be calibrated for maximum visual quality. The use of archival footage in video especially calls for extra attention. Step two, the scanning to film, is the rote part of the process. This is the mechanical step where lasers print each of the newly created frames of the 24p video, stored on computer files or HD videotape, onto rolls of film. Most companies that do film-out, do all the stages of the process themselves for a lump sum. The job includes converting interlaced video into 24p and often a color correction session – (calibrating the image for theatrical projection), before scanning to physical film, (possibly followed by color correction of the film print made from the digital intermediary) – is offered. At the very least, film-out can be understood as the process of converting interlaced video to 24p and then scanning it to film. ==== NTSC video ==== NTSC is the most challenging of the formats when it comes to standards conversion and, specifically, converting to film prints. NTSC runs at the approximate rate of 29.97 video frames (consisting of two interlaced screen-fulls of scan lines, called fields, per frame) per second. In this way, NTSC resolves actual live action movement at almost – but not quite – 60 alternating half-resolution images every second. Because of this 29.97 rate, no direct correlation to film frames at 24 frames per second can be achieved. NTSC is hardest to reconcile with film, thus motivating its own unique processes. ==== PAL and SECAM video ==== PAL and SECAM run at 25 interlaced video frames per second, which can be slowed down or frame-dropped, then deinterlaced, to correlate frame for frame with film running at 24 actual frames per second. PAL and SECAM are less complex and demanding than NTSC for film-out. PAL and SECAM conversions do agitate, though, with the unpleasant choice between slowing down video (and audio pitch, noticeably) by four percent, from 25 to 24 frames per second, in order to maintain a 1:1 frame match, slightly changing the rhythm and feel of the program; or maintaining original speed by periodically dropping frames, thereby creating jerkiness and possible loss of vital detail in fast-moving action or precise edits. === High definition (HD) digital video === High definition digital video can be shot at a variety of frame rates, including 29.97 interlaced (like NTSC) or progressive; or 25 interlaced (like PAL) or progressive; or even 24-progressive (just like film). HD, if shot in 24-progressive, scans nearly perfectly to film without the need for a frame or field conversion process. Other issues remain though, based on the different resolutions, color spaces, and compression schemes that exist in the high-definition video world. == Computer graphics and animation == Artists working with CGI-Computer-generated imagery animation computers create pictures frame by frame. Once the finished product is done, the frames are outputted, normally in a DPX file. These picture data files can then be put on to film using a film recorder for film out. SGI computers started the high-end CGI-Computer-generated imagery animation systems, but with faster computers and the growth of Linux-based systems, many others are on the market now. Movies fully rendered and animated in CGI such as Toy Story, and Antz utilize the film-out method to produce 35mm copies for archival and release prints. Most CGI work is done in 2K Display resolution files (about the size of QXGA) and then output to the Film-out device for creation of 35 mm elements. With 4K Display resolution digital intermediates on the rise, newer types of film-out recorders are being developed to accept 4k resolution files. A 2K movie requires a Storage Area Network storage several terabytes in size to be properly stored and played out. Computer graphics files are handled the same way but in single frames and may use DPX, TIFF or other file formats. == Digital intermediates == Film-out-recording is the last step of digital intermediate workflow. DPX files that were scanned on a motion picture film scanner are stored on a storage area network (often abbreviated as SAN). The scanned DPX footage is edited and composited-FX on workstations, then mastered back on film. Film restoration is also done this way. A "film intermediate" is an analog variation of a digital intermediate, where a project shot on digital video is printed onto film stock and transferred back to digital video to emulate film. The term was coined after it was used on the Oscar-winning 2012 short film "Curfew". The process was also used on the films Dune (2021) and The Batman (2022). == Images for graphic design and print industries == The days of newspapers and magazines shooting 35mm film are almost gone. Digital cameras can now shoot all the images needed, storing them as files (e.g. JPEG, DPX or another format) that are readily edited prior to use. Once the final copy is approved, it can be filmed out for publishing. Digital stills are not the only way to get pictures used in the graphic design and print industries. Film scanners and computer graphics programs are also common sources for graphic design and print industries. == Types of devices == The following devices are used in film-out processes: CRT recorder. Camera and a special TV display Kinescope – early type Electronic Video Recording or EVR – early type EBR Electron Beam Film Recorder 16 mm by 3M Laser film recorder, like Kodak's high-end Lightning II recorder and Arri's Arrilaser. DLP Film recorder, like Cinevation's real-time Cinevator. == History == Lately it has become possible to transfer video images, inclu

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  • Outline of artificial intelligence

    Outline of artificial intelligence

    The following outline is provided as an overview of and topical guide to artificial intelligence: Artificial intelligence (AI) is intelligence exhibited by machines or software. It is also the name of the scientific field which studies how to create computers and computer software that are capable of intelligent behavior. == AI terminology == Glossary of artificial intelligence == Goals and applications == === General intelligence === Artificial general intelligence AI-complete === Reasoning and problem solving === Automated reasoning Mathematics Automated theorem prover Computer-assisted proof – Computer algebra General Problem Solver Expert system – Decision support system – Clinical decision support system – === Knowledge representation === Knowledge representation Knowledge management Cyc === Planning === Automated planning and scheduling Strategic planning Sussman anomaly – === Learning === Machine learning – Constrained Conditional Models – Deep learning – Neural modeling fields – Supervised learning – Weak supervision (semi-supervised learning) – Unsupervised learning – === Natural language processing === Natural language processing (outline) – Chatterbots – Language identification – Large language model – Retrieval-augmented generation – Natural language user interface – Natural language understanding – Machine translation – Statistical semantics – Question answering – Semantic translation – Concept mining – Data mining – Text mining – Process mining – E-mail spam filtering – Information extraction – Named-entity extraction – Coreference resolution – Named-entity recognition – Relationship extraction – Terminology extraction – === Perception === Machine perception Pattern recognition – Computer Audition – Speech recognition – Speaker recognition – Computer vision (outline) – Image processing Intelligent word recognition – Object recognition – Optical mark recognition – Handwriting recognition – Optical character recognition – Automatic number plate recognition – Information extraction – Image retrieval – Automatic image annotation – Facial recognition systems – Silent speech interface – Activity recognition – Percept (artificial intelligence) === Robotics === Robotics – Behavior-based robotics – Cognitive – Cybernetics – Developmental robotics – Evolutionary robotics – === Control === Intelligent control Self-management (computer science) – Autonomic Computing – Autonomic Networking – === Social intelligence === Affective computing Kismet === Game playing === Game artificial intelligence – Computer game bot – computer replacement for human players. Video game AI – Computer chess – Computer Go – General game playing – General video game playing – === Creativity, art and entertainment === Artificial creativity Artificial life Artificial intelligence art AI anthropomorphism AI agent AI web browser AI boom AI slop Creative computing Generative artificial intelligence Generative pre trained transformer Uncanny valley Music and artificial intelligence Computational humor Chatbot === Integrated AI systems === AIBO – Sony's robot dog. It integrates vision, hearing and motorskills. Asimo (2000 to present) – humanoid robot developed by Honda, capable of walking, running, negotiating through pedestrian traffic, climbing and descending stairs, recognizing speech commands and the faces of specific individuals, among a growing set of capabilities. MIRAGE – A.I. embodied humanoid in an augmented reality environment. Cog – M.I.T. humanoid robot project under the direction of Rodney Brooks. QRIO – Sony's version of a humanoid robot. TOPIO, TOSY's humanoid robot that can play ping-pong with humans. Watson (2011) – computer developed by IBM that played and won the game show Jeopardy! It is now being used to guide nurses in medical procedures. Purpose: Open domain question answering Technologies employed: Natural language processing Information retrieval Knowledge representation Automated reasoning Machine learning Project Debater (2018) – artificially intelligent computer system, designed to make coherent arguments, developed at IBM's lab in Haifa, Israel. === Intelligent personal assistants === Intelligent personal assistant – Amazon Alexa – Assistant – Braina – Cortana – Google Assistant – Google Now – Mycroft – Siri – Viv – === Other applications === Artificial life – simulation of natural life through the means of computers, robotics, or biochemistry. Automatic target recognition – Diagnosis (artificial intelligence) – Speech generating device – Vehicle infrastructure integration – Virtual Intelligence – == History == History of artificial intelligence Progress in artificial intelligence Timeline of artificial intelligence AI effect – as soon as AI successfully solves a problem, the problem is no longer considered by the public to be a part of AI. This phenomenon has occurred in relation to every AI application produced, so far, throughout the history of development of AI. AI winter – a period of disappointment and funding reductions occurring after a wave of high expectations and funding in AI. Such funding cuts occurred in the 1970s, for instance. Moore's law === History by period === 2017 in artificial intelligence 2018 in artificial intelligence 2019 in artificial intelligence 2020 in artificial intelligence 2021 in artificial intelligence 2022 in artificial intelligence 2023 in artificial intelligence 2024 in artificial intelligence 2025 in artificial intelligence 2026 in artificial intelligence 2027 in artificial intelligence 2028 in artificial intelligence 2029 in artificial intelligence === History by subject === History of logic (formal reasoning is an important precursor of AI) History of machine learning (timeline) History of machine translation (timeline) History of natural language processing History of optical character recognition (timeline) == AI algorithms and techniques == === Search === Discrete search algorithms Uninformed search Brute force search – Problem-solving technique and algorithmic paradigmPages displaying short descriptions of redirect targets Search tree – Data structure in tree form sorted for fast lookup Breadth-first search – Algorithm to search the nodes of a graph Depth-first search – Algorithm to search the nodes of a graph State space search – Class of search algorithmsPages displaying short descriptions of redirect targets Informed search Best-first search – Graph exploring search algorithm A search algorithm – Algorithm used for pathfinding and graph traversal Heuristics – Problem-solving methodPages displaying short descriptions of redirect targets Pruning (algorithm) – Data compression techniquePages displaying short descriptions of redirect targets Adversarial search Minmax algorithm – Decision rule used for minimizing the possible loss for a worst-case scenarioPages displaying short descriptions of redirect targets Logic as search Production system (computer science) – Computer program used to provide artificial intelligence Rule based system – Type of computer systemPages displaying short descriptions of redirect targets Production rule – Computer program used to provide artificial intelligence Inference rule – Method of deriving conclusionsPages displaying short descriptions of redirect targets Horn clause – Type of logical formula Forward chaining – Inference engine in an expert system Backward chaining – Method of forming inferences Planning as search State space search – Class of search algorithmsPages displaying short descriptions of redirect targets Means–ends analysis – Problem solving technique === Optimization search === Optimization (mathematics) algorithms Hill climbing – Optimization algorithm Simulated annealing – Probabilistic optimization technique and metaheuristic Beam search – Heuristic search algorithm Random optimization – Optimization technique in mathematics Evolutionary computation Genetic algorithms – Competitive algorithm for searching a problem spacePages displaying short descriptions of redirect targets Gene expression programming – Evolutionary algorithm Genetic programming – Evolving computer programs with techniques analogous to natural genetic processes Differential evolution – Method of mathematical optimization Society based learning algorithms. Swarm intelligence – Collective behavior of decentralized, self-organized systems Particle swarm optimization – Iterative simulation method Ant colony optimization – Optimization algorithmPages displaying short descriptions of redirect targets Metaheuristic – Optimization technique === Logic === Logic and automated reasoning Programming using logic Logic programming – Programming paradigm based on formal logic See "Logic as search" above. Forms of Logic Propositional logic First-order logic First-order logic with equality Constraint satisfaction – Process in artificial intelligence and operations research Fuzzy logic Fuzzy set theory – Sets whose elements have degrees of membershipPages displaying short descriptions

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  • Kleene's algorithm

    Kleene's algorithm

    In theoretical computer science, in particular in formal language theory, Kleene's algorithm transforms a given nondeterministic finite automaton (NFA) into a regular expression. Together with other conversion algorithms, it establishes the equivalence of several description formats for regular languages. Alternative presentations of the same method include the "elimination method" attributed to Brzozowski and McCluskey, the algorithm of McNaughton and Yamada, and the use of Arden's lemma. == Algorithm description == According to Gross and Yellen (2004), the algorithm can be traced back to Kleene (1956). A presentation of the algorithm in the case of deterministic finite automata (DFAs) is given in Hopcroft and Ullman (1979). The presentation of the algorithm for NFAs below follows Gross and Yellen (2004). Given a nondeterministic finite automaton M = (Q, Σ, δ, q0, F), with Q = { q0,...,qn } its set of states, the algorithm computes the sets Rkij of all strings that take M from state qi to qj without going through any state numbered higher than k. Here, "going through a state" means entering and leaving it, so both i and j may be higher than k, but no intermediate state may. Each set Rkij is represented by a regular expression; the algorithm computes them step by step for k = -1, 0, ..., n. Since there is no state numbered higher than n, the regular expression Rn0j represents the set of all strings that take M from its start state q0 to qj. If F = { q1,...,qf } is the set of accept states, the regular expression Rn01 | ... | Rn0f represents the language accepted by M. The initial regular expressions, for k = -1, are computed as follows for i≠j: R−1ij = a1 | ... | am where qj ∈ δ(qi,a1), ..., qj ∈ δ(qi,am) and as follows for i=j: R−1ii = a1 | ... | am | ε where qi ∈ δ(qi,a1), ..., qi ∈ δ(qi,am) In other words, R−1ij mentions all letters that label a transition from i to j, and we also include ε in the case where i=j. After that, in each step the expressions Rkij are computed from the previous ones by Rkij = Rk-1ik (Rk-1kk) Rk-1kj | Rk-1ij Another way to understand the operation of the algorithm is as an "elimination method", where the states from 0 to n are successively removed: when state k is removed, the regular expression Rk-1ij, which describes the words that label a path from state i>k to state j>k, is rewritten into Rkij so as to take into account the possibility of going via the "eliminated" state k. By induction on k, it can be shown that the length of each expression Rkij is at most ⁠1/3⁠(4k+1(6s+7) - 4) symbols, where s denotes the number of characters in Σ. Therefore, the length of the regular expression representing the language accepted by M is at most ⁠1/3⁠(4n+1(6s+7)f - f - 3) symbols, where f denotes the number of final states. This exponential blowup is inevitable, because there exist families of DFAs for which any equivalent regular expression must be of exponential size. In practice, the size of the regular expression obtained by running the algorithm can be very different depending on the order in which the states are considered by the procedure, i.e., the order in which they are numbered from 0 to n. == Example == The automaton shown in the picture can be described as M = (Q, Σ, δ, q0, F) with the set of states Q = { q0, q1, q2 }, the input alphabet Σ = { a, b }, the transition function δ with δ(q0,a)=q0, δ(q0,b)=q1, δ(q1,a)=q2, δ(q1,b)=q1, δ(q2,a)=q1, and δ(q2,b)=q1, the start state q0, and set of accept states F = { q1 }. Kleene's algorithm computes the initial regular expressions as After that, the Rkij are computed from the Rk-1ij step by step for k = 0, 1, 2. Kleene algebra equalities are used to simplify the regular expressions as much as possible. Step 0 Step 1 Step 2 Since q0 is the start state and q1 is the only accept state, the regular expression R201 denotes the set of all strings accepted by the automaton.

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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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  • SmarterChild

    SmarterChild

    SmarterChild was a chatbot available on AOL Instant Messenger and Windows Live Messenger (previously MSN Messenger) networks. == History == SmarterChild was an apparently intelligent agent or "bot" developed by ActiveBuddy, Inc., with offices in New York and Sunnyvale. It was widely distributed across global instant messaging networks. SmarterChild became very popular, attracting over 30 million Instant Messenger "buddies" on AIM (AOL), MSN and Yahoo Messenger over the course of its lifetime. Founded in 2000, ActiveBuddy was the brainchild of Robert Hoffer and Timothy Kay, who later brought seasoned advertising executive Peter Levitan on board as CEO. The concept for conversational instant messaging bots came from the founder's vision to add natural language comprehension functionality to the increasingly popular AIM instant messaging application. The original implementation took shape as a demo that Kay programmed in Perl in his Los Altos garage to connect a single buddy name, "ActiveBuddy", to look up stock symbols, and later allow AIM users to play Colossal Cave Adventure, a word-based adventure game, and MIT's Boris Katz Start Question Answering System but quickly grew to include a wide range of database applications the company called 'knowledge domains' including instant access to news, weather, stock information, movie times, yellow pages listings, and detailed sports data, as well as a variety of tools (personal assistant, calculators, translator, etc.). None of the individual domains which the company had named “stocksBuddy”, “sportsBuddy”, etc. ever launched publicly. When Stephen Klein came on board as COO — and eventually CEO — he insisted that all of the disparate test “buddies” be launched together with the company’s highly-developed colloquial chat domain. He suggested using “SmarterChild”, a username coined by Tim Kay which Tim was using to test various things. The bundled domains were launched publicly as SmarterChild (on AIM initially) in June 2001. SmarterChild provided information wrapped in fun and quirky conversation. The company generated no revenue from SmarterChild, but used it as a demonstration of the power of what Klein called “conversational computing”. The company subsequently marketed Automated Service Agents—delivering immediate answers to customer service inquiries—-to large corporations, like Comcast, Cingular, TimeWarner Cable, etc. SmarterChild's popularity spawned targeted marketing-oriented bots for Radiohead, Austin Powers, Intel, Keebler, The Sporting News and others. ActiveBuddy co-founders, Kay and Hoffer, as co-inventors, were issued two controversial U.S. patents in 2002. ActiveBuddy changed its name to Colloquis (briefly Conversagent) and targeted development of consumer-facing enterprise customer service agents, which the company marketed as Automated Service Agents. Microsoft acquired Colloquis in October 2006 and proceeded to de-commission SmarterChild and kill off the Automated Service Agent business as well. Robert Hoffer, ActiveBuddy co-founder, licensed the technology from Microsoft after Microsoft abandoned the Colloquis technology.

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  • Basic Formal Ontology

    Basic Formal Ontology

    Basic Formal Ontology (BFO) is a top-level ontology developed by Barry Smith and colleagues to promote interoperability among domain ontologies. The BFO methodology accomplishes this through a process of downward population. BFO is a formal ontology. The structure of BFO is based on a division of entities into two disjoint categories of continuant and occurrent, the former consists of objects and spatial regions, the latter contains processes conceived as extended through (or spanning) time. BFO thereby seeks to consolidate both time and space within a single framework A guide to building BFO-conformant domain ontologies was published by MIT Press in 2015. In 2021, the standard ISO/IEC 21838-2:2021 Information Technology — Top-level Ontologies (TLO) — Part 2: Basic Formal Ontology (BFO) was published by the Joint Technical Committee of the International Standards Organization and the International Electrotechnical Commission. ISO/IEC 21838 is a multi-part standard. Part 1 of the standard specifies the requirements that must be met if an ontology is to be classified as a top-level ontology by the standard. == History == BFO arose against the background of research in ontologies in the domain of geospatial information science by David Mark, Pierre Grenon, Achille Varzi and others, with a special role for the study of vagueness and of the ways sharp boundaries in the geospatial and other domains are created by fiat. BFO has passed through four major releases. 2001: release of BFO 1 2007: release of BFO 1.1 2015: release of BFO 2.0 2020: release of BFO 2020 2021: release of BFO 2020 as an ISO/IEC Standard The current revision was released in 2020, and this forms the basis of the standard ISO/IEC 21838-2, which was released by the Joint Committee of the International Standards Organization and International Electrotechnical Commission in 2021. == Applications == BFO has been adopted as a foundational ontology by over 650 ontology projects, principally in the areas of biomedical ontology, security and defense (intelligence) ontology, and industry ontologies. Example applications of BFO can be seen in the Ontology for Biomedical Investigations (OBI). In January 2024, BFO and the Common Core Ontologies (CCO), a suite of BFO-extension ontologies, were adopted as the "baseline standards for formal DOD and IC ontology" development work in the DOD and Intelligence Community. A memorandum to this effect was signed by the chief data officers of the DOD, the Office of the Director of National Intelligence and the Chief Digital and Artificial Intelligence Office.

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  • Ballin' (Mustard and Roddy Ricch song)

    Ballin' (Mustard and Roddy Ricch song)

    "Ballin'" is a song by American record producer Mustard featuring American rapper Roddy Ricch. The track was released as the third single from Mustard's third studio album, Perfect Ten, on August 20, 2019, though it was available as early as the end of June 2019. The song and its accompanying video received acclaim from music critics, with Complex magazine naming it the Best Song of 2019. It peaked at number 11 on the Billboard Hot 100, marking Mustard's highest charting song in the US. The song received a nomination for Best Rap/Sung Performance at the 2020 Grammy Awards, making it the first time Ricch has been nominated for a Grammy and Mustard's first nomination as an artist. Later in 2019, the two released another collaboration, "High Fashion". == Background == Roddy Ricch revealed in an interview that the song was composed in late 2018, but Mustard wanted to keep it for his album, Perfect Ten, which he was still working on. The song was later included on the album, released in June 2019. Ricch said he knew the song was "hard enough" the first time he heard it, while Mustard proclaimed "this is going to be the one". == Composition and lyrics == "Ballin'" has a "rags to riches" theme. In its intro, the song samples girl group 702's 1997 top ten hit "Get It Together". The song features a "smooth, bouncy beat", with Roddy Ricch rapping about his come-up and ascent in the music industry. In the first verse, Ricch salutes fellow Los Angeles rapper, the late Nipsey Hussle and his girlfriend Lauren London: "I run these racks up with my queen like London and Nip". The line simultaneously references Ricch and Hussle's collaboration "Racks in the Middle", released earlier in 2019 as Hussle's last single before his death. Billboard's Heran Mamo noted that "in typical Hussle fashion", Roddy Ricch "narrates his life's hardships before delving into his newfound treasures". == Critical reception == The song was widely acclaimed by music critics. Charles Holmes of Rolling Stone magazine called it "a song of the year contender", while Complex and Billboard both named it as a "standout track" on the album. Pitchfork magazine included "Ballin'" in its list of The Best Rap Songs of 2019 and called it "the centerpiece of Mustard's underappreciated album Perfect Ten". Complex later named it the Best Song of 2019, calling it "a feel-good anthem so infectious you'll need antibiotics just to stop running it back". == Chart performance == "Ballin'" was at the time Mustard's highest charting song in the US, peaking at number 11 on the Billboard Hot 100. It was also Roddy Ricch's highest charting song, until he surpassed it a week later, with the release of his album track "The Box", which eventually reached number 1 on the chart. It reached number one on Billboard's Rhythmic Songs chart, becoming Mustard's second number one following "Pure Water" and Ricch's first number one. The song also topped the Rap Airplay chart. == Music video == The music video for the track was teased by Mustard on his Instagram page on September 29, 2019. The music video for the track was eventually released on October 2, 2019 to critical acclaim. The video features Mustard and Roddy Ricch driving a Lamborghini Aventador in Los Angeles, where they both are from, playing poker in a casino, and going to a strip club. This is contrasted with scenes in which Mustard and Roddy Ricch as children play cards with Monopoly money and playing with miniature toy Lamborghinis together, aspiring for wealth and luxury, representing how they went from "rags to riches". The video also pays tribute to rapper Nipsey Hussle, who had been killed a few months ago. == Live performances == On December 16, 2019, Roddy Ricch performed the song live, alongside an 8-piece orchestra, at Peppermint Club in Los Angeles for Audiomack's Trap Symphony series. Along with Mustard, he performed it at The Pop Out: Ken & Friends on June 19, 2024. == Other uses == The song can be heard on "Elyse's Skit", track 10 off Roddy Ricch's debut album Please Excuse Me for Being Antisocial. In the skit, which is an actual voicenote recording, the mother of a woman named Elyse sends her daughter a voicenote, with "Ballin'" playing in the background, while the mother proceeds to say "I can't get that damn song out my head", jokingly calling it "inappropriate music". Ricch called the skit "something natural". In 2023, AI covers of the song using models based on pop culture characters and real-world celebrities gained viral popularity. == Awards and nominations == 62nd Annual Grammy Awards == Charts == == Certifications ==

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