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  • Contextual image classification

    Contextual image classification

    Contextual image classification, a topic of pattern recognition in computer vision, is an approach of classification based on contextual information in images. "Contextual" means this approach is focusing on the relationship of the nearby pixels, which is also called neighbourhood. The goal of this approach is to classify the images by using the contextual information. == Introduction == Similar as processing language, a single word may have multiple meanings unless the context is provided, and the patterns within the sentences are the only informative segments we care about. For images, the principle is same. Find out the patterns and associate proper meanings to them. As the image illustrated below, if only a small portion of the image is shown, it is very difficult to tell what the image is about. Even try another portion of the image, it is still difficult to classify the image. However, if we increase the contextual of the image, then it makes more sense to recognize. As the full images shows below, almost everyone can classify it easily. During the procedure of segmentation, the methods which do not use the contextual information are sensitive to noise and variations, thus the result of segmentation will contain a great deal of misclassified regions, and often these regions are small (e.g., one pixel). Compared to other techniques, this approach is robust to noise and substantial variations for it takes the continuity of the segments into account. Several methods of this approach will be described below. == Applications == === Functioning as a post-processing filter to a labelled image === This approach is very effective against small regions caused by noise. And these small regions are usually formed by few pixels or one pixel. The most probable label is assigned to these regions. However, there is a drawback of this method. The small regions also can be formed by correct regions rather than noise, and in this case the method is actually making the classification worse. This approach is widely used in remote sensing applications. === Improving the post-processing classification === This is a two-stage classification process: For each pixel, label the pixel and form a new feature vector for it. Use the new feature vector and combine the contextual information to assign the final label to the === Merging the pixels in earlier stages === Instead of using single pixels, the neighbour pixels can be merged into homogeneous regions benefiting from contextual information. And provide these regions to classifier. === Acquiring pixel feature from neighbourhood === The original spectral data can be enriched by adding the contextual information carried by the neighbour pixels, or even replaced in some occasions. This kind of pre-processing methods are widely used in textured image recognition. The typical approaches include mean values, variances, texture description, etc. === Combining spectral and spatial information === The classifier uses the grey level and pixel neighbourhood (contextual information) to assign labels to pixels. In such case the information is a combination of spectral and spatial information. === Powered by the Bayes minimum error classifier === Contextual classification of image data is based on the Bayes minimum error classifier (also known as a naive Bayes classifier). Present the pixel: A pixel is denoted as x 0 {\displaystyle x_{0}} . The neighbourhood of each pixel x 0 {\displaystyle x_{0}} is a vector and denoted as N ( x 0 ) {\displaystyle N(x_{0})} . The values in the neighbourhood vector is denoted as f ( x i ) {\displaystyle f(x_{i})} . Each pixel is presented by the vector ξ = ( f ( x 0 ) , f ( x 1 ) , … , f ( x k ) ) {\displaystyle \xi =\left(f(x_{0}),f(x_{1}),\ldots ,f(x_{k})\right)} x i ∈ N ( x 0 ) ; i = 1 , … , k {\displaystyle x_{i}\in N(x_{0});\quad i=1,\ldots ,k} The labels (classification) of pixels in the neighbourhood N ( x 0 ) {\displaystyle N(x_{0})} are presented as a vector η = ( θ 0 , θ 1 , … , θ k ) {\displaystyle \eta =\left(\theta _{0},\theta _{1},\ldots ,\theta _{k}\right)} θ i ∈ { ω 0 , ω 1 , … , ω k } {\displaystyle \theta _{i}\in \left\{\omega _{0},\omega _{1},\ldots ,\omega _{k}\right\}} ω s {\displaystyle \omega _{s}} here denotes the assigned class. A vector presents the labels in the neighbourhood N ( x 0 ) {\displaystyle N(x_{0})} without the pixel x 0 {\displaystyle x_{0}} η ^ = ( θ 1 , θ 2 , … , θ k ) {\displaystyle {\hat {\eta }}=\left(\theta _{1},\theta _{2},\ldots ,\theta _{k}\right)} The neighbourhood: Size of the neighbourhood. There is no limitation of the size, but it is considered to be relatively small for each pixel x 0 {\displaystyle x_{0}} . A reasonable size of neighbourhood would be 3 × 3 {\displaystyle 3\times 3} of 4-connectivity or 8-connectivity ( x 0 {\displaystyle x_{0}} is marked as red and placed in the centre). The calculation: Apply the minimum error classification on a pixel x 0 {\displaystyle x_{0}} , if the probability of a class ω r {\displaystyle \omega _{r}} being presenting the pixel x 0 {\displaystyle x_{0}} is the highest among all, then assign ω r {\displaystyle \omega _{r}} as its class. θ 0 = ω r if P ( ω r ∣ f ( x 0 ) ) = max s = 1 , 2 , … , R P ( ω s ∣ f ( x 0 ) ) {\displaystyle \theta _{0}=\omega _{r}\quad {\text{ if }}\quad P(\omega _{r}\mid f(x_{0}))=\max _{s=1,2,\ldots ,R}P(\omega _{s}\mid f(x_{0}))} The contextual classification rule is described as below, it uses the feature vector x 1 {\displaystyle x_{1}} rather than x 0 {\displaystyle x_{0}} . θ 0 = ω r if P ( ω r ∣ ξ ) = max s = 1 , 2 , … , R P ( ω s ∣ ξ ) {\displaystyle \theta _{0}=\omega _{r}\quad {\text{ if }}\quad P(\omega _{r}\mid \xi )=\max _{s=1,2,\ldots ,R}P(\omega _{s}\mid \xi )} Use the Bayes formula to calculate the posteriori probability P ( ω s ∣ ξ ) {\displaystyle P(\omega _{s}\mid \xi )} P ( ω s ∣ ξ ) = p ( ξ ∣ ω s ) P ( ω s ) p ( ξ ) {\displaystyle P(\omega _{s}\mid \xi )={\frac {p(\xi \mid \omega _{s})P(\omega _{s})}{p\left(\xi \right)}}} The number of vectors is the same as the number of pixels in the image. For the classifier uses a vector corresponding to each pixel x i {\displaystyle x_{i}} , and the vector is generated from the pixel's neighbourhood. The basic steps of contextual image classification: Calculate the feature vector ξ {\displaystyle \xi } for each pixel. Calculate the parameters of probability distribution p ( ξ ∣ ω s ) {\displaystyle p(\xi \mid \omega _{s})} and P ( ω s ) {\displaystyle P(\omega _{s})} Calculate the posterior probabilities P ( ω r ∣ ξ ) {\displaystyle P(\omega _{r}\mid \xi )} and all labels θ 0 {\displaystyle \theta _{0}} . Get the image classification result. == Algorithms == === Template matching === The template matching is a "brute force" implementation of this approach. The concept is first create a set of templates, and then look for small parts in the image match with a template. This method is computationally high and inefficient. It keeps an entire templates list during the whole process and the number of combinations is extremely high. For a m × n {\displaystyle m\times n} pixel image, there could be a maximum of 2 m × n {\displaystyle 2^{m\times n}} combinations, which leads to high computation. This method is a top down method and often called table look-up or dictionary look-up. === Lower-order Markov chain === The Markov chain also can be applied in pattern recognition. The pixels in an image can be recognised as a set of random variables, then use the lower order Markov chain to find the relationship among the pixels. The image is treated as a virtual line, and the method uses conditional probability. === Hilbert space-filling curves === The Hilbert curve runs in a unique pattern through the whole image, it traverses every pixel without visiting any of them twice and keeps a continuous curve. It is fast and efficient. === Markov meshes === The lower-order Markov chain and Hilbert space-filling curves mentioned above are treating the image as a line structure. The Markov meshes however will take the two dimensional information into account. === Dependency tree === The dependency tree is a method using tree dependency to approximate probability distributions.

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  • Estimation of distribution algorithm

    Estimation of distribution algorithm

    Estimation of distribution algorithms (EDAs), sometimes called probabilistic model-building genetic algorithms (PMBGAs), are stochastic optimization methods that guide the search for the optimum by building and sampling explicit probabilistic models of promising candidate solutions. Optimization is viewed as a series of incremental updates of a probabilistic model, starting with the model encoding an uninformative prior over admissible solutions and ending with the model that generates only the global optima. EDAs belong to the class of evolutionary algorithms. The main difference between EDAs and most conventional evolutionary algorithms is that evolutionary algorithms generate new candidate solutions using an implicit distribution defined by one or more variation operators, whereas EDAs use an explicit probability distribution encoded by a Bayesian network, a multivariate normal distribution, or another model class. Similarly as other evolutionary algorithms, EDAs can be used to solve optimization problems defined over a number of representations from vectors to LISP style S expressions, and the quality of candidate solutions is often evaluated using one or more objective functions. The general procedure of an EDA is outlined in the following: t := 0 initialize model M(0) to represent uniform distribution over admissible solutions while (termination criteria not met) do P := generate N>0 candidate solutions by sampling M(t) F := evaluate all candidate solutions in P M(t + 1) := adjust_model(P, F, M(t)) t := t + 1 Using explicit probabilistic models in optimization allowed EDAs to feasibly solve optimization problems that were notoriously difficult for most conventional evolutionary algorithms and traditional optimization techniques, such as problems with high levels of epistasis. Nonetheless, the advantage of EDAs is also that these algorithms provide an optimization practitioner with a series of probabilistic models that reveal a lot of information about the problem being solved. This information can in turn be used to design problem-specific neighborhood operators for local search, to bias future runs of EDAs on a similar problem, or to create an efficient computational model of the problem. For example, if the population is represented by bit strings of length 4, the EDA can represent the population of promising solution using a single vector of four probabilities (p1, p2, p3, p4) where each component of p defines the probability of that position being a 1. Using this probability vector it is possible to create an arbitrary number of candidate solutions. == Estimation of distribution algorithms (EDAs) == This section describes the models built by some well known EDAs of different levels of complexity. It is always assumed a population P ( t ) {\displaystyle P(t)} at the generation t {\displaystyle t} , a selection operator S {\displaystyle S} , a model-building operator α {\displaystyle \alpha } and a sampling operator β {\displaystyle \beta } . == Univariate factorizations == The most simple EDAs assume that decision variables are independent, i.e. p ( X 1 , X 2 ) = p ( X 1 ) ⋅ p ( X 2 ) {\displaystyle p(X_{1},X_{2})=p(X_{1})\cdot p(X_{2})} . Therefore, univariate EDAs rely only on univariate statistics and multivariate distributions must be factorized as the product of N {\displaystyle N} univariate probability distributions, D Univariate := p ( X 1 , … , X N ) = ∏ i = 1 N p ( X i ) . {\displaystyle D_{\text{Univariate}}:=p(X_{1},\dots ,X_{N})=\prod _{i=1}^{N}p(X_{i}).} Such factorizations are used in many different EDAs, next we describe some of them. === Univariate marginal distribution algorithm (UMDA) === The UMDA is a simple EDA that uses an operator α U M D A {\displaystyle \alpha _{UMDA}} to estimate marginal probabilities from a selected population S ( P ( t ) ) {\displaystyle S(P(t))} . By assuming S ( P ( t ) ) {\displaystyle S(P(t))} contain λ {\displaystyle \lambda } elements, α U M D A {\displaystyle \alpha _{UMDA}} produces probabilities: p t + 1 ( X i ) = 1 λ ∑ x ∈ S ( P ( t ) ) x i , ∀ i ∈ 1 , 2 , … , N . {\displaystyle p_{t+1}(X_{i})={\dfrac {1}{\lambda }}\sum _{x\in S(P(t))}x_{i},~\forall i\in 1,2,\dots ,N.} Every UMDA step can be described as follows D ( t + 1 ) = α UMDA ∘ S ∘ β λ ( D ( t ) ) . {\displaystyle D(t+1)=\alpha _{\text{UMDA}}\circ S\circ \beta _{\lambda }(D(t)).} === Population-based incremental learning (PBIL) === The PBIL, represents the population implicitly by its model, from which it samples new solutions and updates the model. At each generation, μ {\displaystyle \mu } individuals are sampled and λ ≤ μ {\displaystyle \lambda \leq \mu } are selected. Such individuals are then used to update the model as follows p t + 1 ( X i ) = ( 1 − γ ) p t ( X i ) + ( γ / λ ) ∑ x ∈ S ( P ( t ) ) x i , ∀ i ∈ 1 , 2 , … , N , {\displaystyle p_{t+1}(X_{i})=(1-\gamma )p_{t}(X_{i})+(\gamma /\lambda )\sum _{x\in S(P(t))}x_{i},~\forall i\in 1,2,\dots ,N,} where γ ∈ ( 0 , 1 ] {\displaystyle \gamma \in (0,1]} is a parameter defining the learning rate, a small value determines that the previous model p t ( X i ) {\displaystyle p_{t}(X_{i})} should be only slightly modified by the new solutions sampled. PBIL can be described as D ( t + 1 ) = α PIBIL ∘ S ∘ β μ ( D ( t ) ) {\displaystyle D(t+1)=\alpha _{\text{PIBIL}}\circ S\circ \beta _{\mu }(D(t))} === Compact genetic algorithm (cGA) === The CGA, also relies on the implicit populations defined by univariate distributions. At each generation t {\displaystyle t} , two individuals x , y {\displaystyle x,y} are sampled, P ( t ) = β 2 ( D ( t ) ) {\displaystyle P(t)=\beta _{2}(D(t))} . The population P ( t ) {\displaystyle P(t)} is then sorted in decreasing order of fitness, S Sort ( f ) ( P ( t ) ) {\displaystyle S_{{\text{Sort}}(f)}(P(t))} , with u {\displaystyle u} being the best and v {\displaystyle v} being the worst solution. The CGA estimates univariate probabilities as follows p t + 1 ( X i ) = p t ( X i ) + γ ( u i − v i ) , ∀ i ∈ 1 , 2 , … , N , {\displaystyle p_{t+1}(X_{i})=p_{t}(X_{i})+\gamma (u_{i}-v_{i}),\quad \forall i\in 1,2,\dots ,N,} where, γ ∈ ( 0 , 1 ] {\displaystyle \gamma \in (0,1]} is a constant defining the learning rate, usually set to γ = 1 / N {\displaystyle \gamma =1/N} . The CGA can be defined as D ( t + 1 ) = α CGA ∘ S Sort ( f ) ∘ β 2 ( D ( t ) ) {\displaystyle D(t+1)=\alpha _{\text{CGA}}\circ S_{{\text{Sort}}(f)}\circ \beta _{2}(D(t))} == Bivariate factorizations == Although univariate models can be computed efficiently, in many cases they are not representative enough to provide better performance than GAs. In order to overcome such a drawback, the use of bivariate factorizations was proposed in the EDA community, in which dependencies between pairs of variables could be modeled. A bivariate factorization can be defined as follows, where π i {\displaystyle \pi _{i}} contains a possible variable dependent to X i {\displaystyle X_{i}} , i.e. | π i | = 1 {\displaystyle |\pi _{i}|=1} . D Bivariate := p ( X 1 , … , X N ) = ∏ i = 1 N p ( X i | π i ) . {\displaystyle D_{\text{Bivariate}}:=p(X_{1},\dots ,X_{N})=\prod _{i=1}^{N}p(X_{i}|\pi _{i}).} Bivariate and multivariate distributions are usually represented as probabilistic graphical models (graphs), in which edges denote statistical dependencies (or conditional probabilities) and vertices denote variables. To learn the structure of a PGM from data linkage-learning is employed. === Mutual information maximizing input clustering (MIMIC) === The MIMIC factorizes the joint probability distribution in a chain-like model representing successive dependencies between variables. It finds a permutation of the decision variables, r : i ↦ j {\displaystyle r:i\mapsto j} , such that x r ( 1 ) x r ( 2 ) , … , x r ( N ) {\displaystyle x_{r(1)}x_{r(2)},\dots ,x_{r(N)}} minimizes the Kullback–Leibler divergence in relation to the true probability distribution, i.e. π r ( i + 1 ) = { X r ( i ) } {\displaystyle \pi _{r(i+1)}=\{X_{r(i)}\}} . MIMIC models a distribution p t + 1 ( X 1 , … , X N ) = p t ( X r ( N ) ) ∏ i = 1 N − 1 p t ( X r ( i ) | X r ( i + 1 ) ) . {\displaystyle p_{t+1}(X_{1},\dots ,X_{N})=p_{t}(X_{r(N)})\prod _{i=1}^{N-1}p_{t}(X_{r(i)}|X_{r(i+1)}).} New solutions are sampled from the leftmost to the rightmost variable, the first is generated independently and the others according to conditional probabilities. Since the estimated distribution must be recomputed each generation, MIMIC uses concrete populations in the following way P ( t + 1 ) = β μ ∘ α MIMIC ∘ S ( P ( t ) ) . {\displaystyle P(t+1)=\beta _{\mu }\circ \alpha _{\text{MIMIC}}\circ S(P(t)).} === Bivariate marginal distribution algorithm (BMDA) === The BMDA factorizes the joint probability distribution in bivariate distributions. First, a randomly chosen variable is added as a node in a graph, the most dependent variable to one of those in the graph is chosen among those not yet in the graph, this procedure is repeated until no remain

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  • T-norm

    T-norm

    In mathematics, a t-norm (also T-norm or, unabbreviated, triangular norm) is a kind of binary operation used in the framework of probabilistic metric spaces and in multi-valued logic, specifically in fuzzy logic. A t-norm generalizes intersection in a lattice and conjunction in logic. The name triangular norm refers to the fact that in the framework of probabilistic metric spaces t-norms are used to generalize the triangle inequality of ordinary metric spaces. == Definition == A t-norm is a function T: [0, 1] × [0, 1] → [0, 1] that satisfies the following properties: Commutativity: T(a, b) = T(b, a) Monotonicity: T(a, b) ≤ T(c, d) if a ≤ c and b ≤ d Associativity: T(a, T(b, c)) = T(T(a, b), c) The number 1 acts as identity element: T(a, 1) = a Since a t-norm is a binary algebraic operation on the interval [0, 1], infix algebraic notation is also common, with the t-norm usually denoted by ∗ {\displaystyle } . The defining conditions of the t-norm are exactly those of a partially ordered abelian monoid on the real unit interval [0, 1]. (Cf. ordered group.) The monoidal operation of any partially ordered abelian monoid L is therefore by some authors called a triangular norm on L. === Classification of t-norms === A t-norm is called continuous if it is continuous as a function, in the usual interval topology on [0, 1]2. (Similarly for left- and right-continuity.) A t-norm is called strict if it is continuous and strictly monotone. A t-norm is called nilpotent if it is continuous and each x in the open interval (0, 1) is nilpotent, that is, there is a natural number n such that x ∗ {\displaystyle } ... ∗ {\displaystyle } x (n times) equals 0. A t-norm ∗ {\displaystyle } is called Archimedean if it has the Archimedean property, that is, if for each x, y in the open interval (0, 1) there is a natural number n such that x ∗ {\displaystyle } ... ∗ {\displaystyle } x (n times) is less than or equal to y. The usual partial ordering of t-norms is pointwise, that is, T1 ≤ T2 if T1(a, b) ≤ T2(a, b) for all a, b in [0, 1]. As functions, pointwise larger t-norms are sometimes called stronger than those pointwise smaller. In the semantics of t-norm fuzzy logics, however, the larger a t-norm, the weaker (in terms of logical strength) conjunction it represents. == Prominent examples == Minimum t-norm ⊤ m i n ( a , b ) = min { a , b } , {\displaystyle \top _{\mathrm {min} }(a,b)=\min\{a,b\},} also called the Gödel t-norm, as it is the standard semantics for conjunction in Gödel fuzzy logic. Besides that, it occurs in most t-norm based fuzzy logics as the standard semantics for weak conjunction. It is the pointwise largest t-norm (see the properties of t-norms below). Product t-norm ⊤ p r o d ( a , b ) = a ⋅ b {\displaystyle \top _{\mathrm {prod} }(a,b)=a\cdot b} (the ordinary product of real numbers). Besides other uses, the product t-norm is the standard semantics for strong conjunction in product fuzzy logic. It is a strict Archimedean t-norm. Łukasiewicz t-norm ⊤ L u k ( a , b ) = max { 0 , a + b − 1 } . {\displaystyle \top _{\mathrm {Luk} }(a,b)=\max\{0,a+b-1\}.} The name comes from the fact that the t-norm is the standard semantics for strong conjunction in Łukasiewicz fuzzy logic. It is a nilpotent Archimedean t-norm, pointwise smaller than the product t-norm. Drastic t-norm ⊤ D ( a , b ) = { b if a = 1 a if b = 1 0 otherwise. {\displaystyle \top _{\mathrm {D} }(a,b)={\begin{cases}b&{\mbox{if }}a=1\\a&{\mbox{if }}b=1\\0&{\mbox{otherwise.}}\end{cases}}} The name reflects the fact that the drastic t-norm is the pointwise smallest t-norm (see the properties of t-norms below). It is a right-continuous Archimedean t-norm. Nilpotent minimum ⊤ n M ( a , b ) = { min ( a , b ) if a + b > 1 0 otherwise {\displaystyle \top _{\mathrm {nM} }(a,b)={\begin{cases}\min(a,b)&{\mbox{if }}a+b>1\\0&{\mbox{otherwise}}\end{cases}}} is a standard example of a t-norm that is left-continuous, but not continuous. Despite its name, the nilpotent minimum is not a nilpotent t-norm. Hamacher product ⊤ H 0 ( a , b ) = { 0 if a = b = 0 a b a + b − a b otherwise {\displaystyle \top _{\mathrm {H} _{0}}(a,b)={\begin{cases}0&{\mbox{if }}a=b=0\\{\frac {ab}{a+b-ab}}&{\mbox{otherwise}}\end{cases}}} is a strict Archimedean t-norm, and an important representative of the parametric classes of Hamacher t-norms and Schweizer–Sklar t-norms. == Properties of t-norms == The drastic t-norm is the pointwise smallest t-norm and the minimum is the pointwise largest t-norm: ⊤ D ( a , b ) ≤ ⊤ ( a , b ) ≤ ⊤ m i n ( a , b ) , {\displaystyle \top _{\mathrm {D} }(a,b)\leq \top (a,b)\leq \mathrm {\top _{min}} (a,b),} for any t-norm ⊤ {\displaystyle \top } and all a, b in [0, 1]. In particular, we have that: ⊤ D ( a , b ) ≤ ⊤ L u k ( a , b ) ≤ ⊤ p r o d ( a , b ) ≤ ⊤ m i n ( a , b ) , {\displaystyle \top _{\mathrm {D} }(a,b)\leq \top _{\mathrm {Luk} }(a,b)\leq \top _{\mathrm {prod} }(a,b)\leq \mathrm {\top _{min}} (a,b),} for all a, b in [0, 1]. For every t-norm T, the number 0 acts as null element: T(a, 0) = 0 for all a in [0, 1]. A t-norm T has zero divisors if and only if it has nilpotent elements; each nilpotent element of T is also a zero divisor of T. The set of all nilpotent elements is an interval [0, a] or [0, a), for some a in [0, 1]. === Properties of continuous t-norms === Although real functions of two variables can be continuous in each variable without being continuous on [0, 1]2, this is not the case with t-norms: a t-norm T is continuous if and only if it is continuous in one variable, i.e., if and only if the functions fy(x) = T(x, y) are continuous for each y in [0, 1]. Analogous theorems hold for left- and right-continuity of a t-norm. A continuous t-norm is Archimedean if and only if 0 and 1 are its only idempotents. A continuous Archimedean t-norm is strict if 0 is its only nilpotent element; otherwise it is nilpotent. By definition, moreover, a continuous Archimedean t-norm T is nilpotent if and only if each x < 1 is a nilpotent element of T. Thus with a continuous Archimedean t-norm T, either all or none of the elements of (0, 1) are nilpotent. If it is the case that all elements in (0, 1) are nilpotent, then the t-norm is isomorphic to the Łukasiewicz t-norm; i.e., there is a strictly increasing function f such that ⊤ ( x , y ) = f − 1 ( ⊤ L u k ( f ( x ) , f ( y ) ) ) . {\displaystyle \top (x,y)=f^{-1}(\top _{\mathrm {Luk} }(f(x),f(y))).} If on the other hand it is the case that there are no nilpotent elements of T, the t-norm is isomorphic to the product t-norm. In other words, all nilpotent t-norms are isomorphic, the Łukasiewicz t-norm being their prototypical representative; and all strict t-norms are isomorphic, with the product t-norm as their prototypical example. The Łukasiewicz t-norm is itself isomorphic to the product t-norm undercut at 0.25, i.e., to the function p(x, y) = max(0.25, x ⋅ y) on [0.25, 1]2. For each continuous t-norm, the set of its idempotents is a closed subset of [0, 1]. Its complement—the set of all elements that are not idempotent—is therefore a union of countably many non-overlapping open intervals. The restriction of the t-norm to any of these intervals (including its endpoints) is Archimedean, and thus isomorphic either to the Łukasiewicz t-norm or the product t-norm. For such x, y that do not fall into the same open interval of non-idempotents, the t-norm evaluates to the minimum of x and y. These conditions actually give a characterization of continuous t-norms, called the Mostert–Shields theorem, since every continuous t-norm can in this way be decomposed, and the described construction always yields a continuous t-norm. The theorem can also be formulated as follows: A t-norm is continuous if and only if it is isomorphic to an ordinal sum of the minimum, Łukasiewicz, and product t-norm. A similar characterization theorem for non-continuous t-norms is not known (not even for left-continuous ones), only some non-exhaustive methods for the construction of t-norms have been found. == Residuum == For any left-continuous t-norm ⊤ {\displaystyle \top } , there is a unique binary operation ⇒ {\displaystyle \Rightarrow } on [0, 1] such that ⊤ ( z , x ) ≤ y {\displaystyle \top (z,x)\leq y} if and only if z ≤ ( x ⇒ y ) {\displaystyle z\leq (x\Rightarrow y)} for all x, y, z in [0, 1]. This operation is called the residuum of the t-norm. In prefix notation, the residuum of a t-norm ⊤ {\displaystyle \top } is often denoted by ⊤ → {\displaystyle {\vec {\top }}} or by the letter R. The interval [0, 1] equipped with a t-norm and its residuum forms a residuated lattice. The relation between a t-norm T and its residuum R is an instance of adjunction (specifically, a Galois connection): the residuum forms a right adjoint R(x, –) to the functor T(–, x) for each x in the lattice [0, 1] taken as a poset category. In the standard semantics of t-norm based fuzzy logics, where conjunction is interpreted by a t-norm, the residuum plays the role of implication (often

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  • Deepfake

    Deepfake

    Deepfakes (a portmanteau of 'deep learning' and 'fake') are images, videos, or audio that have been edited or generated using artificial intelligence, AI-based tools or audio-video editing software. They may depict real or fictional people and are considered a form of synthetic media, that is media that is usually created by artificial intelligence systems by combining various media elements into a new media artifact. While the act of creating fake content is not new, deepfakes uniquely leverage machine learning and artificial intelligence techniques, including facial recognition algorithms and artificial neural networks such as variational autoencoders and generative adversarial networks (GANs). In turn, the field of image forensics has worked to develop techniques to detect manipulated images. Deepfakes have garnered widespread attention for their potential use in creating child sexual abuse material, celebrity pornographic videos, revenge porn, fake news, hoaxes, bullying, and financial fraud. Academics have raised concerns about the potential for deepfakes to promote disinformation and hate speech, as well as interfere with elections. In response, the information technology industry and governments have proposed recommendations and methods to detect and mitigate their use. Academic research has also delved deeper into the factors driving deepfake engagement online as well as potential countermeasures to malicious application of deepfakes. From traditional entertainment to gaming, deepfake technology has evolved to be increasingly convincing and available to the public, allowing for the disruption of the entertainment and media industries. == History == Photo manipulation was developed in the 19th century and soon applied to motion pictures. Technology steadily improved during the 20th century, and more quickly with the advent of digital video. Deepfake technology has been developed by researchers at academic institutions beginning in the 1990s, and later by amateurs in online communities. More recently, the methods have been adopted by industry. The development of generative adversarial networks (GANs) in the mid-2010s represented a key technical turning point in the evolution of deepfakes. GANs allowed for the creation of highly realistic fake images and videos by training competing neural networks, achieving a much improved visual fidelity over previous methods of creating the content using rules or by using autoencoders, and formed the basis for modern deepfake methods. === Academic research === Academic research related to deepfakes is split between the field of computer vision, a sub-field of computer science, which develops techniques for creating and identifying deepfakes, and humanities and social science approaches that study the social, ethical, aesthetic implications as well as journalistic and informational implications of deepfakes. As deepfakes have risen in prominence in popularity with innovations provided by AI tools, significant research has gone into detection methods and defining the factors driving engagement with deepfakes on the internet. Deepfakes have been shown to appear on social media platforms and other parts of the internet for purposes ranging from entertainment and education related to deepfakes to misinformation to elicit strong reactions. There are gaps in research related to the propagation of deepfakes on social media. Negativity and emotional response are the primary driving factors for users sharing deepfakes. === Social science and humanities approaches to deepfakes === In cinema studies, deepfakes illustrate how "the human face is emerging as a central object of ambivalence in the digital age". Video artists have used deepfakes to "playfully rewrite film history by retrofitting canonical cinema with new star performers". Film scholar Christopher Holliday analyses how altering the gender and race of performers in familiar movie scenes destabilizes gender classifications and categories. The concept of "queering" deepfakes is also discussed in Oliver M. Gingrich's discussion of media artworks that use deepfakes to reframe gender, including British artist Jake Elwes' Zizi: Queering the Dataset, an artwork that uses deepfakes of drag queens to intentionally play with gender. The aesthetic potentials of deepfakes are also beginning to be explored. Theatre historian John Fletcher notes that early demonstrations of deepfakes are presented as performances, and situates these in the context of theater, discussing "some of the more troubling paradigm shifts" that deepfakes represent as a performance genre. While most English-language academic studies of deepfakes focus on the Western anxieties about disinformation and pornography, digital anthropologist Gabriele de Seta has analyzed the Chinese reception of deepfakes, which are known as huanlian, which translates to "changing faces". The Chinese term does not contain the "fake" of the English deepfake, and de Seta argues that this cultural context may explain why the Chinese response has centered on practical regulatory measures to "fraud risks, image rights, economic profit, and ethical imbalances". === Computer science research on deepfakes === A landmark early project was the "Video Rewrite" program, published in 1997. The program modified existing video footage of a person speaking to depict that person mouthing the words from a different audio track. It was the first system to fully automate this kind of facial reanimation, and it did so using machine learning techniques to make connections between the sounds produced by a video's subject and the shape of the subject's face. Contemporary academic projects have focused on creating more realistic videos and improving deepfake techniques. The "Synthesizing Obama" program, published in 2017, modifies video footage of former president Barack Obama to depict him mouthing the words contained in a separate audio track. The project lists as a main research contribution to its photorealistic technique for synthesizing mouth shapes from audio. The "Face2Face" program, published in 2016, modifies video footage of a person's face to depict them mimicking another person's facial expressions. The project highlights its primary research contribution as the development of the first method for re-enacting facial expressions in real time using a camera that does not capture depth, enabling the technique to work with common consumer cameras. Researchers have also shown that deepfakes are expanding into other domains such as medical imagery. In this work, it was shown how an attacker can automatically inject or remove lung cancer in a patient's 3D CT scan. The result was so convincing that it fooled three radiologists and a state-of-the-art lung cancer detection AI. To demonstrate the threat, the authors successfully performed the attack on a hospital in a White hat penetration test. A survey of deepfakes, published in May 2020, provides a timeline of how the creation and detection of deepfakes have advanced over the last few years. The survey identifies that researchers have been focusing on resolving the following challenges of deepfake creation: Generalization. High-quality deepfakes are often achieved by training on hours of footage of the target. This challenge is to minimize the amount of training data and the time to train the model required to produce quality images and to enable the execution of trained models on new identities (unseen during training). Paired Training. Training a supervised model can produce high-quality results, but requires data pairing. This is the process of finding examples of inputs and their desired outputs for the model to learn from. Data pairing is laborious and impractical when training on multiple identities and facial behaviors. Some solutions include self-supervised training (using frames from the same video), the use of unpaired networks such as Cycle-GAN, or the manipulation of network embeddings. Identity leakage. This is where the identity of the driver (i.e., the actor controlling the face in a reenactment) is partially transferred to the generated face. Some solutions proposed include attention mechanisms, few-shot learning, disentanglement, boundary conversions, and skip connections. Occlusions. When part of the face is obstructed with a hand, hair, glasses, or any other item then artifacts can occur. A common occlusion is a closed mouth which hides the inside of the mouth and the teeth. Some solutions include image segmentation during training and in-painting. Temporal coherence. In videos containing deepfakes, artifacts such as flickering and jitter can occur because the network has no context of the preceding frames. Some researchers provide this context or use novel temporal coherence losses to help improve realism. As the technology improves, the interference is diminishing. Overall, deepfakes are expected to have several implications in media and society, med

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  • Distinguishable interfaces

    Distinguishable interfaces

    Distinguishable interfaces use computer graphic principles to automatically generate easily distinguishable appearance for computer data. Although the desktop metaphor revolutionized user interfaces, there is evidence that a spatial layout alone does little to help in locating files and other data; distinguishable appearance is also required. Studies have shown that average users have considerable difficulty finding files on their personal computers, even ones that they created the same day. Search engines do not always help, since it has been found that users often know of the existence of a file without being able to specify relevant search terms. On the contrary, people appear to incrementally search for files using some form of context. Recently researchers and web developers have argued that the problem is the lack of distinguishable appearance: in the traditional computer interface most objects and locations appear identical. This problem rarely occurs in the real world, where both objects and locations generally have easily distinguishable appearance. Discriminability was one of the recommendations in the ISO 9241-12 recommendation on presentation of information on visual displays (part of the overall report on Ergonomics of Human System Interaction), however it was assumed in that report that this would be achieved by manual design of graphical symbols. == VisualIDs, semanticons, and identicons == The mass availability of computer graphics supported the introduction of approaches that make better use of the brain's "visual hardware", by providing individual files and other abstract data with distinguishable appearance. This idea initially appeared in strictly academic VisualIDs and Semanticons works, but the web community has explored and rapidly adopted similar ideas, such as the Identicon. The VisualIDs project automatically generated icons for files or other data based on a hash of the data identifier, so the icons had no relation to the content or meaning of the data. It was argued not only that generating meaningful icons is unnecessary (their user study showed rapid learning of the arbitrary icons), but also that basing icons on content is actually incorrect ("contrasting visualization with visual identifiers"). The Semanticons project developed by Setlur et al. demonstrated an algorithm to create icons that reflect the content of files. In this work the name, location and content of a file are parsed and used to retrieve related image(s) from an image database. These are then processed using a Non-photorealistic rendering technique in order to generate graphical icons. Developer Don Park introduced the identicon library for making a visual icon from a hash of a data identifier. This initial public implementation has spawned a large number of implementations for various environments. In particular, identicons are now being used as default visual user identifiers (avatars) for several widely used systems. They are also used as a complement to Gravatars, which are pre-existing avatar images created or chosen by users, instead of automatically generated images. (see #External links). == Current research == While current web practice has followed the semantics-free approach of VisualIDs, recent research has followed the semantics-based approach of Semanticons. Examples include using data mining principles to automatically create "intelligent icons" that reflect the contents of files and creating icons for music files that reflect audio characteristics or affective content.

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  • Batch normalization

    Batch normalization

    In artificial neural networks, batch normalization (also known as batch norm) is a normalization technique used to make training faster and more stable by adjusting the inputs to each layer—re-centering them around zero and re-scaling them to a standard size. It was introduced by Sergey Ioffe and Christian Szegedy in 2015. Experts still debate why batch normalization works so well. It was initially thought to tackle internal covariate shift, a problem where parameter initialization and changes in the distribution of the inputs of each layer affect the learning rate of the network. However, newer research suggests it doesn’t fix this shift but instead smooths the objective function—a mathematical guide the network follows to improve—enhancing performance. In very deep networks, batch normalization can initially cause a severe gradient explosion—where updates to the network grow uncontrollably large—but this is managed with shortcuts called skip connections in residual networks. Another theory is that batch normalization adjusts data by handling its size and path separately, speeding up training. == Internal covariate shift == Each layer in a neural network has inputs that follow a specific distribution, which shifts during training due to two main factors: the random starting values of the network’s settings (parameter initialization) and the natural variation in the input data. This shifting pattern affecting the inputs to the network’s inner layers is called internal covariate shift. While a strict definition isn’t fully agreed upon, experiments show that it involves changes in the means and variances of these inputs during training. Batch normalization was first developed to address internal covariate shift. During training, as the parameters of preceding layers adjust, the distribution of inputs to the current layer changes accordingly, such that the current layer needs to constantly readjust to new distributions. This issue is particularly severe in deep networks, because small changes in shallower hidden layers will be amplified as they propagate within the network, resulting in significant shift in deeper hidden layers. Batch normalization was proposed to reduced these unwanted shifts to speed up training and produce more reliable models. Beyond possibly tackling internal covariate shift, batch normalization offers several additional advantages. It allows the network to use a higher learning rate—a setting that controls how quickly the network learns—without causing problems like vanishing or exploding gradients, where updates become too small or too large. It also appears to have a regularizing effect, improving the network’s ability to generalize to new data, reducing the need for dropout, a technique used to prevent overfitting (when a model learns the training data too well and fails on new data). Additionally, networks using batch normalization are less sensitive to the choice of starting settings or learning rates, making them more robust and adaptable. == Procedures == === Transformation === In a neural network, batch normalization is achieved through a normalization step that fixes the means and variances of each layer's inputs. Ideally, the normalization would be conducted over the entire training set, but to use this step jointly with stochastic optimization methods, it is impractical to use the global information. Thus, normalization is restrained to each mini-batch in the training process. Let us use B to denote a mini-batch of size m of the entire training set. The empirical mean and variance of B could thus be denoted as μ B = 1 m ∑ i = 1 m x i {\displaystyle \mu _{B}={\frac {1}{m}}\sum _{i=1}^{m}x_{i}} and σ B 2 = 1 m ∑ i = 1 m ( x i − μ B ) 2 {\displaystyle \sigma _{B}^{2}={\frac {1}{m}}\sum _{i=1}^{m}(x_{i}-\mu _{B})^{2}} . For a layer of the network with d-dimensional input, x = ( x ( 1 ) , . . . , x ( d ) ) {\displaystyle x=(x^{(1)},...,x^{(d)})} , each dimension of its input is then normalized (i.e. re-centered and re-scaled) separately, x ^ i ( k ) = x i ( k ) − μ B ( k ) ( σ B ( k ) ) 2 + ϵ {\displaystyle {\hat {x}}_{i}^{(k)}={\frac {x_{i}^{(k)}-\mu _{B}^{(k)}}{\sqrt {\left(\sigma _{B}^{(k)}\right)^{2}+\epsilon }}}} , where k ∈ [ 1 , d ] {\displaystyle k\in [1,d]} and i ∈ [ 1 , m ] {\displaystyle i\in [1,m]} ; μ B ( k ) {\displaystyle \mu _{B}^{(k)}} and σ B ( k ) {\displaystyle \sigma _{B}^{(k)}} are the per-dimension mean and standard deviation, respectively. ϵ {\displaystyle \epsilon } is added in the denominator for numerical stability and is an arbitrarily small positive constant. The resulting normalized activation x ^ ( k ) {\displaystyle {\hat {x}}^{(k)}} have zero mean and unit variance, if ϵ {\displaystyle \epsilon } is not taken into account. To restore the representation power of the network, a transformation step then follows as y i ( k ) = γ ( k ) x ^ i ( k ) + β ( k ) {\displaystyle y_{i}^{(k)}=\gamma ^{(k)}{\hat {x}}_{i}^{(k)}+\beta ^{(k)}} , where the parameters γ ( k ) {\displaystyle \gamma ^{(k)}} and β ( k ) {\displaystyle \beta ^{(k)}} are subsequently learned in the optimization process. Formally, the operation that implements batch normalization is a transform B N γ ( k ) , β ( k ) : x 1... m ( k ) → y 1... m ( k ) {\displaystyle BN_{\gamma ^{(k)},\beta ^{(k)}}:x_{1...m}^{(k)}\rightarrow y_{1...m}^{(k)}} called the Batch Normalizing transform. The output of the BN transform y ( k ) = B N γ ( k ) , β ( k ) ( x ( k ) ) {\displaystyle y^{(k)}=BN_{\gamma ^{(k)},\beta ^{(k)}}(x^{(k)})} is then passed to other network layers, while the normalized output x ^ i ( k ) {\displaystyle {\hat {x}}_{i}^{(k)}} remains internal to the current layer. === Backpropagation === The described BN transform is a differentiable operation, and the gradient of the loss l {\displaystyle l} with respect to the different parameters can be computed directly with the chain rule. Specifically, ∂ l ∂ y i ( k ) {\displaystyle {\frac {\partial l}{\partial y_{i}^{(k)}}}} depends on the choice of activation function, and the gradient against other parameters could be expressed as a function of ∂ l ∂ y i ( k ) {\displaystyle {\frac {\partial l}{\partial y_{i}^{(k)}}}} : ∂ l ∂ x ^ i ( k ) = ∂ l ∂ y i ( k ) γ ( k ) {\displaystyle {\frac {\partial l}{\partial {\hat {x}}_{i}^{(k)}}}={\frac {\partial l}{\partial y_{i}^{(k)}}}\gamma ^{(k)}} , ∂ l ∂ γ ( k ) = ∑ i = 1 m ∂ l ∂ y i ( k ) x ^ i ( k ) {\displaystyle {\frac {\partial l}{\partial \gamma ^{(k)}}}=\sum _{i=1}^{m}{\frac {\partial l}{\partial y_{i}^{(k)}}}{\hat {x}}_{i}^{(k)}} , ∂ l ∂ β ( k ) = ∑ i = 1 m ∂ l ∂ y i ( k ) {\displaystyle {\frac {\partial l}{\partial \beta ^{(k)}}}=\sum _{i=1}^{m}{\frac {\partial l}{\partial y_{i}^{(k)}}}} , ∂ l ∂ σ B ( k ) 2 = ∑ i = 1 m ∂ l ∂ y i ( k ) ( x i ( k ) − μ B ( k ) ) ( − γ ( k ) 2 ( σ B ( k ) 2 + ϵ ) − 3 / 2 ) {\displaystyle {\frac {\partial l}{\partial \sigma _{B}^{(k)^{2}}}}=\sum _{i=1}^{m}{\frac {\partial l}{\partial y_{i}^{(k)}}}(x_{i}^{(k)}-\mu _{B}^{(k)})\left(-{\frac {\gamma ^{(k)}}{2}}(\sigma _{B}^{(k)^{2}}+\epsilon )^{-3/2}\right)} , ∂ l ∂ μ B ( k ) = ∑ i = 1 m ∂ l ∂ y i ( k ) − γ ( k ) σ B ( k ) 2 + ϵ + ∂ l ∂ σ B ( k ) 2 1 m ∑ i = 1 m ( − 2 ) ⋅ ( x i ( k ) − μ B ( k ) ) {\displaystyle {\frac {\partial l}{\partial \mu _{B}^{(k)}}}=\sum _{i=1}^{m}{\frac {\partial l}{\partial y_{i}^{(k)}}}{\frac {-\gamma ^{(k)}}{\sqrt {\sigma _{B}^{(k)^{2}}+\epsilon }}}+{\frac {\partial l}{\partial \sigma _{B}^{(k)^{2}}}}{\frac {1}{m}}\sum _{i=1}^{m}(-2)\cdot (x_{i}^{(k)}-\mu _{B}^{(k)})} , and ∂ l ∂ x i ( k ) = ∂ l ∂ x ^ i ( k ) 1 σ B ( k ) 2 + ϵ + ∂ l ∂ σ B ( k ) 2 2 ( x i ( k ) − μ B ( k ) ) m + ∂ l ∂ μ B ( k ) 1 m {\displaystyle {\frac {\partial l}{\partial x_{i}^{(k)}}}={\frac {\partial l}{\partial {\hat {x}}_{i}^{(k)}}}{\frac {1}{\sqrt {\sigma _{B}^{(k)^{2}}+\epsilon }}}+{\frac {\partial l}{\partial \sigma _{B}^{(k)^{2}}}}{\frac {2(x_{i}^{(k)}-\mu _{B}^{(k)})}{m}}+{\frac {\partial l}{\partial \mu _{B}^{(k)}}}{\frac {1}{m}}} . === Inference === During the training stage, the normalization steps depend on the mini-batches to ensure efficient and reliable training. However, in the inference stage, this dependence is not useful any more. Instead, the normalization step in this stage is computed with the population statistics such that the output could depend on the input in a deterministic manner. The population mean, E [ x ( k ) ] {\displaystyle E[x^{(k)}]} , and variance, Var ⁡ [ x ( k ) ] {\displaystyle \operatorname {Var} [x^{(k)}]} , are computed as: E [ x ( k ) ] = E B [ μ B ( k ) ] {\displaystyle E[x^{(k)}]=E_{B}[\mu _{B}^{(k)}]} , and Var ⁡ [ x ( k ) ] = m m − 1 E B [ ( σ B ( k ) ) 2 ] {\displaystyle \operatorname {Var} [x^{(k)}]={\frac {m}{m-1}}E_{B}[\left(\sigma _{B}^{(k)}\right)^{2}]} . The population statistics thus is a complete representation of the mini-batches. The BN transform in the inference step thus becomes y ( k ) = B N γ ( k ) , β ( k ) inf ( x ( k ) ) = γ ( k ) x ( k ) − E [ x ( k ) ] Var ⁡ [ x ( k ) ] + ϵ + β

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  • Cruel World of Dreams and Fears

    Cruel World of Dreams and Fears

    Cruel World of Dreams and Fears is the debut album from Ukrainian-born Czech black metal artist Draugveil, released independently on 13 June 2025. The album became notable among metal fans due to its cover, featuring Draugveil in a suit of armour and corpse paint, and lying in a field of red roses. The cover was the subject of parodying internet memes, as well as accusations of using artificial intelligence (AI) to make it. These claims were later expanded to suggest that AI was used to make the album's music. == Memes and AI accusations == Upon the album being released on YouTube on the channel Black Metal Promotion, the album attracted attention due to its cover, depicting Draugveil lying in a field of roses, dressed in armour, wearing corpse paint and having a sword stuck in the ground. Some compared it to covers where other artists are lying on the ground, such as Michael Jackson's Thriller, Luther Vandross's Give Me the Reason, and the UK cover of Lionel Richie's You Are. Critics of the album, however, suggested that AI was used to make the cover. This was partly due to suggestions that the rose stems in the picture come out from the ground in an unrealistic way. This later resulted in claims from some fans that AI was also used to produce the music, and later the lyrics and vocals. These claims began on a Facebook page entitled "AI Generated Nonsense", which was later deleted. No definitive evidence, however, was produced to back these claims. Derek McArthur, a journalist for Glasgow-based newspaper The Herald, wrote: "The music is in line with what one would expect from a one-man black metal project in the vein of Judas Iscariot and Burzum, but then if AI was asked to create music in a black metal style, that is probably what it would decide to generically produce and spit out." Draugveil's reaction to the claims was: "Let people decide." The result of the claims of AI has led to some writers to claim that artists in the future will have to prove they are human to be taken seriously, and that members of the public will be increasing doubt as to whether creative works are produced by either humans or AI. == Track listing ==

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  • Fuzzy measure theory

    Fuzzy measure theory

    In mathematics, fuzzy measure theory considers generalized measures in which the additive property is replaced by the weaker property of monotonicity. The central concept of fuzzy measure theory is the fuzzy measure (also capacity, see ), which was introduced by Choquet in 1953 and independently defined by Sugeno in 1974 in the context of fuzzy integrals. There exists a number of different classes of fuzzy measures including plausibility/belief measures, possibility/necessity measures, and probability measures, which are a subset of classical measures. == Definitions == Let X {\displaystyle \mathbf {X} } be a universe of discourse, C {\displaystyle {\mathcal {C}}} be a class of subsets of X {\displaystyle \mathbf {X} } , and E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} . A function g : C → R {\displaystyle g:{\mathcal {C}}\to \mathbb {R} } where ∅ ∈ C ⇒ g ( ∅ ) = 0 {\displaystyle \emptyset \in {\mathcal {C}}\Rightarrow g(\emptyset )=0} E ⊆ F ⇒ g ( E ) ≤ g ( F ) {\displaystyle E\subseteq F\Rightarrow g(E)\leq g(F)} is called a fuzzy measure. A fuzzy measure is called normalized or regular if g ( X ) = 1 {\displaystyle g(\mathbf {X} )=1} . == Properties of fuzzy measures == A fuzzy measure is: additive if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} such that E ∩ F = ∅ {\displaystyle E\cap F=\emptyset } , we have g ( E ∪ F ) = g ( E ) + g ( F ) . {\displaystyle g(E\cup F)=g(E)+g(F).} ; supermodular if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} , we have g ( E ∪ F ) + g ( E ∩ F ) ≥ g ( E ) + g ( F ) {\displaystyle g(E\cup F)+g(E\cap F)\geq g(E)+g(F)} ; submodular if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} , we have g ( E ∪ F ) + g ( E ∩ F ) ≤ g ( E ) + g ( F ) {\displaystyle g(E\cup F)+g(E\cap F)\leq g(E)+g(F)} ; superadditive if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} such that E ∩ F = ∅ {\displaystyle E\cap F=\emptyset } , we have g ( E ∪ F ) ≥ g ( E ) + g ( F ) {\displaystyle g(E\cup F)\geq g(E)+g(F)} ; subadditive if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} such that E ∩ F = ∅ {\displaystyle E\cap F=\emptyset } , we have g ( E ∪ F ) ≤ g ( E ) + g ( F ) {\displaystyle g(E\cup F)\leq g(E)+g(F)} ; symmetric if for any E , F ∈ C {\displaystyle E,F\in {\mathcal {C}}} , we have | E | = | F | {\displaystyle |E|=|F|} implies g ( E ) = g ( F ) {\displaystyle g(E)=g(F)} ; Boolean if for any E ∈ C {\displaystyle E\in {\mathcal {C}}} , we have g ( E ) = 0 {\displaystyle g(E)=0} or g ( E ) = 1 {\displaystyle g(E)=1} . Understanding the properties of fuzzy measures is useful in application. When a fuzzy measure is used to define a function such as the Sugeno integral or Choquet integral, these properties will be crucial in understanding the function's behavior. For instance, the Choquet integral with respect to an additive fuzzy measure reduces to the Lebesgue integral. In discrete cases, a symmetric fuzzy measure will result in the ordered weighted averaging (OWA) operator. Submodular fuzzy measures result in convex functions, while supermodular fuzzy measures result in concave functions when used to define a Choquet integral. == Möbius representation == Let g be a fuzzy measure. The Möbius representation of g is given by the set function M, where for every E , F ⊆ X {\displaystyle E,F\subseteq X} , M ( E ) = ∑ F ⊆ E ( − 1 ) | E ∖ F | g ( F ) . {\displaystyle M(E)=\sum _{F\subseteq E}(-1)^{|E\backslash F|}g(F).} The equivalent axioms in Möbius representation are: M ( ∅ ) = 0 {\displaystyle M(\emptyset )=0} . ∑ F ⊆ E | i ∈ F M ( F ) ≥ 0 {\displaystyle \sum _{F\subseteq E|i\in F}M(F)\geq 0} , for all E ⊆ X {\displaystyle E\subseteq \mathbf {X} } and all i ∈ E {\displaystyle i\in E} A fuzzy measure in Möbius representation M is called normalized if ∑ E ⊆ X M ( E ) = 1. {\displaystyle \sum _{E\subseteq \mathbf {X} }M(E)=1.} Möbius representation can be used to give an indication of which subsets of X interact with one another. For instance, an additive fuzzy measure has Möbius values all equal to zero except for singletons. The fuzzy measure g in standard representation can be recovered from the Möbius form using the Zeta transform: g ( E ) = ∑ F ⊆ E M ( F ) , ∀ E ⊆ X . {\displaystyle g(E)=\sum _{F\subseteq E}M(F),\forall E\subseteq \mathbf {X} .} == Simplification assumptions for fuzzy measures == Fuzzy measures are defined on a semiring of sets or monotone class, which may be as granular as the power set of X, and even in discrete cases the number of variables can be as large as 2|X|. For this reason, in the context of multi-criteria decision analysis and other disciplines, simplification assumptions on the fuzzy measure have been introduced so that it is less computationally expensive to determine and use. For instance, when it is assumed the fuzzy measure is additive, it will hold that g ( E ) = ∑ i ∈ E g ( { i } ) {\displaystyle g(E)=\sum _{i\in E}g(\{i\})} and the values of the fuzzy measure can be evaluated from the values on X. Similarly, a symmetric fuzzy measure is defined uniquely by |X| values. Two important fuzzy measures that can be used are the Sugeno- or λ {\displaystyle \lambda } -fuzzy measure and k-additive measures, introduced by Sugeno and Grabisch respectively. === Sugeno λ-measure === The Sugeno λ {\displaystyle \lambda } -measure is a special case of fuzzy measures defined iteratively. It has the following definition: ==== Definition ==== Let X = { x 1 , … , x n } {\displaystyle \mathbf {X} =\left\lbrace x_{1},\dots ,x_{n}\right\rbrace } be a finite set and let λ ∈ ( − 1 , + ∞ ) {\displaystyle \lambda \in (-1,+\infty )} . A Sugeno λ {\displaystyle \lambda } -measure is a function g : 2 X → [ 0 , 1 ] {\displaystyle g:2^{X}\to [0,1]} such that g ( X ) = 1 {\displaystyle g(X)=1} . if A , B ⊆ X {\displaystyle A,B\subseteq \mathbf {X} } (alternatively A , B ∈ 2 X {\displaystyle A,B\in 2^{\mathbf {X} }} ) with A ∩ B = ∅ {\displaystyle A\cap B=\emptyset } then g ( A ∪ B ) = g ( A ) + g ( B ) + λ g ( A ) g ( B ) {\displaystyle g(A\cup B)=g(A)+g(B)+\lambda g(A)g(B)} . As a convention, the value of g at a singleton set { x i } {\displaystyle \left\lbrace x_{i}\right\rbrace } is called a density and is denoted by g i = g ( { x i } ) {\displaystyle g_{i}=g(\left\lbrace x_{i}\right\rbrace )} . In addition, we have that λ {\displaystyle \lambda } satisfies the property λ + 1 = ∏ i = 1 n ( 1 + λ g i ) {\displaystyle \lambda +1=\prod _{i=1}^{n}(1+\lambda g_{i})} . Tahani and Keller as well as Wang and Klir have shown that once the densities are known, it is possible to use the previous polynomial to obtain the values of λ {\displaystyle \lambda } uniquely. === k-additive fuzzy measure === The k-additive fuzzy measure limits the interaction between the subsets E ⊆ X {\displaystyle E\subseteq X} to size | E | = k {\displaystyle |E|=k} . This drastically reduces the number of variables needed to define the fuzzy measure, and as k can be anything from 1 (in which case the fuzzy measure is additive) to X, it allows for a compromise between modelling ability and simplicity. ==== Definition ==== A discrete fuzzy measure g on a set X is called k-additive ( 1 ≤ k ≤ | X | {\displaystyle 1\leq k\leq |\mathbf {X} |} ) if its Möbius representation verifies M ( E ) = 0 {\displaystyle M(E)=0} , whenever | E | > k {\displaystyle |E|>k} for any E ⊆ X {\displaystyle E\subseteq \mathbf {X} } , and there exists a subset F with k elements such that M ( F ) ≠ 0 {\displaystyle M(F)\neq 0} . == Shapley and interaction indices == In game theory, the Shapley value or Shapley index is used to indicate the weight of a game. Shapley values can be calculated for fuzzy measures in order to give some indication of the importance of each singleton. In the case of additive fuzzy measures, the Shapley value will be the same as each singleton. For a given fuzzy measure g, and | X | = n {\displaystyle |\mathbf {X} |=n} , the Shapley index for every i , … , n ∈ X {\displaystyle i,\dots ,n\in X} is: ϕ ( i ) = ∑ E ⊆ X ∖ { i } ( n − | E | − 1 ) ! | E | ! n ! [ g ( E ∪ { i } ) − g ( E ) ] . {\displaystyle \phi (i)=\sum _{E\subseteq \mathbf {X} \backslash \{i\}}{\frac {(n-|E|-1)!|E|!}{n!}}[g(E\cup \{i\})-g(E)].} The Shapley value is the vector ϕ ( g ) = ( ψ ( 1 ) , … , ψ ( n ) ) . {\displaystyle \mathbf {\phi } (g)=(\psi (1),\dots ,\psi (n)).}

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  • Query understanding

    Query understanding

    Query understanding is the process of inferring the intent of a search engine user by extracting semantic meaning from the searcher’s keywords. Query understanding methods generally take place before the search engine retrieves and ranks results. It is related to natural language processing but specifically focused on the understanding of search queries. == Methods == === Stemming and lemmatization === Many languages inflect words to reflect their role in the utterance they appear in. The variation between various forms of a word is likely to be of little importance for the relatively coarse-grained model of meaning involved in a retrieval system, and for this reason the task of conflating the various forms of a word is a potentially useful technique to increase recall of a retrieval system. Stemming algorithms, also known as stemmers, typically use a collection of simple rules to remove suffixes intended to model the language’s inflection rules. For some languages, there are simple lemmatisation methods to reduce a word in query to its lemma or root form or its stem; for others, this operation involves non-trivial string processing and may require recognizing the word's part of speech or referencing a lexical database. The effectiveness of stemming and lemmatization varies across languages. === Query Segmentation === Query segmentation is a key component of query understanding, aiming to divide a query into meaningful segments. Traditional approaches, such as the bag-of-words model, treat individual words as independent units, which can limit interpretative accuracy. For languages like Chinese, where words are not separated by spaces, segmentation is essential, as individual characters often lack standalone meaning. Even in English, the BOW model may not capture the full meaning, as certain phrases—such as "New York"—carry significance as a whole rather than as isolated terms. By identifying phrases or entities within queries, query segmentation enhances interpretation, enabling search engines to apply proximity and ordering constraints, ultimately improving search accuracy and user satisfaction. === Entity recognition === Entity recognition is the process of locating and classifying entities within a text string. Named-entity recognition specifically focuses on named entities, such as names of people, places, and organizations. In addition, entity recognition includes identifying concepts in queries that may be represented by multi-word phrases. Entity recognition systems typically use grammar-based linguistic techniques or statistical machine learning models. === Query rewriting === Query rewriting is the process of automatically reformulating a search query to more accurately capture its intent. Query expansion adds additional query terms, such as synonyms, in order to retrieve more documents and thereby increase recall. Query relaxation removes query terms to reduce the requirements for a document to match the query, thereby also increasing recall. Other forms of query rewriting, such as automatically converting consecutive query terms into phrases and restricting query terms to specific fields, aim to increase precision. === Spelling Correction === Automatic spelling correction is a critical feature of modern search engines, designed to address common spelling errors in user queries. Such errors are especially frequent as users often search for unfamiliar topics. By correcting misspelled queries, search engines enhance their understanding of user intent, thereby improving the relevance and quality of search results and overall user experience.

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  • Warframe

    Warframe

    Warframe is a free-to-play action role-playing third-person shooter multiplayer online game developed and published by Digital Extremes. First released for Windows in March 2013, it was later ported to PlayStation 4 in November 2013, Xbox One in September 2014, Nintendo Switch in November 2018, PlayStation 5 in November 2020, Xbox Series X/S in April 2021, iOS in February 2024, Android in Canada on February 11, 2026 followed by a global release on February 18, 2026, and was released on Nintendo Switch 2 on March 25, 2026. Support for cross-platform play was released in 2022. Cross-platform save began in December 2023, rolling out in waves to different groups of players before becoming fully available to all players in January 2024. In Warframe, a player controls a member of the Tenno, a caste of ancient warriors who have awoken from centuries of suspended animation far into Earth's future to find themselves at war with different factions in the Origin System. The Tenno use their powered Warframes, along with a variety of weapons and abilities, to complete missions. While many of the game's missions use procedurally generated levels, it also includes large open world areas similar to other massively multiplayer online games, as well as some story-specific missions with fixed level design. The game includes elements of shooting and melee games, parkour, and role-playing to allow players to advance their Tenno with improved gear. The game features both player versus environment and player versus player elements. It is supported by microtransactions, allowing players to purchase in-game items with money, while also offering the option to earn them at no cost through grinding. The concept for Warframe originated in 2000 when Digital Extremes began work on a new game titled Dark Sector. At the time, the company had been successful in supporting other developers and publishers but wanted to develop its own game in-house. Dark Sector suffered several delays and was eventually released in 2008, incorporating some of the initial framework but differing significantly from the original plan. By 2012, in the wake of the success of free-to-play games, the developers took their earlier Dark Sector ideas and art assets and incorporated them into a new project, their self-published Warframe. Initially, the growth of Warframe was slow, hindered by moderate critical reviews and low player counts. However, since its release, the game has experienced significant growth. It is one of Digital Extremes' most successful titles, reaching nearly 50 million registered players by 2019. == Plot == Warframe is set in a far future version of the Solar System, now known as the Origin System. At the start of the game players are given control of members of the Tenno, warriors who have awoken from a millennia-long cryosleep on Earth by the Lotus, who acts as a guide for the player. They join an interplanetary war between the Grineer, a violent war-driven matriarchal race of militarized human clones; the Corpus, a cult-like megacorporation dedicated to profit; the Infested, disfigured victims of the Technocyte virus; the Sentients, a race of self-replicating machines made by a long-dead transhuman race known as the Orokin; and the Corrupted, brainwashed variants of the previous three factions' units defending ancient Orokin towers. All of the factions encountered in the game, including the Tenno, were created by or are splinter groups of the old Orokin Empire, which the Tenno learns was an ancient fallen civilization and former reigning power in the Origin System. Although virtually all of them are long dead by the time of the Tenno's awakening, their lingering presence can still be felt throughout the Origin System. Before their fall, the Orokin had realized the Origin System was becoming dangerously depleted of resources, and their solution to keep their empire alive was to colonize new star systems. The Orokin sent out colony ships through the Void, a trans-dimensional space that enabled fast travel between stellar systems. They had also sent out the Sentients beforehand, to arrive in the Tau system first, and terraform it, so the colonists would arrive to garden worlds, capable of supporting human life. None of these residential ships returned, and those they had loaded with Sentients returned with the Sentients now deciding to wipe out the Orokin, leading to the Old War, the creation of the Tenno, and finally, the collapse of the Empire. In the game's "The Second Dream" quest, which was introduced in December 2015, the player discovers that the Lotus is a Sentient known as Natah, rebelling against the Sentients to protect the Tenno, desiring to have surrogate children after losing her ability to procreate. The Lotus' father, Hunhow, sends a vengeful assassin called the Stalker to Lua (the remains of Earth's Moon), which the Lotus had hidden in the Void, to find its secret. The Lotus dispatches the Tenno there to stop the Stalker, arriving too late as the Stalker unveils the entity that the Lotus had protected: a human child known as the Operator, who is the real Tenno controlling the Warframes through the course of the game. The Operator is one of several Tenno children that survived the passage of the Zariman Ten 0 colony ship through the Void; the adults have all gone mad from its travel. When the ship returned to the Orokin Empire, the children had all been put to sleep for thousands of years, outlasting the fall of the Empire, to be found by the Lotus and becoming the Tenno (Tenno short for the "Ten Zero" of the ship's name). The power of the Void gave these children the power of Transference, an ability that allows them to control Warframes. From this point forward, the player can then engage in missions both as the Warframe and the Operator. Throughout various updates, various quests have been released after the Second Dream that elaborates on the story. "The War Within" quest introduced the Grineer Queens, rulers of the Grineer, and their asteroid-based Kuva Fortress, also giving the Operator the ability to act fully on their own as another playable entity, rather than a single-use attack. Quests afterward would introduce figures such as "The Man In The Wall," a mysterious entity, presumably from the Void, who takes on the visage of whoever sees them, most often as the playable Operator, and Ballas, one of the last living Orokin, assumed to be responsible for creating the Warframes. == Gameplay == Warframe is an online action game that includes elements of shooters, RPG, and stealth games. The player starts with a silent pseudo-protagonist in the form of an anthropomorphous biomechanical combat unit called a 'Warframe', possessing supernatural agility and special abilities, a selection of weapons (primary, secondary, and melee) and a space ship called an 'Orbiter'. The Orbiter is supported by a Cephalon, a type of Artificial Intelligence created from the minds of living people. The Cephalon in the player's Orbiter is named Ordis, and refers to the player as 'Operator'. The player's primary goal from this point is to explore the Origin System. Later in the course of the game, the player unlocks the ability to gain direct control of the Operator, which is the true Tenno protagonist in physical form. The Operator can physically manifest themselves in the environment by projecting out of the Warframe, and disappear by resuming control of it through a telekinetic process called 'Transference'. The Operator also possesses weapons and abilities of their own. After that, the Operator can use Transference to control a larger, purely mechanical combat unit called a 'Necramech', which is the technological precursor to the Warframes. Players can engage in space-bound combat using an auxiliary combat platform called 'Archwing', mounted on a Warframe, which comes with a unique set of abilities. 'Archguns' are heavy weapons designed for Archwings and Necramechs, but can be adapted for Warframe use. Late in 2019, an update to the game allowed players to pilot and manage a spacefaring gunship called the 'Railjack', which is deployed in combat, unlike the Orbiter. Railjack was designed as a co-op experience with up to four people working together, performing different tasks to keep the ship operational while destroying enemy ships and completing objectives. A Railjack-focused update was released in 2021, which brought expanded content and a new skill tree system aimed at making solo play more accessible. Through the Orbiter's console, the player can select any of the missions available to them. To progress through the Solar System, players must complete mission 'nodes' on each planet to reach Junctions, and use these Junctions to travel to other planets. Other missions rotate over time as part of the game's living universe; these can include missions with special rewards and community challenges to allow all players to reap benefits if they are successfully met. High-di

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  • 17776

    17776

    17776 (also known as What Football Will Look Like in the Future) is a serialized speculative fiction multimedia narrative by Jon Bois, published online through SB Nation. Set in the distant future in which all humans have become immortal and infertile, the series follows three sapient space probes that watch humanity play an evolved form of American football in which games can be played for millennia over distances of thousands of miles. The series debuted on July 5, 2017, and new chapters were published daily until the series concluded with its twenty-fifth chapter on July 15, 2017. Bois began developing 17776 in 2016. Because the story incorporates text, animated GIFs, still images, and videos hosted on YouTube, new tools were developed to allow it to be hosted efficiently on the SB Nation website. The work explores themes of consciousness, hope, despair, and why humans play sports. 17776 was well received by critics, who praised it for its innovative use of its medium and for the depth of emotion it evoked. In 2018, the story won a National Magazine Award for Digital Innovation and was longlisted for both the Hugo Awards for Best Novella and Best Graphic Story. It is followed by a sequel series: 20020, released from September to October 2020. The sequel series follows a 111-team game of college football on fields spanning 130,000 miles (210,000 km) across the United States. Bois originally intended to follow up with a further series entitled 20021; however, it was postponed indefinitely. In May 2025, Bois announced that the series would be continued with a novel titled 50007: An American Football Odyssey. == Premise == The story takes place on a future Earth where humans stopped dying, aging, and being born on April 7, 2026. All social ills were subsequently eliminated, and technology preventing humans from any injury was developed. In the United States, American football evolved to include new rules, including those that allow fields thousands of miles long, hundreds of in-game players, and games millennia long. Over time, computers gained sentience due to constant exposure to broadcast human data. By the year 17776, the space probe Pioneer 9 (called Nine) has gained sentience and made contact with Pioneer 10 (called Ten) and the Jupiter Icy Moons Explorer (called Juice). As Nine adjusts to a world radically different from that of the 20th century, the three space probes watch multiple football games occurring across the United States: a game using the entirety of Nebraska as a field in which the next point scored wins the game; a game in which players strive to possess every existing football autographed by obscure NFL player Koy Detmer; a game played between the Canadian border and the Mexican border deadlocked for 13,000 years at the bottom of a gorge in Arizona; an NFL regulation game between the Denver Broncos and the Pittsburgh Steelers that changed over 15,000 years into 58 playing teams owning and capitalizing upon portions of Sports Authority Field at Mile High while the ball is lost; a 500 game that results in the destruction of the Centennial Light; and a game in which the possessing player is attempting to score an automatic win by hiding in his team's end zone for 10,000 years. == Format == 17776 is read by scrolling through web pages occupied by large GIF images and colored dialogue text, interspersed with occasional YouTube videos. The story is divided into chapters, which were originally published in daily installments between July 5 and 15, 2017. Much of the GIF and video content of the series uses Google Earth satellite imagery, 3D buildings, and other tools within Google Earth to create animations and visual effects. == Development == Bois wrote and illustrated 17776 for Vox Media's sports news website SB Nation, of which he is creative director. Aside from 17776, Bois produces two other recurring, humorous video essay programs for the site: Pretty Good, which focuses on unusual sports topics and stories, and Chart Party, which focuses on statistics and has an emphasis on Bois' use of visual art in his journalism and storytelling. Bois is also known for the Breaking Madden series, in which he attempted unusual scenarios in the Madden NFL series of video games. In early 2016, Bois began developing an "anti-sci fi" project as a possible sequel to The Tim Tebow CFL Chronicles, an earlier work for SB Nation, and set the story in a year far enough in the future that "nobody ever thinks about it." Although he liked the concept and the visuals, he believed the project would not connect with readers and shelved it. Later, he realized that the story needed a centering character; he wrote one in the form of a small town, AM radio talk show host before coming up with the characters of the probes. Development renewed in May 2016, and the project solidified after SB Nation published its article "The Future of Football." Bois described it as the biggest project he ever attempted. The series was developed by Graham MacAree, who used a Vox Media tool that creates custom packages from standard article sets to give Bois creative leeway and to accommodate the series' weight on the SB Nation website. MacAree found that there were few resources online for achieving the desired effects. == Themes == Bois has stated that he had "conceived [17776] to give the reader a good time," asserting that this "was literally the whole point." William Hughes writing for The A.V. Club described 17776 as concerned with why humans play sports: "That is, given the massive resources, time, and information at our disposal (not to mention those available to our descendants), why does communal game-playing still hold such an important place in society?" He also listed consciousness, hope, and despair as among the work's themes. Beth Elderkin of io9 described it as "a deep thought experiment into what we consider humanly possible". She also felt that Ten and Juice take on the role of angel and devil, and she suggested the two may be unreliable narrators. Ian Crouch of The New Yorker felt that the work had a "tonal echo" of Don DeLillo's 1972 novel End Zone due to thematic similarities "with the way that the order and logic of football might act as a counterbalance to the chaos of the real world". == Reception == According to the communications director at Vox Media, 17776 garnered over 2.3 million pageviews by July 10. Two days later, it had received more than 2.9 million pageviews. Average engagement time was over nine minutes, and 43 percent of readers finished each installment of the series published by July 7. On July 19, Bois claimed that 17776 received 700,000 unique visitors and 4 million total pageviews, with an average engagement time of 11 minutes. Thu-Huong Ha for Quartz described 17776 as "part Italo Calvino, part Peter Heller [author of The Dog Stars], with humor seemingly from within the depths of Reddit," saying that the story would appeal to fans of both sports and literature. Tor.com described the first chapter as full of tension and felt that receiving answers is a "surprisingly heartbreaking" experience "lessened by a gleeful bouncing immaturity" one would not expect from the characters. Beth Elderkin at io9 said the series is "akin to Homestuck" and described it as "weird, complex, and pretty spectacular". William Hughes writing for The A.V. Club felt that 17776 is a "truly innovative piece of work". After reading the first three chapters, Agatha French of the Los Angeles Times stated that she was "impressed and excited by the innovation" of what she saw, and that she was intrigued despite not knowing what the work is or is saying. She felt the work took full advantage of its online medium and suggested that it "may also be a glimpse into the future of reading on the Internet". Ian Crouch of The New Yorker described the series as, "despite its seemingly meagre parts, a thing of startling beauty". Of the chapters published by July 12, he felt "the most striking chapter" to be one that used audio of Verne Lundquist calling the end of a 2013 game between the University of Alabama and Auburn University over a video panning over Earth. He also noted that the series was compared to Homestuck and relayed additional comparisons to Thomas Pynchon novels and "a Reddit thread hijacked by robot trolls". The series won the inaugural National Magazine Award for Digital Innovation from the American Society of Magazine Editors; this was the first National Magazine Award nomination and win for SB Nation. It was described by the judges as "an extraordinary combination of art, fiction and technology, an online acid trip that had to be experienced to be believed." It was also longlisted for the Hugo Awards for Best Novella and Best Graphic Story in 2018, ultimately finishing in 11th place in both categories. == Sequel series == On September 28, 2020, a sequel titled 20020 was launched on Secret Base, a branch of SB Nation; on October 13, it was revea

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  • Combs method

    Combs method

    The Combs method is a rule base reduction method of writing fuzzy logic rules described by William E. Combs in 1997. It is designed to prevent combinatorial explosion in fuzzy logic rules. The Combs method takes advantage of the logical equality ( ( p ∧ q ) ⇒ r ) ⟺ ( ( p ⇒ r ) ∨ ( q ⇒ r ) ) {\displaystyle ((p\land q)\Rightarrow r)\iff ((p\Rightarrow r)\lor (q\Rightarrow r))} . == Equality proof == The simplest proof of given equality involves usage of truth tables: == Combinatorial explosion == Suppose we have a fuzzy system that considers N variables at a time, each of which can fit into at least one of S sets. The number of rules necessary to cover all the cases in a traditional fuzzy system is S N {\displaystyle S^{N}} , whereas the Combs method would need only S × N {\displaystyle S\times N} rules. For example, if we have five sets and five variables to consider to produce one output, covering all the cases would require 3125 rules in a traditional system, while the Combs method would require only 25 rules, taming the combinatorial explosion that occurs when more inputs or more sets are added to the system. This article will focus on the Combs method itself. To learn more about the way rules are traditionally formed, see fuzzy logic and fuzzy associative matrix. == Example == Suppose we were designing an artificial personality system that determined how friendly the personality is supposed to be towards a person in a strategic video game. The personality would consider its own fear, trust, and love in the other person. A set of rules in the Combs system might look like this: The table translates to: [IF Fear IS Unafraid THEN Friendship IS Enemies OR IF Fear IS ModerateFear THEN Friendship IS Neutral OR IF Fear IS Afraid THEN Friendship IS GoodFriends ] OR [IF Trust IS Distrusting THEN Friendship IS Enemies OR IF Trust IS ModerateTrust THEN Friendship IS Neutral OR IF Trust IS Trusting THEN Friendship IS GoodFriends] OR [IF Love IS Unloving THEN Friendship IS Enemies OR IF Love IS ModerateLove THEN Friendship IS Neutral OR IF Love IS Loving THEN Friendship IS GoodFriends] In this case, because the table follows a straightforward pattern in the output, it could be rewritten as: Each column of the table maps to the output provided in the last row. To obtain the output of the system, we just average the outputs of each rule for that output. For example, to calculate how much the computer is Enemies with the player, we take the average of how much the computer is Unafraid, Distrusting, and Unloving of the player. When all three averages are obtained, the result can then be defuzzified by any of the traditional means.

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  • EnQuire

    EnQuire

    Enquire is a web-based software application used as a platform for project, contract and grant management, as well as reporting and planning. Initially designed for the specific business requirements of the Australian Government, Queensland Government and Queensland Regional Bodies to manage natural resource projects, Enquire has since seen adoption outside of this industry and user segment. The use of Enquire by Natural Resource Management bodies within Queensland has been cited as a reason for the improved efficiency, quantity and quality of reporting. Technically, Enquire is implemented as a Java application built on a MySQL database. Enquire is hosted and supported under the software as a service model by Tactiv Pty Ltd. == History == The system was first released in 2005 under the name ViSTA NRM Online, proactively changing its name to Enquire in 2007 to avoid possible confusion with Windows Vista, which was being released at the time. In 2012, the Enquire project and support team was commercialized as its own company called Tactiv Pty Ltd. Tactiv is based predominantly in Brisbane, Australia. Tactiv has continued to develop and grow the Enquire Grant, Contract and Project management solution, releasing a new platform in 2017. Since commercialization, Tactiv has grown its client base to include government and non-government organizations such as foundations and not-for-profit organizations. == Functionality == The functionality of Enquire can be broken down into 5 key lifecycle solutions, all fully integrated and supported by over 40 feature rich and configurable modules: Grant Management Contract Management Project Portfolio Management Procurement Management Relationship Management The system provides its platform to meet the needs of "off the shelf" customers looking for a ready to use best practice option as well as a fully configurable option for specific requirements. The system offers a client supplier portal for external applicants or suppliers, a management portal for internal team usage and an administration portal for clients to manage access, roles, information, and other configurations. Key functional modules include: Online authoring and publishing for forms and applications Workflows Project Tracking Performance Reporting Financial Reporting Stakeholder Communication Budget management Document Management Milestone tracking Payments and Variations Management KPI tracking and Impact reporting The Enquire system is used to report against the Queensland Government's Q2 Coast and Country Program and parts of the Australian Government's Caring for our Country program. There is also a strategic planning module, which provides functionality to manage core-business administration and reporting requirements, whilst providing visibility of key activities and their alignment against organizational goals and strategic objectives. The systems architecture supports a range of implementation models with the capacity to manage one-to-one, one-to-many and many-to-many relationships between investors and investees. Under the usage model within Queensland, Regional Bodies use Enquire to load project contracts and report against these online. The regional bodies also record output, target and financial information in Enquire, which can then be used for operational purposes including financial, performance and target reporting. == External Audit == The Australian National Audit Office Audit Report No.21 2007–08 undertook a case study on Enquire. It noted: "The Queensland Department of Environment and Resource Management has developed the first integrated web-based system [Enquire] to manage performance information about Natural Resource Management activities in Queensland." Four of Queensland's 14 regional bodies commented on Enquire through the ANAO's survey. These four regional bodies indicated that Enquire offers a means of consistent reporting at the State level.

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  • Pop music automation

    Pop music automation

    Pop music automation is a field of study among musicians and computer scientists with a goal of producing successful pop music algorithmically. It is often based on the premise that pop music is especially formulaic, unchanging, and easy to compose. The idea of automating pop music composition is related to many ideas in algorithmic music, artificial intelligence (AI) and computational creativity. == History of automation in music == Algorithms (or, at the very least, formal sets of rules) have been used to compose music for centuries; the procedures used to plot voice-leading in counterpoint, for example, can often be reduced to algorithmic determinant. Now the term is usually reserved, however, for the use of formal procedures to make music without human intervention. Classical music automation software exists that generates music in the style of Mozart and Bach and jazz. Most notably, David Cope has written a software system called "Experiments in Musical Intelligence" (or "EMI") that is capable of analyzing and generalizing from existing music by a human composer to generate novel musical compositions in the same style. EMI's output is convincing enough to persuade human listeners that its music is human-generated to a high level of competence. Creativity research in jazz has focused on the process of improvisation and the cognitive demands that this places on a musical agent: reasoning about time, remembering and conceptualizing what has already been played, and planning ahead for what might be played next. Inevitably associated with pop music automation is pop music analysis. Projects in pop music automation may include, but are not limited to, ideas in melody creation and song development, vocal generation or improvement, automatic accompaniment and lyric composition. == Automatic accompaniment == Some systems exist that automatically choose chords to accompany a vocal melody in real-time. A user with no musical experience can create a song with instrumental accompaniment just by singing into a microphone. An example is a Microsoft Research project called Songsmith, which trains a Hidden Markov model using a music database and uses that model to select chords for new melodies. == Melody generation == Automatic melody generation is often done with a Markov chain, the states of the system become note or pitch values, and a probability vector for each note is constructed, completing a transition probability matrix (see below). An algorithm is constructed to produce an output note values based on the transition matrix weightings, which could be MIDI note values, frequency (Hz), or any other desirable metric. A second-order Markov chain can be introduced by considering the current state and also the previous state, as indicated in the second table. Higher, nth-order chains tend to "group" particular notes together, while 'breaking off' into other patterns and sequences occasionally. These higher-order chains tend to generate results with a sense of phrasal structure, rather than the 'aimless wandering' produced by a first-order system. == Lyric composition == Automated lyric creating software may take forms such as: Selecting words according to their rhythm The Tra-la-Lyrics system produces song lyrics, in Portuguese, for a given melody. This not only involves matching each word syllable with a note in the melody, but also matching the word's stress with the strong beats of the melody. Parsing existing pop music (e.g. for content or word choice) This involves natural language processing. Pablo Gervás has developed a noteworthy system called ASPERA that employs a case-based reasoning (CBR) approach to generating poetic formulations of a given input text via a composition of poetic fragments that are retrieved from a case-base of existing poems. Each poem fragment in the ASPERA case-base is annotated with a prose string that expresses the meaning of the fragment, and this prose string is used as the retrieval key for each fragment. Metrical rules are then used to combine these fragments into a well-formed poetic structure. Automatic analogy or story creation Programs like TALE-SPIN and The MINSTREL system represent a complex elaboration of this basis approach, distinguishing a range of character-level goals in the story from a range of author-level goals for the story. Systems like Bringsjord's BRUTUS can create stories with complex interpersonal themes like betrayal. On-line metaphor generation systems like 'Sardonicus' or 'Aristotle' can suggest lexical metaphors for a given descriptive goal (e.g., to describe a supermodel as skinny, the source terms “pencil”, “whip”, “whippet”, “rope”, “stick-insect” and “snake” are suggested). Free association of grouped words Using a language database (such as wordnet) one can create musings on a subject that may be weak grammatically but are still sensical. See such projects as the Flowerewolf automatic poetry generator or the Dada engine. == Software == === More or less free === BreathCube by xoxos. Simple lyrical vocal content is generated with simple music. CubeBreath by xoxos. Audio input is vocoded in tune with the music. Midi Internet Algorithmic Composition infno, infinite generator of electronic dance music and synth-pop. Algorithmic Trap, trap beat generator. === Commercial === Band in a box generates any element, potentially creates whole new songs from scratch. Musical Palette - Melody Composing Tool SongSmith: Automatic accompaniment for vocal melodies Ludwig 3.0 automatic accompaniment, writes arrangements for given instruments, plays its own songs for an infinitely long time. Automated Composing System creates music in many different styles

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  • Noise-based logic

    Noise-based logic

    Noise-based logic (NBL) is a class of multivalued deterministic logic schemes, developed in the twenty-first century, where the logic values and bits are represented by different realizations of a stochastic process. The concept of noise-based logic and its name was created by Laszlo B. Kish. In its foundation paper it is noted that the idea was inspired by the stochasticity of brain signals and by the unconventional noise-based communication schemes, such as the Kish cypher. == The noise-based logic space and hyperspace == The logic values are represented by multi-dimensional "vectors" (orthogonal functions) and their superposition, where the orthogonal basis vectors are independent noises. By the proper combination (products or set-theoretical products) of basis-noises, which are called noise-bit, a logic hyperspace can be constructed with D(N) = 2N number of dimensions, where N is the number of noise-bits. Thus N noise-bits in a single wire correspond to a system of 2N classical bits that can express 22N different logic values. Independent realizations of a stochastic process of zero mean have zero cross-correlation with each other and with other stochastic processes of zero mean. Thus the basis noise vectors are orthogonal not only to each other but they and all the noise-based logic states (superpositions) are orthogonal also to any background noises in the hardware. Therefore, the noise-based logic concept is robust against background noises, which is a property that can potentially offer a high energy-efficiency. == The types of signals used in noise-based logic == In the paper, where noise-based logic was first introduced, generic stochastic-processes with zero mean were proposed and a system of orthogonal sinusoidal signals were also proposed as a deterministic-signal version of the logic system. The mathematical analysis about statistical errors and signal energy was limited to the cases of Gaussian noises and superpositions as logic signals in the basic logic space and their products and superpositions of their products in the logic hyperspace (see also. In the subsequent brain logic scheme, the logic signals were (similarly to neural signals) unipolar spike sequences generated by a Poisson process, and set-theoretical unifications (superpositions) and intersections (products) of different spike sequences. Later, in the instantaneous noise-based logic schemes and computation works, random telegraph waves (periodic time, bipolar, with fixed absolute value of amplitude) were also utilized as one of the simplest stochastic processes available for NBL. With choosing unit amplitude and symmetric probabilities, the resulting random-telegraph wave has 0.5 probability to be in the +1 or in the −1 state which is held over the whole clock period. == The noise-based logic gates == Noise-based logic gates can be classified according to the method the input identifies the logic value at the input. The first gates analyzed the statistical correlations between the input signal and the reference noises. The advantage of these is the robustness against background noise. The disadvantage is the slow speed and higher hardware complexity. The instantaneous logic gates are fast, they have low complexity but they are not robust against background noises. With either neural spike type signals or with bipolar random-telegraph waves of unity absolute amplitude, and randomness only in the sign of the amplitude offer very simple instantaneous logic gates. Then linear or analog devices unnecessary and the scheme can operate in the digital domain. However, whenever instantaneous logic must be interfaced with classical logic schemes, the interface must use correlator-based logic gates for an error-free signal. == Universality of noise-based logic == All the noise-based logic schemes listed above have been proven universal. The papers typically produce the NOT and the AND gates to prove universality, because having both of them is a satisfactory condition for the universality of a Boolean logic. == Computation by noise-based logic == The string verification work over a slow communication channel shows a powerful computing application where the methods is inherently based on calculating the hash function. The scheme is based on random telegraph waves and it is mentioned in the paper that the authors intuitively conclude that the intelligence of the brain is using similar operations to make a reasonably good decision based on a limited amount of information. The superposition of the first D(N) = 2N integer numbers can be produced with only 2N operations, which the authors call "Achilles ankle operation" in the paper. == Computer chip realization of noise-based logic == Preliminary schemes have already been published to utilize noise-based logic in practical computers. However, it is obvious from these papers that this young field has yet a long way to go before it will be seen in everyday applications.

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