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  • Fabric Connect

    Fabric Connect

    Fabric Connect, in computer networking usage, is the name used by Extreme Networks to market an extended implementation of the IEEE 802.1aq and IEEE 802.1ah-2008 standards. The Fabric Connect technology was originally developed by the Enterprise Solutions R&D department within Nortel Networks. In 2009, Avaya, Inc acquired Nortel Networks Enterprise Business Solutions; this transaction included the Fabric Connect intellectual property together with all of the Ethernet Switching platforms that supported it. Subsequently, the Fabric Connect technology became part of the Extreme Networks portfolio by virtue of their 2017 purchase of the Avaya Networking business and assets. It was during the Avaya era that this technology was promoted as the lead element of the Virtual Enterprise Network Architecture (VENA). == Technologies == === Fabric Connect === Fabric Connect's provides network-wide, end-to-end, multi-layer virtualization. A network virtualization capability, based on an enhanced implementation of the IEEE 802.1aq Shortest Path Bridging (SPB) standard, Fabric Connect offers the ability to create a simplified network that can dynamically virtualize elements to efficiently provision and utilize resources, thus reducing the strain on the network and personnel. Extreme Networks base the Fabric Connect technology on the SPB standard, including support for RFC 6329, and have integrated IP Routing and IP Multicast support; this unified technology allows for the replacement of multiple conventional protocols such as Spanning Tree, RIP and/or OSPF, ECMP, and PIM. === Fabric Attach === An adjunct to the Fabric Connect technology, Fabric Attach allows network operators to extend network virtualization directly into conventional wiring closets (using existing non-Fabric Ethernet switches) and automate the provisioning of devices to their appropriate virtual network. This is particularly relevant for the mass of unattended network end-point that are now appearing, such as IP Phones, Wireless Access Points, and IP Cameras. Fabric Attach standardized protocols such as 802.1AB LLDP to exchange credentials and obtain provisioning information that allows "Client" Switches to be automatically re-configured on the fly with parameters that let Traffic Flows Map through to Fabric Connect Edge Switches (aka "Backbone Edge Bridge" in SPB definition) functioning as a Fabric Attach "Server" Switch. This method is described by an IETF "Internet Draft", pending further standardization activity. Fabric Attach is typically used to automate Wiring Closet connectivity, but has the potential to be extensible for use in the Data Center, with Virtual Machines being able to dynamically request VLAN/VSN (Virtual Service Network) assignment based upon application requirements. == Hardware products == === Virtual Services Platform 9000 Series === A range of modular chassis-based products, featuring a carrier-grade Linux operation system, and designed for high-performance deployment scenarios that need to scale to multiple terabits of switching capacity and support 10 and 40 gigabit Ethernet connections, and is designed eventually to support 100 gigabit Ethernet. === Virtual Services Platform 8000 Series === A compact form-factor platform delivering high-density 10/40 gigabit Ethernet connectivity, and targeted at mid-market through to mid-size enterprise core switch applications. === Virtual Services Platform 7000 Series === A range of high-end 10 gigabit Ethernet stackable switches that extend fabric-based networking to the data center top-of-rack. They support 40 gigabit Ethernet via the MDA Slot. === Virtual Services Platform 4000 Series === A range of high-end gigabit Ethernet stackable switches that extend Fabric-based networking to branch and metro locations. === Ethernet Routing Switch 5000 Series === A range of high-end gigabit Ethernet stackable switches that provides enterprise-class desktop features, including PoE, and offers 10 Gbit/s uplink connections. Each Switch supports up to 144 Gbit/s of virtual backplane capacity, delivering up to 1.152 Tbit/s for a system of eight, creating a virtual backplane through a stacking configuration. === Ethernet Routing Switch 4000 Series === A range of gigabit Ethernet stackable switches that provide enterprise-class desktop features, including PoE/PoE+, and offer 1/10 Gbit/s uplink connections. Each switch supports up to 48 Gbit/s of virtual backplane capacity, delivering up to 384 Gbit/s for a system of 8, creating a virtual backplane through a stacking configuration. === Ethernet Routing Switch 3500 Series === These entry-level gigabit Ethernet stackable switches provide enterprise-class desktop features, including PoE/PoE+, and 1 Gbit/s uplink connections.

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  • Mean squared error

    Mean squared error

    In statistics, the mean squared error (MSE) or mean squared deviation (MSD) of an estimator (of a procedure for estimating an unobserved quantity) measures the average of the squares of the errors—that is, the average squared difference between the estimated values and the true value. MSE is a risk function, corresponding to the expected value of the squared error loss. The fact that MSE is almost always strictly positive (and not zero) is because of randomness or because the estimator does not account for information that could produce a more accurate estimate. In machine learning, specifically empirical risk minimization, MSE may refer to the empirical risk (the average loss on an observed data set), as an estimate of the true MSE (the true risk: the average loss on the actual population distribution). The MSE is a measure of the quality of an estimator. As it is derived from the square of Euclidean distance, it is always a positive value that decreases as the error approaches zero. The MSE is the second moment (about the origin) of the error, and thus incorporates both the variance of the estimator (how widely spread the estimates are from one data sample to another) and its bias (how far off the average estimated value is from the true value). For an unbiased estimator, the MSE is the variance of the estimator. Like the variance, MSE has the same units of measurement as the square of the quantity being estimated. In an analogy to standard deviation, taking the square root of MSE yields the root-mean-square error or root-mean-square deviation (RMSE or RMSD), which has the same units as the quantity being estimated; for an unbiased estimator, the RMSE is the square root of the variance, known as the standard error. == Definition and basic properties == The MSE either assesses the quality of a predictor (i.e., a function mapping arbitrary inputs to a sample of values of some random variable), or of an estimator (i.e., a mathematical function mapping a sample of data to an estimate of a parameter of the population from which the data is sampled). In the context of prediction, understanding the prediction interval can also be useful as it provides a range within which a future observation will fall, with a certain probability. The definition of an MSE differs according to whether one is describing a predictor or an estimator. === Predictor === If a vector of n {\displaystyle n} predictions is generated from a sample of n {\displaystyle n} data points on all variables, and Y {\displaystyle Y} is the vector of observed values of the variable being predicted, with Y ^ {\displaystyle {\hat {Y}}} being the predicted values (e.g. as from a least-squares fit), then the within-sample MSE of the predictor is computed as MSE = 1 n ∑ i = 1 n ( Y i − Y i ^ ) 2 {\displaystyle \operatorname {MSE} ={\frac {1}{n}}\sum _{i=1}^{n}\left(Y_{i}-{\hat {Y_{i}}}\right)^{2}} In other words, the MSE is the mean ( 1 n ∑ i = 1 n ) {\textstyle \left({\frac {1}{n}}\sum _{i=1}^{n}\right)} of the squares of the errors ( Y i − Y i ^ ) 2 {\textstyle \left(Y_{i}-{\hat {Y_{i}}}\right)^{2}} . This is an easily computable quantity for a particular sample (and hence is sample-dependent). In matrix notation, MSE = 1 n ∑ i = 1 n ( e i ) 2 = 1 n e T e {\displaystyle \operatorname {MSE} ={\frac {1}{n}}\sum _{i=1}^{n}(e_{i})^{2}={\frac {1}{n}}\mathbf {e} ^{\mathsf {T}}\mathbf {e} } where e i {\displaystyle e_{i}} is Y i − Y i ^ {\displaystyle Y_{i}-{\hat {Y_{i}}}} and e {\displaystyle \mathbf {e} } is a n × 1 {\displaystyle n\times 1} column vector. The MSE can also be computed on q data points that were not used in estimating the model, either because they were held back for this purpose, or because these data have been newly obtained. Within this process, known as cross-validation, the MSE is often called the test MSE, and is computed as MSE = 1 q ∑ i = n + 1 n + q ( Y i − Y i ^ ) 2 {\displaystyle \operatorname {MSE} ={\frac {1}{q}}\sum _{i=n+1}^{n+q}\left(Y_{i}-{\hat {Y_{i}}}\right)^{2}} === Estimator === The MSE of an estimator θ ^ {\displaystyle {\hat {\theta }}} with respect to an unknown parameter θ {\displaystyle \theta } is defined as MSE ⁡ ( θ ^ ) = E θ ⁡ [ ( θ ^ − θ ) 2 ] . {\displaystyle \operatorname {MSE} ({\hat {\theta }})=\operatorname {E} _{\theta }\left[({\hat {\theta }}-\theta )^{2}\right].} This definition depends on the unknown parameter, therefore the MSE is a priori property of an estimator. The MSE could be a function of unknown parameters, in which case any estimator of the MSE based on estimates of these parameters would be a function of the data (and thus a random variable). If the estimator θ ^ {\displaystyle {\hat {\theta }}} is derived as a sample statistic and is used to estimate some population parameter, then the expectation is with respect to the sampling distribution of the sample statistic. The MSE can be written as the sum of the variance of the estimator and the squared bias of the estimator, providing a useful way to calculate the MSE and implying that in the case of unbiased estimators, the MSE and variance are equivalent. MSE ⁡ ( θ ^ ) = Var θ ⁡ ( θ ^ ) + Bias ⁡ ( θ ^ , θ ) 2 . {\displaystyle \operatorname {MSE} ({\hat {\theta }})=\operatorname {Var} _{\theta }({\hat {\theta }})+\operatorname {Bias} ({\hat {\theta }},\theta )^{2}.} ==== Proof of variance and bias relationship ==== MSE ⁡ ( θ ^ ) = E θ ⁡ [ ( θ ^ − θ ) 2 ] = E θ ⁡ [ ( θ ^ − E θ ⁡ [ θ ^ ] + E θ ⁡ [ θ ^ ] − θ ) 2 ] = E θ ⁡ [ ( θ ^ − E θ ⁡ [ θ ^ ] ) 2 + 2 ( θ ^ − E θ ⁡ [ θ ^ ] ) ( E θ ⁡ [ θ ^ ] − θ ) + ( E θ ⁡ [ θ ^ ] − θ ) 2 ] = E θ ⁡ [ ( θ ^ − E θ ⁡ [ θ ^ ] ) 2 ] + E θ ⁡ [ 2 ( θ ^ − E θ ⁡ [ θ ^ ] ) ( E θ ⁡ [ θ ^ ] − θ ) ] + E θ ⁡ [ ( E θ ⁡ [ θ ^ ] − θ ) 2 ] = E θ ⁡ [ ( θ ^ − E θ ⁡ [ θ ^ ] ) 2 ] + 2 ( E θ ⁡ [ θ ^ ] − θ ) E θ ⁡ [ θ ^ − E θ ⁡ [ θ ^ ] ] + ( E θ ⁡ [ θ ^ ] − θ ) 2 E θ ⁡ [ θ ^ ] − θ = constant = E θ ⁡ [ ( θ ^ − E θ ⁡ [ θ ^ ] ) 2 ] + 2 ( E θ ⁡ [ θ ^ ] − θ ) ( E θ ⁡ [ θ ^ ] − E θ ⁡ [ θ ^ ] ) + ( E θ ⁡ [ θ ^ ] − θ ) 2 E θ ⁡ [ θ ^ ] = constant = E θ ⁡ [ ( θ ^ − E θ ⁡ [ θ ^ ] ) 2 ] + ( E θ ⁡ [ θ ^ ] − θ ) 2 = Var θ ⁡ ( θ ^ ) + Bias θ ⁡ ( θ ^ , θ ) 2 {\displaystyle {\begin{aligned}\operatorname {MSE} ({\hat {\theta }})&=\operatorname {E} _{\theta }\left[({\hat {\theta }}-\theta )^{2}\right]\\&=\operatorname {E} _{\theta }\left[\left({\hat {\theta }}-\operatorname {E} _{\theta }[{\hat {\theta }}]+\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta \right)^{2}\right]\\&=\operatorname {E} _{\theta }\left[\left({\hat {\theta }}-\operatorname {E} _{\theta }[{\hat {\theta }}]\right)^{2}+2\left({\hat {\theta }}-\operatorname {E} _{\theta }[{\hat {\theta }}]\right)\left(\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta \right)+\left(\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta \right)^{2}\right]\\&=\operatorname {E} _{\theta }\left[\left({\hat {\theta }}-\operatorname {E} _{\theta }[{\hat {\theta }}]\right)^{2}\right]+\operatorname {E} _{\theta }\left[2\left({\hat {\theta }}-\operatorname {E} _{\theta }[{\hat {\theta }}]\right)\left(\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta \right)\right]+\operatorname {E} _{\theta }\left[\left(\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta \right)^{2}\right]\\&=\operatorname {E} _{\theta }\left[\left({\hat {\theta }}-\operatorname {E} _{\theta }[{\hat {\theta }}]\right)^{2}\right]+2\left(\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta \right)\operatorname {E} _{\theta }\left[{\hat {\theta }}-\operatorname {E} _{\theta }[{\hat {\theta }}]\right]+\left(\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta \right)^{2}&&\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta ={\text{constant}}\\&=\operatorname {E} _{\theta }\left[\left({\hat {\theta }}-\operatorname {E} _{\theta }[{\hat {\theta }}]\right)^{2}\right]+2\left(\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta \right)\left(\operatorname {E} _{\theta }[{\hat {\theta }}]-\operatorname {E} _{\theta }[{\hat {\theta }}]\right)+\left(\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta \right)^{2}&&\operatorname {E} _{\theta }[{\hat {\theta }}]={\text{constant}}\\&=\operatorname {E} _{\theta }\left[\left({\hat {\theta }}-\operatorname {E} _{\theta }[{\hat {\theta }}]\right)^{2}\right]+\left(\operatorname {E} _{\theta }[{\hat {\theta }}]-\theta \right)^{2}\\&=\operatorname {Var} _{\theta }({\hat {\theta }})+\operatorname {Bias} _{\theta }({\hat {\theta }},\theta )^{2}\end{aligned}}} An even shorter proof can be achieved using the well-known formula that for a random variable X {\textstyle X} , E ( X 2 ) = Var ⁡ ( X ) + ( E ( X ) ) 2 {\textstyle \mathbb {E} (X^{2})=\operatorname {Var} (X)+(\mathbb {E} (X))^{2}} . By substituting X {\textstyle X} with, θ ^ − θ {\textstyle {\hat {\theta }}-\theta } , we have MSE ⁡ ( θ ^ ) = E [ ( θ ^ − θ ) 2 ] = Var ⁡ ( θ ^ − θ ) + ( E [ θ ^ − θ ] ) 2 = Var ⁡ ( θ ^ ) + Bias 2 ⁡ ( θ ^ , θ ) {\displaystyle {\begin{aligned}\operatorname {MSE} ({\hat {\theta }})&=\mathbb {E} [({\hat {\theta }}-\theta )^{2}]\\&=\operator

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  • AdaBoost

    AdaBoost

    AdaBoost (short for Adaptive Boosting) is a statistical classification meta-algorithm formulated by Yoav Freund and Robert Schapire in 1995, who won the 2003 Gödel Prize for their work. It can be used in conjunction with many types of learning algorithm to improve performance. The output of multiple weak learners is combined into a weighted sum that represents the final output of the boosted classifier. Usually, AdaBoost is presented for binary classification, although it can be generalized to multiple classes or bounded intervals of real values. AdaBoost is adaptive in the sense that subsequent weak learners (models) are adjusted in favor of instances misclassified by previous models. In some problems, it can be less susceptible to overfitting than other learning algorithms. The individual learners can be weak, but as long as the performance of each one is slightly better than random guessing, the final model can be proven to converge to a strong learner. Although AdaBoost is typically used to combine weak base learners (such as decision stumps), it has been shown to also effectively combine strong base learners (such as deeper decision trees), producing an even more accurate model. Every learning algorithm tends to suit some problem types better than others, and typically has many different parameters and configurations to adjust before it achieves optimal performance on a dataset. AdaBoost (with decision trees as the weak learners) is often referred to as the best out-of-the-box classifier. When used with decision tree learning, information gathered at each stage of the AdaBoost algorithm about the relative 'hardness' of each training sample is fed into the tree-growing algorithm such that later trees tend to focus on harder-to-classify examples. == Training == AdaBoost refers to a particular method of training a boosted classifier. A boosted classifier is a classifier of the form F T ( x ) = ∑ t = 1 T f t ( x ) {\displaystyle F_{T}(x)=\sum _{t=1}^{T}f_{t}(x)} where each f t {\displaystyle f_{t}} is a weak learner that takes an object x {\displaystyle x} as input and returns a value indicating the class of the object. For example, in the two-class problem, the sign of the weak learner's output identifies the predicted object class and the absolute value gives the confidence in that classification. Each weak learner produces an output hypothesis h {\displaystyle h} which fixes a prediction h ( x i ) {\displaystyle h(x_{i})} for each sample in the training set. At each iteration t {\displaystyle t} , a weak learner is selected and assigned a coefficient α t {\displaystyle \alpha _{t}} such that the total training error E t {\displaystyle E_{t}} of the resulting t {\displaystyle t} -stage boosted classifier is minimized. E t = ∑ i E [ F t − 1 ( x i ) + α t h ( x i ) ] {\displaystyle E_{t}=\sum _{i}E[F_{t-1}(x_{i})+\alpha _{t}h(x_{i})]} Here F t − 1 ( x ) {\displaystyle F_{t-1}(x)} is the boosted classifier that has been built up to the previous stage of training and f t ( x ) = α t h ( x ) {\displaystyle f_{t}(x)=\alpha _{t}h(x)} is the weak learner that is being considered for addition to the final classifier. === Weighting === At each iteration of the training process, a weight w i , t {\displaystyle w_{i,t}} is assigned to each sample in the training set equal to the current error E ( F t − 1 ( x i ) ) {\displaystyle E(F_{t-1}(x_{i}))} on that sample. These weights can be used in the training of the weak learner. For instance, decision trees can be grown which favor the splitting of sets of samples with large weights. == Derivation == This derivation follows Rojas (2009): Suppose we have a data set { ( x 1 , y 1 ) , … , ( x N , y N ) } {\displaystyle \{(x_{1},y_{1}),\ldots ,(x_{N},y_{N})\}} where each item x i {\displaystyle x_{i}} has an associated class y i ∈ { − 1 , 1 } {\displaystyle y_{i}\in \{-1,1\}} , and a set of weak classifiers { k 1 , … , k L } {\displaystyle \{k_{1},\ldots ,k_{L}\}} each of which outputs a classification k j ( x i ) ∈ { − 1 , 1 } {\displaystyle k_{j}(x_{i})\in \{-1,1\}} for each item. After the ( m − 1 ) {\displaystyle (m-1)} -th iteration our boosted classifier is a linear combination of the weak classifiers of the form: C ( m − 1 ) ( x i ) = α 1 k 1 ( x i ) + ⋯ + α m − 1 k m − 1 ( x i ) , {\displaystyle C_{(m-1)}(x_{i})=\alpha _{1}k_{1}(x_{i})+\cdots +\alpha _{m-1}k_{m-1}(x_{i}),} where the class will be the sign of C ( m − 1 ) ( x i ) {\displaystyle C_{(m-1)}(x_{i})} . At the m {\displaystyle m} -th iteration we want to extend this to a better boosted classifier by adding another weak classifier k m {\displaystyle k_{m}} , with another weight α m {\displaystyle \alpha _{m}} : C m ( x i ) = C ( m − 1 ) ( x i ) + α m k m ( x i ) {\displaystyle C_{m}(x_{i})=C_{(m-1)}(x_{i})+\alpha _{m}k_{m}(x_{i})} So it remains to determine which weak classifier is the best choice for k m {\displaystyle k_{m}} , and what its weight α m {\displaystyle \alpha _{m}} should be. We define the total error E {\displaystyle E} of C m {\displaystyle C_{m}} as the sum of its exponential loss on each data point, given as follows: E = ∑ i = 1 N e − y i C m ( x i ) = ∑ i = 1 N e − y i C ( m − 1 ) ( x i ) e − y i α m k m ( x i ) {\displaystyle E=\sum _{i=1}^{N}e^{-y_{i}C_{m}(x_{i})}=\sum _{i=1}^{N}e^{-y_{i}C_{(m-1)}(x_{i})}e^{-y_{i}\alpha _{m}k_{m}(x_{i})}} Letting w i ( 1 ) = 1 {\displaystyle w_{i}^{(1)}=1} and w i ( m ) = e − y i C m − 1 ( x i ) {\displaystyle w_{i}^{(m)}=e^{-y_{i}C_{m-1}(x_{i})}} for m > 1 {\displaystyle m>1} , we have: E = ∑ i = 1 N w i ( m ) e − y i α m k m ( x i ) {\displaystyle E=\sum _{i=1}^{N}w_{i}^{(m)}e^{-y_{i}\alpha _{m}k_{m}(x_{i})}} We can split this summation between those data points that are correctly classified by k m {\displaystyle k_{m}} (so y i k m ( x i ) = 1 {\displaystyle y_{i}k_{m}(x_{i})=1} ) and those that are misclassified (so y i k m ( x i ) = − 1 {\displaystyle y_{i}k_{m}(x_{i})=-1} ): E = ∑ y i = k m ( x i ) w i ( m ) e − α m + ∑ y i ≠ k m ( x i ) w i ( m ) e α m = ∑ i = 1 N w i ( m ) e − α m + ∑ y i ≠ k m ( x i ) w i ( m ) ( e α m − e − α m ) {\displaystyle {\begin{aligned}E&=\sum _{y_{i}=k_{m}(x_{i})}w_{i}^{(m)}e^{-\alpha _{m}}+\sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}e^{\alpha _{m}}\\&=\sum _{i=1}^{N}w_{i}^{(m)}e^{-\alpha _{m}}+\sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}\left(e^{\alpha _{m}}-e^{-\alpha _{m}}\right)\end{aligned}}} Since the only part of the right-hand side of this equation that depends on k m {\displaystyle k_{m}} is ∑ y i ≠ k m ( x i ) w i ( m ) {\textstyle \sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}} , we see that the k m {\displaystyle k_{m}} that minimizes E {\displaystyle E} is the one in the set { k 1 , … , k L } {\displaystyle \{k_{1},\ldots ,k_{L}\}} that minimizes ∑ y i ≠ k m ( x i ) w i ( m ) {\textstyle \sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}} [assuming that α m > 0 {\displaystyle \alpha _{m}>0} ], i.e. the weak classifier with the lowest weighted error (with weights w i ( m ) = e − y i C m − 1 ( x i ) {\displaystyle w_{i}^{(m)}=e^{-y_{i}C_{m-1}(x_{i})}} ). To determine the desired weight α m {\displaystyle \alpha _{m}} that minimizes E {\displaystyle E} with the k m {\displaystyle k_{m}} that we just determined, we differentiate: d E d α m = d ( ∑ y i = k m ( x i ) w i ( m ) e − α m + ∑ y i ≠ k m ( x i ) w i ( m ) e α m ) d α m {\displaystyle {\frac {dE}{d\alpha _{m}}}={\frac {d(\sum _{y_{i}=k_{m}(x_{i})}w_{i}^{(m)}e^{-\alpha _{m}}+\sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}e^{\alpha _{m}})}{d\alpha _{m}}}} The value of α m {\displaystyle \alpha _{m}} that minimizes the above expression is: α m = 1 2 ln ⁡ ( ∑ y i = k m ( x i ) w i ( m ) ∑ y i ≠ k m ( x i ) w i ( m ) ) {\displaystyle \alpha _{m}={\frac {1}{2}}\ln \left({\frac {\sum _{y_{i}=k_{m}(x_{i})}w_{i}^{(m)}}{\sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}}}\right)} We calculate the weighted error rate of the weak classifier to be ϵ m = ∑ y i ≠ k m ( x i ) w i ( m ) ∑ i = 1 N w i ( m ) {\displaystyle \epsilon _{m}={\frac {\sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}}{\sum _{i=1}^{N}w_{i}^{(m)}}}} , so it follows that: α m = 1 2 ln ⁡ ( 1 − ϵ m ϵ m ) {\displaystyle \alpha _{m}={\frac {1}{2}}\ln \left({\frac {1-\epsilon _{m}}{\epsilon _{m}}}\right)} which is the negative logit function multiplied by 0.5. Due to the convexity of E {\displaystyle E} as a function of α m {\displaystyle \alpha _{m}} , this new expression for α m {\displaystyle \alpha _{m}} gives the global minimum of the loss function. Note: This derivation only applies when k m ( x i ) ∈ { − 1 , 1 } {\displaystyle k_{m}(x_{i})\in \{-1,1\}} , though it can be a good starting guess in other cases, such as when the weak learner is biased ( k m ( x ) ∈ { a , b } , a ≠ − b {\displaystyle k_{m}(x)\in \{a,b\},a\neq -b} ), has multiple leaves ( k m ( x ) ∈ { a , b , … , n } {\displaystyle k_{m}(x)\in \{a,b,\dots ,n\}} ) or is some other function k m ( x ) ∈ R {\displaystyle k_{m}(x)\in \mathbb {R} } . Thus we have derived the AdaBoost algorithm: At each

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  • Quadratic unconstrained binary optimization

    Quadratic unconstrained binary optimization

    Quadratic unconstrained binary optimization (QUBO), also known as unconstrained binary quadratic programming (UBQP), is a combinatorial optimization problem with a wide range of applications from finance and economics to machine learning. QUBO is an NP hard problem, and for many classical problems from theoretical computer science, like maximum cut, graph coloring and the partition problem, embeddings into QUBO have been formulated. Embeddings for machine learning models include support-vector machines, clustering and probabilistic graphical models. Moreover, due to its close connection to Ising models, QUBO constitutes a central problem class for adiabatic quantum computation, where it is solved through a physical process called quantum annealing. == Definition == Let B = { 0 , 1 } {\displaystyle \mathbb {B} =\lbrace 0,1\rbrace } the set of binary digits (or bits), then B n {\displaystyle \mathbb {B} ^{n}} is the set of binary vectors of fixed length n ∈ N {\displaystyle n\in \mathbb {N} } . Given a symmetric or upper triangular matrix Q ∈ R n × n {\displaystyle {\boldsymbol {Q}}\in \mathbb {R} ^{n\times n}} , whose entries Q i j {\displaystyle Q_{ij}} define a weight for each pair of indices i , j ∈ { 1 , … , n } {\displaystyle i,j\in \lbrace 1,\dots ,n\rbrace } , we can define the function f Q : B n → R {\displaystyle f_{\boldsymbol {Q}}:\mathbb {B} ^{n}\rightarrow \mathbb {R} } that assigns a value to each binary vector x {\displaystyle {\boldsymbol {x}}} through f Q ( x ) = x ⊺ Q x = ∑ i = 1 n ∑ j = 1 n Q i j x i x j . {\displaystyle f_{\boldsymbol {Q}}({\boldsymbol {x}})={\boldsymbol {x}}^{\intercal }{\boldsymbol {Qx}}=\sum _{i=1}^{n}\sum _{j=1}^{n}Q_{ij}x_{i}x_{j}.} Alternatively, the linear and quadratic parts can be separated as f Q ′ , q ( x ) = x ⊺ Q ′ x + q ⊺ x , {\displaystyle f_{{\boldsymbol {Q}}',{\boldsymbol {q}}}({\boldsymbol {x}})={\boldsymbol {x}}^{\intercal }{\boldsymbol {Q}}'{\boldsymbol {x}}+{\boldsymbol {q}}^{\intercal }{\boldsymbol {x}},} where Q ′ ∈ R n × n {\displaystyle {\boldsymbol {Q}}'\in \mathbb {R} ^{n\times n}} and q ∈ R n {\displaystyle {\boldsymbol {q}}\in \mathbb {R} ^{n}} . This is equivalent to the previous definition through Q = Q ′ + diag ⁡ [ q ] {\displaystyle {\boldsymbol {Q}}={\boldsymbol {Q}}'+\operatorname {diag} [{\boldsymbol {q}}]} using the diag operator, exploiting that x = x ⋅ x {\displaystyle x=x\cdot x} for all binary values x {\displaystyle x} . Intuitively, the weight Q i j {\displaystyle Q_{ij}} is added if both x i = 1 {\displaystyle x_{i}=1} and x j = 1 {\displaystyle x_{j}=1} . The QUBO problem consists of finding a binary vector x ∗ {\displaystyle {\boldsymbol {x}}^{}} that minimizes f Q {\displaystyle f_{\boldsymbol {Q}}} , i.e., ∀ x ∈ B n : f Q ( x ∗ ) ≤ f Q ( x ) {\displaystyle \forall {\boldsymbol {x}}\in \mathbb {B} ^{n}:~f_{\boldsymbol {Q}}({\boldsymbol {x}}^{})\leq f_{\boldsymbol {Q}}({\boldsymbol {x}})} . In general, x ∗ {\displaystyle {\boldsymbol {x}}^{}} is not unique, meaning there may be a set of minimizing vectors with equal value w.r.t. f Q {\displaystyle f_{\boldsymbol {Q}}} . The complexity of QUBO arises from the number of candidate binary vectors to be evaluated, as | B n | = 2 n {\displaystyle \left|\mathbb {B} ^{n}\right|=2^{n}} grows exponentially in n {\displaystyle n} . Sometimes, QUBO is defined as the problem of maximizing f Q {\displaystyle f_{\boldsymbol {Q}}} , which is equivalent to minimizing f − Q = − f Q {\displaystyle f_{-{\boldsymbol {Q}}}=-f_{\boldsymbol {Q}}} . == Properties == QUBO is scale invariant for positive factors α > 0 {\displaystyle \alpha >0} , which leave the optimum x ∗ {\displaystyle {\boldsymbol {x}}^{}} unchanged: f α Q ( x ) = x ⊺ ( α Q ) x = α ( x ⊺ Q x ) = α f Q ( x ) {\displaystyle f_{\alpha {\boldsymbol {Q}}}({\boldsymbol {x}})={\boldsymbol {x}}^{\intercal }(\alpha {\boldsymbol {Q}}){\boldsymbol {x}}=\alpha ({\boldsymbol {x}}^{\intercal }{\boldsymbol {Qx}})=\alpha f_{\boldsymbol {Q}}({\boldsymbol {x}})} . In its general form, QUBO is NP-hard and cannot be solved efficiently by any known polynomial-time algorithm. However, there are polynomially-solvable special cases, where Q {\displaystyle {\boldsymbol {Q}}} has certain properties, for example: If all coefficients are positive, the optimum is trivially x ∗ = ( 0 , … , 0 ) ⊺ {\displaystyle {\boldsymbol {x}}^{}=(0,\dots ,0)^{\intercal }} . Similarly, if all coefficients are negative, the optimum is x ∗ = ( 1 , … , 1 ) ⊺ {\displaystyle {\boldsymbol {x}}^{}=(1,\dots ,1)^{\intercal }} . If Q {\displaystyle {\boldsymbol {Q}}} is diagonal, the bits can be optimized independently, and the problem is solvable in O ( n ) {\displaystyle {\mathcal {O}}(n)} . The optimal variable assignments are simply x i ∗ = 1 {\displaystyle x_{i}^{}=1} if Q i i < 0 {\displaystyle Q_{ii}<0} , and x i ∗ = 0 {\displaystyle x_{i}^{}=0} otherwise. If all off-diagonal elements of Q {\displaystyle {\boldsymbol {Q}}} are non-positive, the corresponding QUBO problem is solvable in polynomial time. QUBO can be solved using integer linear programming solvers like CPLEX or Gurobi Optimizer. This is possible since QUBO can be reformulated as a linear constrained binary optimization problem. To achieve this, substitute the product x i x j {\displaystyle x_{i}x_{j}} by an additional binary variable z i j ∈ B {\displaystyle z_{ij}\in \mathbb {B} } and add the constraints x i ≥ z i j {\displaystyle x_{i}\geq z_{ij}} , x j ≥ z i j {\displaystyle x_{j}\geq z_{ij}} and x i + x j − 1 ≤ z i j {\displaystyle x_{i}+x_{j}-1\leq z_{ij}} . Note that z i j {\displaystyle z_{ij}} can also be relaxed to continuous variables within the bounds zero and one. == Applications == QUBO is a structurally simple, yet computationally hard optimization problem. It can be used to encode a wide range of optimization problems from various scientific areas. === Maximum Cut === Given a graph G = ( V , E ) {\displaystyle G=(V,E)} with vertex set V = { 1 , … , n } {\displaystyle V=\lbrace 1,\dots ,n\rbrace } and edges E ⊆ V × V {\displaystyle E\subseteq V\times V} , the maximum cut (max-cut) problem consists of finding two subsets S , T ⊆ V {\displaystyle S,T\subseteq V} with T = V ∖ S {\displaystyle T=V\setminus S} , such that the number of edges between S {\displaystyle S} and T {\displaystyle T} is maximized. The more general weighted max-cut problem assumes edge weights w i j ≥ 0 ∀ i , j ∈ V {\displaystyle w_{ij}\geq 0~\forall i,j\in V} , with ( i , j ) ∉ E ⇒ w i j = 0 {\displaystyle (i,j)\notin E\Rightarrow w_{ij}=0} , and asks for a partition S , T ⊆ V {\displaystyle S,T\subseteq V} that maximizes the sum of edge weights between S {\displaystyle S} and T {\displaystyle T} , i.e., max S ⊆ V ∑ i ∈ S , j ∉ S w i j . {\displaystyle \max _{S\subseteq V}\sum _{i\in S,j\notin S}w_{ij}.} By setting w i j = 1 {\displaystyle w_{ij}=1} for all ( i , j ) ∈ E {\displaystyle (i,j)\in E} this becomes equivalent to the original max-cut problem above, which is why we focus on this more general form in the following. For every vertex in i ∈ V {\displaystyle i\in V} we introduce a binary variable x i {\displaystyle x_{i}} with the interpretation x i = 0 {\displaystyle x_{i}=0} if i ∈ S {\displaystyle i\in S} and x i = 1 {\displaystyle x_{i}=1} if i ∈ T {\displaystyle i\in T} . As T = V ∖ S {\displaystyle T=V\setminus S} , every i {\displaystyle i} is in exactly one set, meaning there is a 1:1 correspondence between binary vectors x ∈ B n {\displaystyle {\boldsymbol {x}}\in \mathbb {B} ^{n}} and partitions of V {\displaystyle V} into two subsets. We observe that, for any i , j ∈ V {\displaystyle i,j\in V} , the expression x i ( 1 − x j ) + ( 1 − x i ) x j {\displaystyle x_{i}(1-x_{j})+(1-x_{i})x_{j}} evaluates to 1 if and only if i {\displaystyle i} and j {\displaystyle j} are in different subsets, equivalent to logical XOR. Let W ∈ R + n × n {\displaystyle {\boldsymbol {W}}\in \mathbb {R} _{+}^{n\times n}} with W i j = w i j ∀ i , j ∈ V {\displaystyle W_{ij}=w_{ij}~\forall i,j\in V} . By extending above expression to matrix-vector form we find that x ⊺ W ( 1 − x ) + ( 1 − x ) ⊺ W x = − 2 x ⊺ W x + ( W 1 + W ⊺ 1 ) ⊺ x {\displaystyle {\boldsymbol {x}}^{\intercal }{\boldsymbol {W}}({\boldsymbol {1}}-{\boldsymbol {x}})+({\boldsymbol {1}}-{\boldsymbol {x}})^{\intercal }{\boldsymbol {Wx}}=-2{\boldsymbol {x}}^{\intercal }{\boldsymbol {Wx}}+({\boldsymbol {W1}}+{\boldsymbol {W}}^{\intercal }{\boldsymbol {1}})^{\intercal }{\boldsymbol {x}}} is the sum of weights of all edges between S {\displaystyle S} and T {\displaystyle T} , where 1 = ( 1 , 1 , … , 1 ) ⊺ ∈ R n {\displaystyle {\boldsymbol {1}}=(1,1,\dots ,1)^{\intercal }\in \mathbb {R} ^{n}} . As this is a quadratic function over x {\displaystyle {\boldsymbol {x}}} , it is a QUBO problem whose parameter matrix we can read from above expression as Q = 2 W − diag ⁡ [ W 1 + W ⊺ 1 ] , {\displaystyle {\boldsymbol {Q}}=2{\boldsymbol {W}}-\operatorname {diag} [{\boldsymbol {W1}}+{\boldsymbol {W}}^{\intercal }{\bol

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  • Drop shadow

    Drop shadow

    In graphic design and computer graphics, a drop shadow is a visual effect consisting of a drawing element which looks like the shadow of an object, giving the impression that the object is raised above the objects behind it. The drop shadow is often used for elements of a graphical user interface such as windows or menus, and for simple text. The text label for icons on desktops in many desktop environments has a drop shadow, as this effect effectively distinguishes the text from any colored background it may be in front of. A simple way of drawing a drop shadow of a rectangular object is to draw a gray or black area underneath and offset from the object. In general, a drop shadow is a copy in black or gray of the object, drawn in a slightly different position. Realism may be increased by: Darkening the colors of the pixels where the shadow casts instead of making them gray. This can be done with alpha blending the shadow with the area it is cast on. Softening the edges of the shadow. This can be done by adding Gaussian blur to the shadow's alpha channel before blending. Inset drop shadows are a type which draws the shadows inside the element. This allows the interface element to appear as if it is sunken into the interface. == Photo editing == In photo editing or photography post-production, a drop shadow may be added right beneath a model or product in the image. It is used to create contrast between the background and the subject. To add a drop shadow, retouchers use graphic editing tools like Adobe Photoshop. Drop shadows are often used as a visual effect in e-commerce. This is done to improve the presentation of product images and create depth in the image. == Use == Generally, window managers which are capable of compositing allow drop shadow effects, whereas incapable window managers do not. In some operating systems like macOS, drop shadow is used to differentiate between active and inactive windows. Websites are able to use drop shadow effects through the CSS properties box-shadow, text-shadow, and drop-shadow() filter function in filter. The first two are used for elements and text respectively, while the filter applies to the element's content, letting it support oddly shaped elements or transparent images.

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  • Unique negative dimension

    Unique negative dimension

    Unique negative dimension (UND) is a complexity measure for the model of learning from positive examples. The unique negative dimension of a class C {\displaystyle C} of concepts is the size of the maximum subclass D ⊆ C {\displaystyle D\subseteq C} such that for every concept c ∈ D {\displaystyle c\in D} , we have ∩ ( D ∖ { c } ) ∖ c {\displaystyle \cap (D\setminus \{c\})\setminus c} is nonempty. This concept was originally proposed by M. Gereb-Graus in "Complexity of learning from one-side examples", Technical Report TR-20-89, Harvard University Division of Engineering and Applied Science, 1989.

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  • Promoter based genetic algorithm

    Promoter based genetic algorithm

    The promoter based genetic algorithm (PBGA) is a genetic algorithm for neuroevolution developed by F. Bellas and R.J. Duro in the Integrated Group for Engineering Research (GII) at the University of Coruña, in Spain. It evolves variable size feedforward artificial neural networks (ANN) that are encoded into sequences of genes for constructing a basic ANN unit. Each of these blocks is preceded by a gene promoter acting as an on/off switch that determines if that particular unit will be expressed or not. == PBGA basics == The basic unit in the PBGA is a neuron with all of its inbound connections as represented in the following figure: The genotype of a basic unit is a set of real valued weights followed by the parameters of the neuron and proceeded by an integer valued field that determines the promoter gene value and, consequently, the expression of the unit. By concatenating units of this type we can construct the whole network. With this encoding it is imposed that the information that is not expressed is still carried by the genotype in evolution but it is shielded from direct selective pressure, maintaining this way the diversity in the population, which has been a design premise for this algorithm. Therefore, a clear difference is established between the search space and the solution space, permitting information learned and encoded into the genotypic representation to be preserved by disabling promoter genes. == Results == The PBGA was originally presented within the field of autonomous robotics, in particular in the real time learning of environment models of the robot. It has been used inside the Multilevel Darwinist Brain (MDB) cognitive mechanism developed in the GII for real robots on-line learning. In another paper it is shown how the application of the PBGA together with an external memory that stores the successful obtained world models, is an optimal strategy for adaptation in dynamic environments. Recently, the PBGA has provided results that outperform other neuroevolutionary algorithms in non-stationary problems, where the fitness function varies in time.

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  • Accumulated local effects

    Accumulated local effects

    Accumulated local effects (ALE) is a machine learning interpretability method. == Concepts == ALE uses a conditional feature distribution as an input and generates augmented data, creating more realistic data than a marginal distribution. It ignores far out-of-distribution (outlier) values. Unlike partial dependence plots and marginal plots, ALE is not defeated in the presence of correlated predictors. It analyzes differences in predictions instead of averaging them by calculating the average of the differences in model predictions over the augmented data, instead of the average of the predictions themselves. == Example == Given a model that predicts house prices based on its distance from city center and size of the building area, ALE compares the differences of predictions of houses of different sizes. The result separates the impact of the size from otherwise correlated features. == Limitations == Defining evaluation windows is subjective. High correlations between features can defeat the technique. ALE requires more and more uniformly distributed observations than PDP so that the conditional distribution can be reliably determined. The technique may produce inadequate results if the data is highly sparse, which is more common with high-dimensional data (curse of dimensionality).

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  • Couchbase Server

    Couchbase Server

    Couchbase Server, originally known as Membase, is a source-available, distributed (shared-nothing architecture) multi-model NoSQL document-oriented database software package optimized for interactive applications. These applications may serve many concurrent users by creating, storing, retrieving, aggregating, manipulating and presenting data. In support of these kinds of application needs, Couchbase Server is designed to provide easy-to-scale key-value, or JSON document access, with low latency and high sustainability throughput. It is designed to be clustered from a single machine to very large-scale deployments spanning many machines. Couchbase Server provided client protocol compatibility with memcached, but added disk persistence, data replication, live cluster reconfiguration, rebalancing and multitenancy with data partitioning. == Product history == Membase was developed by several leaders of the memcached project, who had founded a company, NorthScale, to develop a key-value store with the simplicity, speed, and scalability of memcached, but also the storage, persistence and querying capabilities of a database. The original membase source code was contributed by NorthScale, and project co-sponsors Zynga and Naver Corporation (then known as NHN) to a new project on membase.org in June 2010. On February 8, 2011, the Membase project founders and Membase, Inc. announced a merger with CouchOne (a company with many of the principal players behind CouchDB) with an associated project merger. The merged company was called Couchbase, Inc. In January 2012, Couchbase released Couchbase Server 1.8. In September of 2012, Orbitz said it had changed some of its systems to use Couchbase. In December of 2012, Couchbase Server 2.0 (announced in July 2011) was released and included a new JSON document store, indexing and querying, incremental MapReduce and replication across data centers. == Architecture == Every Couchbase node consists of a data service, index service, query service, and cluster manager component. Starting with the 4.0 release, the three services can be distributed to run on separate nodes of the cluster if needed. In the parlance of Eric Brewer's CAP theorem, Couchbase is normally a CP type system meaning it provides consistency and partition tolerance, or it can be set up as an AP system with multiple clusters. === Cluster manager === The cluster manager supervises the configuration and behavior of all the servers in a Couchbase cluster. It configures and supervises inter-node behavior like managing replication streams and re-balancing operations. It also provides metric aggregation and consensus functions for the cluster, and a RESTful cluster management interface. The cluster manager uses the Erlang programming language and the Open Telecom Platform. ==== Replication and fail-over ==== Data replication within the nodes of a cluster can be controlled with several parameters. In December of 2012, support was added for replication between different data centers. === Data manager === The data manager stores and retrieves documents in response to data operations from applications. It asynchronously writes data to disk after acknowledging to the client. In version 1.7 and later, applications can optionally ensure data is written to more than one server or to disk before acknowledging a write to the client. Parameters define item ages that affect when data is persisted, and how max memory and migration from main-memory to disk is handled. It supports working sets greater than a memory quota per "node" or "bucket". External systems can subscribe to filtered data streams, supporting, for example, full text search indexing, data analytics or archiving. ==== Data format ==== A document is the most basic unit of data manipulation in Couchbase Server. Documents are stored in JSON document format with no predefined schemas. Non-JSON documents can also be stored in Couchbase Server (binary, serialized values, XML, etc.) ==== Object-managed cache ==== Couchbase Server includes a built-in multi-threaded object-managed cache that implements memcached compatible APIs such as get, set, delete, append, prepend etc. ==== Storage engine ==== Couchbase Server has a tail-append storage design that is immune to data corruption, OOM killers or sudden loss of power. Data is written to the data file in an append-only manner, which enables Couchbase to do mostly sequential writes for update, and provide an optimized access patterns for disk I/O. === Performance === A performance benchmark done by Altoros in 2012, compared Couchbase Server with other technologies. Cisco Systems published a benchmark that measured the latency and throughput of Couchbase Server with a mixed workload in 2012. == Licensing and support == Couchbase Server is a packaged version of Couchbase's open source software technology and is available in a community edition without recent bug fixes with an Apache 2.0 license and an edition for commercial use. Couchbase Server builds are available for Ubuntu, Debian, Red Hat, SUSE, Oracle Linux, Microsoft Windows and macOS operating systems. Couchbase has supported software developers' kits for the programming languages .NET, PHP, Ruby, Python, C, Node.js, Java, Go, and Scala. == SQL++ == A query language called SQL++ (formerly called N1QL), is used for manipulating the JSON data in Couchbase, just like SQL manipulates data in RDBMS. It has SELECT, INSERT, UPDATE, DELETE, MERGE statements to operate on JSON data. It was initially announced in March 2015 as "SQL for documents". The SQL++ data model is non-first normal form (N1NF) with support for nested attributes and domain-oriented normalization. The SQL++ data model is also a proper superset and generalization of the relational model. === Example === Like query SELECT FROM `bucket` WHERE email LIKE "%@example.org"; Array query SELECT FROM `bucket` WHERE ANY x IN friends SATISFIES x.name = "Pavan" END; == Couchbase Mobile == Couchbase Mobile / Couchbase Lite is a mobile database providing data replication. Couchbase Lite (originally TouchDB) provides native libraries for offline-first NoSQL databases with built-in peer-to-peer or client-server replication mechanisms. Sync Gateway manages secure access and synchronization of data between Couchbase Lite and Couchbase Server. Couchbase Lite added support for Vector Search in version 3.2, allowing cloud to edge support for vector search in mobile applications. == Uses == Couchbase began as an evolution of Memcached, a high-speed data cache, and can be used as a drop-in replacement for Memcached, providing high availability for memcached application without code changes. Couchbase is used to support applications where a flexible data model, easy scalability, and consistent high performance are required, such as tracking real-time user activity or providing a store of user preferences or online applications. Couchbase Mobile, which stores data locally on devices (usually mobile devices) is used to create “offline-first” applications that can operate when a device is not connected to a network and synchronize with Couchbase Server once a network connection is re-established. The Catalyst Lab at Northwestern University uses Couchbase Mobile to support the Evo application, a healthy lifestyle research program where data is used to help participants improve dietary quality, physical activity, stress, or sleep. Amadeus uses Couchbase with Apache Kafka to support their “open, simple, and agile” strategy to consume and integrate data on loyalty programs for airline and other travel partners. High scalability is needed when disruptive travel events create a need to recognize and compensate high value customers. Starting in 2012, it played a role in LinkedIn's caching systems, including backend caching for recruiter and jobs products, counters for security defense mechanisms, for internal applications. == Alternatives == For caching, Couchbase competes with Memcached and Redis. For document databases, Couchbase competes with other document-oriented database systems. It is commonly compared with MongoDB, Amazon DynamoDB, Oracle RDBMS, DataStax, Google Bigtable, MariaDB, IBM Cloudant, Redis Enterprise, SingleStore, and MarkLogic.

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  • Artificial development

    Artificial development

    Artificial development, also known as artificial embryogeny or machine intelligence or computational development, is an area of computer science and engineering concerned with computational models motivated by genotype–phenotype mappings in biological systems. Artificial development is often considered a sub-field of evolutionary computation, although the principles of artificial development have also been used within stand-alone computational models. Within evolutionary computation, the need for artificial development techniques was motivated by the perceived lack of scalability and evolvability of direct solution encodings (Tufte, 2008). Artificial development entails indirect solution encoding. Rather than describing a solution directly, an indirect encoding describes (either explicitly or implicitly) the process by which a solution is constructed. Often, but not always, these indirect encodings are based upon biological principles of development such as morphogen gradients, cell division and cellular differentiation (e.g. Doursat 2008), gene regulatory networks (e.g. Guo et al., 2009), degeneracy (Whitacre et al., 2010), grammatical evolution (de Salabert et al., 2006), or analogous computational processes such as re-writing, iteration, and time. The influences of interaction with the environment, spatiality and physical constraints on differentiated multi-cellular development have been investigated more recently (e.g. Knabe et al. 2008). Artificial development approaches have been applied to a number of computational and design problems, including electronic circuit design (Miller and Banzhaf 2003), robotic controllers (e.g. Taylor 2004), and the design of physical structures (e.g. Hornby 2004).

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  • Mathematics of neural networks in machine learning

    Mathematics of neural networks in machine learning

    An artificial neural network (ANN) or neural network combines biological principles with advanced statistics to solve problems in domains such as pattern recognition and game-play. ANNs adopt the basic model of neuron analogues connected to each other in a variety of ways. == Structure == === Neuron === A neuron with label j {\displaystyle j} receiving an input p j ( t ) {\displaystyle p_{j}(t)} from predecessor neurons consists of the following components: an activation a j ( t ) {\displaystyle a_{j}(t)} , the neuron's state, depending on a discrete time parameter, an optional threshold θ j {\displaystyle \theta _{j}} , which stays fixed unless changed by learning, an activation function f {\displaystyle f} that computes the new activation at a given time t + 1 {\displaystyle t+1} from a j ( t ) {\displaystyle a_{j}(t)} , θ j {\displaystyle \theta _{j}} and the net input p j ( t ) {\displaystyle p_{j}(t)} giving rise to the relation a j ( t + 1 ) = f ( a j ( t ) , p j ( t ) , θ j ) , {\displaystyle a_{j}(t+1)=f(a_{j}(t),p_{j}(t),\theta _{j}),} and an output function f out {\displaystyle f_{\text{out}}} computing the output from the activation o j ( t ) = f out ( a j ( t ) ) . {\displaystyle o_{j}(t)=f_{\text{out}}(a_{j}(t)).} Often the output function is simply the identity function. An input neuron has no predecessor but serves as input interface for the whole network. Similarly an output neuron has no successor and thus serves as output interface of the whole network. === Propagation function === The propagation function computes the input p j ( t ) {\displaystyle p_{j}(t)} to the neuron j {\displaystyle j} from the outputs o i ( t ) {\displaystyle o_{i}(t)} and typically has the form p j ( t ) = ∑ i o i ( t ) w i j . {\displaystyle p_{j}(t)=\sum _{i}o_{i}(t)w_{ij}.} === Bias === A bias term can be added, changing the form to the following: p j ( t ) = ∑ i o i ( t ) w i j + w 0 j , {\displaystyle p_{j}(t)=\sum _{i}o_{i}(t)w_{ij}+w_{0j},} where w 0 j {\displaystyle w_{0j}} is a bias. == Neural networks as functions == Neural network models can be viewed as defining a function that takes an input (observation) and produces an output (decision) f : X → Y {\displaystyle \textstyle f:X\rightarrow Y} or a distribution over X {\displaystyle \textstyle X} or both X {\displaystyle \textstyle X} and Y {\displaystyle \textstyle Y} . Sometimes models are intimately associated with a particular learning rule. A common use of the phrase "ANN model" is really the definition of a class of such functions (where members of the class are obtained by varying parameters, connection weights, or specifics of the architecture such as the number of neurons, number of layers or their connectivity). Mathematically, a neuron's network function f ( x ) {\displaystyle \textstyle f(x)} is defined as a composition of other functions g i ( x ) {\displaystyle \textstyle g_{i}(x)} , that can further be decomposed into other functions. This can be conveniently represented as a network structure, with arrows depicting the dependencies between functions. A widely used type of composition is the nonlinear weighted sum, where f ( x ) = K ( ∑ i w i g i ( x ) ) {\displaystyle \textstyle f(x)=K\left(\sum _{i}w_{i}g_{i}(x)\right)} , where K {\displaystyle \textstyle K} (commonly referred to as the activation function) is some predefined function, such as the hyperbolic tangent, sigmoid function, softmax function, or rectifier function. The important characteristic of the activation function is that it provides a smooth transition as input values change, i.e. a small change in input produces a small change in output. The following refers to a collection of functions g i {\displaystyle \textstyle g_{i}} as a vector g = ( g 1 , g 2 , … , g n ) {\displaystyle \textstyle g=(g_{1},g_{2},\ldots ,g_{n})} . This figure depicts such a decomposition of f {\displaystyle \textstyle f} , with dependencies between variables indicated by arrows. These can be interpreted in two ways. The first view is the functional view: the input x {\displaystyle \textstyle x} is transformed into a 3-dimensional vector h {\displaystyle \textstyle h} , which is then transformed into a 2-dimensional vector g {\displaystyle \textstyle g} , which is finally transformed into f {\displaystyle \textstyle f} . This view is most commonly encountered in the context of optimization. The second view is the probabilistic view: the random variable F = f ( G ) {\displaystyle \textstyle F=f(G)} depends upon the random variable G = g ( H ) {\displaystyle \textstyle G=g(H)} , which depends upon H = h ( X ) {\displaystyle \textstyle H=h(X)} , which depends upon the random variable X {\displaystyle \textstyle X} . This view is most commonly encountered in the context of graphical models. The two views are largely equivalent. In either case, for this particular architecture, the components of individual layers are independent of each other (e.g., the components of g {\displaystyle \textstyle g} are independent of each other given their input h {\displaystyle \textstyle h} ). This naturally enables a degree of parallelism in the implementation. Networks such as the previous one are commonly called feedforward, because their graph is a directed acyclic graph. Networks with cycles are commonly called recurrent. Such networks are commonly depicted in the manner shown at the top of the figure, where f {\displaystyle \textstyle f} is shown as dependent upon itself. However, an implied temporal dependence is not shown. == Backpropagation == Backpropagation training algorithms fall into three categories: steepest descent (with variable learning rate and momentum, resilient backpropagation); quasi-Newton (Broyden–Fletcher–Goldfarb–Shanno, one step secant); Levenberg–Marquardt and conjugate gradient (Fletcher–Reeves update, Polak–Ribiére update, Powell–Beale restart, scaled conjugate gradient). === Algorithm === Let N {\displaystyle N} be a network with e {\displaystyle e} connections, m {\displaystyle m} inputs and n {\displaystyle n} outputs. Below, x 1 , x 2 , … {\displaystyle x_{1},x_{2},\dots } denote vectors in R m {\displaystyle \mathbb {R} ^{m}} , y 1 , y 2 , … {\displaystyle y_{1},y_{2},\dots } vectors in R n {\displaystyle \mathbb {R} ^{n}} , and w 0 , w 1 , w 2 , … {\displaystyle w_{0},w_{1},w_{2},\ldots } vectors in R e {\displaystyle \mathbb {R} ^{e}} . These are called inputs, outputs and weights, respectively. The network corresponds to a function y = f N ( w , x ) {\displaystyle y=f_{N}(w,x)} which, given a weight w {\displaystyle w} , maps an input x {\displaystyle x} to an output y {\displaystyle y} . In supervised learning, a sequence of training examples ( x 1 , y 1 ) , … , ( x p , y p ) {\displaystyle (x_{1},y_{1}),\dots ,(x_{p},y_{p})} produces a sequence of weights w 0 , w 1 , … , w p {\displaystyle w_{0},w_{1},\dots ,w_{p}} starting from some initial weight w 0 {\displaystyle w_{0}} , usually chosen at random. These weights are computed in turn: first compute w i {\displaystyle w_{i}} using only ( x i , y i , w i − 1 ) {\displaystyle (x_{i},y_{i},w_{i-1})} for i = 1 , … , p {\displaystyle i=1,\dots ,p} . The output of the algorithm is then w p {\displaystyle w_{p}} , giving a new function x ↦ f N ( w p , x ) {\displaystyle x\mapsto f_{N}(w_{p},x)} . The computation is the same in each step, hence only the case i = 1 {\displaystyle i=1} is described. w 1 {\displaystyle w_{1}} is calculated from ( x 1 , y 1 , w 0 ) {\displaystyle (x_{1},y_{1},w_{0})} by considering a variable weight w {\displaystyle w} and applying gradient descent to the function w ↦ E ( f N ( w , x 1 ) , y 1 ) {\displaystyle w\mapsto E(f_{N}(w,x_{1}),y_{1})} to find a local minimum, starting at w = w 0 {\displaystyle w=w_{0}} . This makes w 1 {\displaystyle w_{1}} the minimizing weight found by gradient descent. == Learning pseudocode == To implement the algorithm above, explicit formulas are required for the gradient of the function w ↦ E ( f N ( w , x ) , y ) {\displaystyle w\mapsto E(f_{N}(w,x),y)} where the function is E ( y , y ′ ) = | y − y ′ | 2 {\displaystyle E(y,y')=|y-y'|^{2}} . The learning algorithm can be divided into two phases: propagation and weight update. === Propagation === Propagation involves the following steps: Propagation forward through the network to generate the output value(s) Calculation of the cost (error term) Propagation of the output activations back through the network using the training pattern target to generate the deltas (the difference between the targeted and actual output values) of all output and hidden neurons. === Weight update === For each weight: Multiply the weight's output delta and input activation to find the gradient of the weight. Subtract the ratio (percentage) of the weight's gradient from the weight. The learning rate is the ratio (percentage) that influences the speed and quality of learning. The greater the ratio, the faster the neuron trains, but the lower the ratio, the more accurat

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  • Farthest-first traversal

    Farthest-first traversal

    In computational geometry, the farthest-first traversal of a compact metric space is a sequence of points in the space, where the first point is selected arbitrarily and each successive point is as far as possible from the set of previously-selected points. The same concept can also be applied to a finite set of geometric points, by restricting the selected points to belong to the set or equivalently by considering the finite metric space generated by these points. For a finite metric space or finite set of geometric points, the resulting sequence forms a permutation of the points, also known as the greedy permutation. Every prefix of a farthest-first traversal provides a set of points that is widely spaced and close to all remaining points. More precisely, no other set of equally many points can be spaced more than twice as widely, and no other set of equally many points can be less than half as far to its farthest remaining point. In part because of these properties, farthest-point traversals have many applications, including the approximation of the traveling salesman problem and the metric k-center problem. They may be constructed in polynomial time, or (for low-dimensional Euclidean spaces) approximated in near-linear time. == Definition and properties == A farthest-first traversal is a sequence of points in a compact metric space, with each point appearing at most once. If the space is finite, each point appears exactly once, and the traversal is a permutation of all of the points in the space. The first point of the sequence may be any point in the space. Each point p after the first must have the maximum possible distance to the set of points earlier than p in the sequence, where the distance from a point to a set is defined as the minimum of the pairwise distances to points in the set. A given space may have many different farthest-first traversals, depending both on the choice of the first point in the sequence (which may be any point in the space) and on ties for the maximum distance among later choices. Farthest-point traversals may be characterized by the following properties. Fix a number k, and consider the prefix formed by the first k points of the farthest-first traversal of any metric space. Let r be the distance between the final point of the prefix and the other points in the prefix. Then this subset has the following two properties: All pairs of the selected points are at distance at least r from each other, and All points of the metric space are at distance at most r from the subset. Conversely any sequence having these properties, for all choices of k, must be a farthest-first traversal. These are the two defining properties of a Delone set, so each prefix of the farthest-first traversal forms a Delone set. == Applications == Rosenkrantz, Stearns & Lewis (1977) used the farthest-first traversal to define the farthest-insertion heuristic for the travelling salesman problem. This heuristic finds approximate solutions to the travelling salesman problem by building up a tour on a subset of points, adding one point at a time to the tour in the ordering given by a farthest-first traversal. To add each point to the tour, one edge of the previous tour is broken and replaced by a pair of edges through the added point, in the cheapest possible way. Although Rosenkrantz et al. prove only a logarithmic approximation ratio for this method, they show that in practice it often works better than other insertion methods with better provable approximation ratios. Later, the same sequence of points was popularized by Gonzalez (1985), who used it as part of greedy approximation algorithms for two problems in clustering, in which the goal is to partition a set of points into k clusters. One of the two problems that Gonzalez solve in this way seeks to minimize the maximum diameter of a cluster, while the other, known as the metric k-center problem, seeks to minimize the maximum radius, the distance from a chosen central point of a cluster to the farthest point from it in the same cluster. For instance, the k-center problem can be used to model the placement of fire stations within a city, in order to ensure that every address within the city can be reached quickly by a fire truck. For both clustering problems, Gonzalez chooses a set of k cluster centers by selecting the first k points of a farthest-first traversal, and then creates clusters by assigning each input point to the nearest cluster center. If r is the distance from the set of k selected centers to the next point at position k + 1 in the traversal, then with this clustering every point is within distance r of its center and every cluster has diameter at most 2r. However, the subset of k centers together with the next point are all at distance at least r from each other, and any k-clustering would put some two of these points into a single cluster, with one of them at distance at least r/2 from its center and with diameter at least r. Thus, Gonzalez's heuristic gives an approximation ratio of 2 for both clustering problems. Gonzalez's heuristic was independently rediscovered for the metric k-center problem by Dyer & Frieze (1985), who applied it more generally to weighted k-center problems. Another paper on the k-center problem from the same time, Hochbaum & Shmoys (1985), achieves the same approximation ratio of 2, but its techniques are different. Nevertheless, Gonzalez's heuristic, and the name "farthest-first traversal", are often incorrectly attributed to Hochbaum and Shmoys. For both the min-max diameter clustering problem and the metric k-center problem, these approximations are optimal: the existence of a polynomial-time heuristic with any constant approximation ratio less than 2 would imply that P = NP. As well as for clustering, the farthest-first traversal can also be used in another type of facility location problem, the max-min facility dispersion problem, in which the goal is to choose the locations of k different facilities so that they are as far apart from each other as possible. More precisely, the goal in this problem is to choose k points from a given metric space or a given set of candidate points, in such a way as to maximize the minimum pairwise distance between the selected points. Again, this can be approximated by choosing the first k points of a farthest-first traversal. If r denotes the distance of the kth point from all previous points, then every point of the metric space or the candidate set is within distance r of the first k − 1 points. By the pigeonhole principle, some two points of the optimal solution (whatever it is) must both be within distance r of the same point among these first k − 1 chosen points, and (by the triangle inequality) within distance 2r of each other. Therefore, the heuristic solution given by the farthest-first traversal is within a factor of two of optimal. Other applications of the farthest-first traversal include color quantization (clustering the colors in an image to a smaller set of representative colors), progressive scanning of images (choosing an order to display the pixels of an image so that prefixes of the ordering produce good lower-resolution versions of the whole image rather than filling in the image from top to bottom), point selection in the probabilistic roadmap method for motion planning, simplification of point clouds, generating masks for halftone images, hierarchical clustering, finding the similarities between polygon meshes of similar surfaces, choosing diverse and high-value observation targets for underwater robot exploration, fault detection in sensor networks, modeling phylogenetic diversity, matching vehicles in a heterogenous fleet to customer delivery requests, uniform distribution of geodetic observatories on the Earth's surface or of other types of sensor network, generation of virtual point lights in the instant radiosity computer graphics rendering method, and geometric range searching data structures. == Algorithms == === Greedy exact algorithm === The farthest-first traversal of a finite point set may be computed by a greedy algorithm that maintains the distance of each point from the previously selected points, performing the following steps: Initialize the sequence of selected points to the empty sequence, and the distances of each point to the selected points to infinity. While not all points have been selected, repeat the following steps: Scan the list of not-yet-selected points to find a point p that has the maximum distance from the selected points. Remove p from the not-yet-selected points and add it to the end of the sequence of selected points. For each remaining not-yet-selected point q, replace the distance stored for q by the minimum of its old value and the distance from p to q. For a set of n points, this algorithm takes O(n2) steps and O(n2) distance computations. === Approximations === A faster approximation algorithm, given by Har-Peled & Mendel (2006), applie

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  • Nvidia Omniverse

    Nvidia Omniverse

    Omniverse is a real-time 3D graphics collaboration platform created by Nvidia. It has been used for applications in the visual effects and "digital twin" industrial simulation industries. Omniverse makes extensive use of the Universal Scene Description (USD) format. == Third-party Integrations == Omniverse supports integration with external computer-aided design tools through third-party connectors. For example, academic work has demonstrated a connector linking Omniverse with the open-source CAD system FreeCAD, enabling collaborative access to CAD geometry via the Omniverse Nucleus server and extending Omniverse usage beyond media and entertainment workflows.

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  • Stochastic variance reduction

    Stochastic variance reduction

    (Stochastic) variance reduction is an algorithmic approach to minimizing functions that can be decomposed into finite sums. By exploiting the finite sum structure, variance reduction techniques are able to achieve convergence rates that are impossible to achieve with methods that treat the objective as an infinite sum, as in the classical Stochastic approximation setting. Variance reduction approaches are widely used for training machine learning models such as logistic regression and support vector machines as these problems have finite-sum structure and uniform conditioning that make them ideal candidates for variance reduction. == Finite sum objectives == A function f {\displaystyle f} is considered to have finite sum structure if it can be decomposed into a summation or average: f ( x ) = 1 n ∑ i = 1 n f i ( x ) , {\displaystyle f(x)={\frac {1}{n}}\sum _{i=1}^{n}f_{i}(x),} where the function value and derivative of each f i {\displaystyle f_{i}} can be queried independently. Although variance reduction methods can be applied for any positive n {\displaystyle n} and any f i {\displaystyle f_{i}} structure, their favorable theoretical and practical properties arise when n {\displaystyle n} is large compared to the condition number of each f i {\displaystyle f_{i}} , and when the f i {\displaystyle f_{i}} have similar (but not necessarily identical) Lipschitz smoothness and strong convexity constants. The finite sum structure should be contrasted with the stochastic approximation setting which deals with functions of the form f ( θ ) = E ξ ⁡ [ F ( θ , ξ ) ] {\textstyle f(\theta )=\operatorname {E} _{\xi }[F(\theta ,\xi )]} which is the expected value of a function depending on a random variable ξ {\textstyle \xi } . Any finite sum problem can be optimized using a stochastic approximation algorithm by using F ( ⋅ , ξ ) = f ξ {\displaystyle F(\cdot ,\xi )=f_{\xi }} . == Rapid Convergence == Stochastic variance reduced methods without acceleration are able to find a minima of f {\displaystyle f} within accuracy ϵ > {\displaystyle \epsilon >} , i.e. f ( x ) − f ( x ∗ ) ≤ ϵ {\displaystyle f(x)-f(x_{})\leq \epsilon } in a number of steps of the order: O ( ( L μ + n ) log ⁡ ( 1 ϵ ) ) . {\displaystyle O\left(\left({\frac {L}{\mu }}+n\right)\log \left({\frac {1}{\epsilon }}\right)\right).} The number of steps depends only logarithmically on the level of accuracy required, in contrast to the stochastic approximation framework, where the number of steps O ( L / ( μ ϵ ) ) {\displaystyle O{\bigl (}L/(\mu \epsilon ){\bigr )}} required grows proportionally to the accuracy required. Stochastic variance reduction methods converge almost as fast as the gradient descent method's O ( ( L / μ ) log ⁡ ( 1 / ϵ ) ) {\displaystyle O{\bigl (}(L/\mu )\log(1/\epsilon ){\bigr )}} rate, despite using only a stochastic gradient, at a 1 / n {\displaystyle 1/n} lower cost than gradient descent. Accelerated methods in the stochastic variance reduction framework achieve even faster convergence rates, requiring only O ( ( n L μ + n ) log ⁡ ( 1 ϵ ) ) {\displaystyle O\left(\left({\sqrt {\frac {nL}{\mu }}}+n\right)\log \left({\frac {1}{\epsilon }}\right)\right)} steps to reach ϵ {\displaystyle \epsilon } accuracy, potentially n {\displaystyle {\sqrt {n}}} faster than non-accelerated methods. Lower complexity bounds. for the finite sum class establish that this rate is the fastest possible for smooth strongly convex problems. == Approaches == Variance reduction approaches fall within four main categories: table averaging methods, full-gradient snapshot methods, recursive estimator methods (e.g., SARAH), and dual methods. Each category contains methods designed for dealing with convex, non-smooth, and non-convex problems, each differing in hyper-parameter settings and other algorithmic details. === SAGA === In the SAGA method, the prototypical table averaging approach, a table of size n {\displaystyle n} is maintained that contains the last gradient witnessed for each f i {\displaystyle f_{i}} term, which we denote g i {\displaystyle g_{i}} . At each step, an index i {\displaystyle i} is sampled, and a new gradient ∇ f i ( x k ) {\displaystyle \nabla f_{i}(x_{k})} is computed. The iterate x k {\displaystyle x_{k}} is updated with: x k + 1 = x k − γ [ ∇ f i ( x k ) − g i + 1 n ∑ i = 1 n g i ] , {\displaystyle x_{k+1}=x_{k}-\gamma \left[\nabla f_{i}(x_{k})-g_{i}+{\frac {1}{n}}\sum _{i=1}^{n}g_{i}\right],} and afterwards table entry i {\displaystyle i} is updated with g i = ∇ f i ( x k ) {\displaystyle g_{i}=\nabla f_{i}(x_{k})} . SAGA is among the most popular of the variance reduction methods due to its simplicity, easily adaptable theory, and excellent performance. It is the successor of the SAG method, improving on its flexibility and performance. === SVRG === The stochastic variance reduced gradient method (SVRG), the prototypical snapshot method, uses a similar update except instead of using the average of a table it instead uses a full-gradient that is reevaluated at a snapshot point x ~ {\displaystyle {\tilde {x}}} at regular intervals of m ≥ n {\displaystyle m\geq n} iterations. The update becomes: x k + 1 = x k − γ [ ∇ f i ( x k ) − ∇ f i ( x ~ ) + ∇ f ( x ~ ) ] , {\displaystyle x_{k+1}=x_{k}-\gamma [\nabla f_{i}(x_{k})-\nabla f_{i}({\tilde {x}})+\nabla f({\tilde {x}})],} This approach requires two stochastic gradient evaluations per step, one to compute ∇ f i ( x k ) {\displaystyle \nabla f_{i}(x_{k})} and one to compute ∇ f i ( x ~ ) , {\displaystyle \nabla f_{i}({\tilde {x}}),} where-as table averaging approaches need only one. Despite the high computational cost, SVRG is popular as its simple convergence theory is highly adaptable to new optimization settings. It also has lower storage requirements than tabular averaging approaches, which make it applicable in many settings where tabular methods can not be used. === SARAH === The SARAH (stochastic recursive gradient) method maintains a recursive estimator of the gradient rather than storing a table of past gradients (as in SAGA) or computing periodic full-gradient snapshots (as in SVRG). At the start of an inner loop, a full gradient is computed at a reference point x ~ {\displaystyle {\tilde {x}}} : v 0 = ∇ f ( x ~ ) {\displaystyle v_{0}=\nabla f({\tilde {x}})} . For inner iterations, with a sampled index i k {\displaystyle i_{k}} , the gradient estimator and iterate are updated by: v k = ∇ f i k ( x k ) − ∇ f i k ( x k − 1 ) + v k − 1 , x k + 1 = x k − γ v k . {\displaystyle v_{k}=\nabla f_{i_{k}}(x_{k})-\nabla f_{i_{k}}(x_{k-1})+v_{k-1},\qquad x_{k+1}=x_{k}-\gamma v_{k}.} This recursion requires two component-gradient evaluations per step ∇ f i k ( x k ) {\displaystyle \nabla f_{i_{k}}(x_{k})} and ∇ f i k ( x k − 1 ) {\displaystyle \nabla f_{i_{k}}(x_{k-1})} but does not need to store per-sample gradients, resulting in lower memory cost than table-averaging methods. SARAH admits linear convergence for strongly convex functions and has been extended to more general nonconvex and composite problems. === SDCA === Exploiting the dual representation of the objective leads to another variance reduction approach that is particularly suited to finite-sums where each term has a structure that makes computing the convex conjugate f i ∗ , {\displaystyle f_{i}^{},} or its proximal operator tractable. The standard SDCA method considers finite sums that have additional structure compared to generic finite sum setting: f ( x ) = 1 n ∑ i = 1 n f i ( x T v i ) + λ 2 ‖ x ‖ 2 , {\displaystyle f(x)={\frac {1}{n}}\sum _{i=1}^{n}f_{i}(x^{T}v_{i})+{\frac {\lambda }{2}}\|x\|^{2},} where each f i {\displaystyle f_{i}} is 1 dimensional and each v i {\displaystyle v_{i}} is a data point associated with f i {\displaystyle f_{i}} . SDCA solves the dual problem: max α ∈ R n − 1 n ∑ i = 1 n f i ∗ ( − α i ) − λ 2 ‖ 1 λ n ∑ i = 1 n α i v i ‖ 2 , {\displaystyle \max _{\alpha \in \mathbb {R} ^{n}}-{\frac {1}{n}}\sum _{i=1}^{n}f_{i}^{}(-\alpha _{i})-{\frac {\lambda }{2}}\left\|{\frac {1}{\lambda n}}\sum _{i=1}^{n}\alpha _{i}v_{i}\right\|^{2},} by a stochastic coordinate ascent procedure, where at each step the objective is optimized with respect to a randomly chosen coordinate α i {\displaystyle \alpha _{i}} , leaving all other coordinates the same. An approximate primal solution x {\displaystyle x} can be recovered from the α {\displaystyle \alpha } values: x = 1 λ n ∑ i = 1 n α i v i {\displaystyle x={\frac {1}{\lambda n}}\sum _{i=1}^{n}\alpha _{i}v_{i}} . This method obtains similar theoretical rates of convergence to other stochastic variance reduced methods, while avoiding the need to specify a step-size parameter. It is fast in practice when λ {\displaystyle \lambda } is large, but significantly slower than the other approaches when λ {\displaystyle \lambda } is small. == Accelerated approaches == Accelerated variance reduction methods are built upon the standard methods above. The earliest approaches make use of proximal operators t

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  • Teaching dimension

    Teaching dimension

    In computational learning theory, the teaching dimension of a concept class C is defined to be max c ∈ C { w C ( c ) } {\displaystyle \max _{c\in C}\{w_{C}(c)\}} , where w C ( c ) {\displaystyle {w_{C}(c)}} is the minimum size of a witness set for c in C. Intuitively, this measures the number of instances that are needed to identify a concept in the class, using supervised learning with examples provided by a helpful teacher who is trying to convey the concept as succinctly as possible. This definition was formulated in 1995 by Sally Goldman and Michael Kearns, based on earlier work by Goldman, Ron Rivest, and Robert Schapire. The teaching dimension of a finite concept class can be used to give a lower and an upper bound on the membership query cost of the concept class. In Stasys Jukna's book "Extremal Combinatorics", a lower bound is given for the teaching dimension in general: Let C be a concept class over a finite domain X. If the size of C is greater than 2 k ( | X | k ) , {\displaystyle 2^{k}{|X| \choose k},} then the teaching dimension of C is greater than k. However, there are more specific teaching models that make assumptions about teacher or learner, and can get lower values for the teaching dimension. For instance, several models are the classical teaching (CT) model, the optimal teacher (OT) model, recursive teaching (RT), preference-based teaching (PBT), and non-clashing teaching (NCT).

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