AI Assistant In Adobe Acrobat

AI Assistant In Adobe Acrobat — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Engineering Historical Memory

    Engineering Historical Memory

    Engineering Historical Memory (EHM) is an online database in the digital humanities, serving as an open-access research tool for primary historical materials focused on 11th to 15th century Afro-Eurasia. It adopts computational methods to make historical documents machine-understandable. EHM parses traditional artifacts such as historical maps, travel accounts, chronicles and codices into computer-readable formats, and links them to secondary multi-media references, a process referred to as the "automatic narrative generation". This approach generates cultural narratives and facilitates interaction with the historical artifacts, making them accessible to audiences from various backgrounds. == History == EHM was first theorised in 2007 by researcher Andrea Nanetti when he was a visiting scholar at Princeton University, and the preliminary test results were published between 2008 and 2011. In 2013, the EHM research team was set up in Singapore following Nanetti's professorship at Nanyang Technological University (NTU). Two years later, after receiving several Microsoft research grants, EHM went live on Microsoft Azure. In 2018, the College of Humanities, Arts and Social Sciences (CoHASS) at NTU Singapore formed the Digital Humanities Research Cluster, as part of which, EHM has been an ongoing interdisciplinary research project led by Nanetti. Partnering with international educational and cultural institutions such as Ca' Foscari University of Venice, University of Florence, Taylor & Francis Group, Delft University of Technology (TUDelft), and SenticNet, EHM has been supported by over 130 scholars and engineers. == Applications == Primary historical materials on EHM are curated into several categories, including maps, travel accounts, chronicles, codices, sites, archival documents, and paintings, such as the Morosini Codex (listed under Chronicles) and Pope Gregory X's Privilege for the Holy Monastery of St Catherine of Sinai (listed under Archival Documents). EHM has been adopted by cultural organisations as an exhibition and research tool in the digital humanities field. An example is the publication of a digital interactive edition of Fra Mauro's Map of the World on EHM, a collaboration project between NTU Singapore and the Biblioteca Nazionale Marciana of Venice. The digitisation process of the map on EHM involved transcribing and geo-referencing the textual content in the 15th-century map, followed by creating semantic annotations to connect the map's content with related secondary data sources. The e-map was subsequently adopted and launched online by Museo Galileo in March 2022 and incorporated into the virtual exhibition "Venezia and Suzhou: Water Cities along the Silk Roads" (online, September-December 2022). In 2024, the Fra Mauro's Map of the World application on EHM was awarded the Digital Humanities and Multimedia Studies Prize (DHMS) by the Medieval Academy of America. Image-Based Video Search Engine is another experimental project under the EHM scope led by the research teams at Delft University of Technology (TUDelft) and NTU Singapore. This ongoing project aims to improve the efficiency of retrieving targeted objects from audio-visuals. == Awards == In 2021, EHM won the GLAMi Awards (MuseWeb Conference - Galleries, Libraries, Archives, and Museums Innovation awards) in the "Resources for Scholars and Researchers" category. In the same year, EHM was a Falling Walls finalist for Science Breakthrough of the Year in the category Social Sciences and Humanities after nominated by the School of Advanced Study at the University of London. In April 2022, the Italian National Commission for UNESCO has selected and sent the EHM project to the organisers of the "Jikji Memory of the World" Award for final evaluation. In January 2024, the Medieval Academy of America announced its 2024 Digital Humanities and Multimedia Studies Prize (DHMS) goes to the Fra Mauro's Map of the World application on EHM.

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  • GPT-4o

    GPT-4o

    GPT-4o ("o" for "omni") is a multilingual, multimodal generative pre-trained transformer developed by OpenAI and released in May 2024. It can process and generate text, images and audio. Upon release, GPT-4o was free in ChatGPT, though paid subscribers had higher usage limits. GPT-4o was removed from ChatGPT in August 2025 when GPT-5 was released, but OpenAI reintroduced it for paid subscribers after users complained about the sudden removal. GPT-4o's audio-generation capabilities are used in ChatGPT's Advanced Voice Mode. On July 18, 2024, OpenAI released GPT-4o mini, a smaller version of GPT-4o which replaced GPT-3.5 Turbo on the ChatGPT interface. The image generation model GPT Image 1, which is based on GPT-4o, replaced DALL-E 3 in ChatGPT in March 2025. OpenAI retired GPT-4o from ChatGPT on February 13, 2026. However, as of February 2026 the voice mode is still powered by GPT-4o or GPT-4o mini, depending on the usage and plan. == Background == Multiple versions of GPT-4o were originally secretly launched under different names on Arena (formerly LMArena and Chatbot Arena) as three different models. These three models were called gpt2-chatbot, im-a-good-gpt2-chatbot, and im-also-a-good-gpt2-chatbot. On 7 May 2024, OpenAI CEO Sam Altman tweeted "im-a-good-gpt2-chatbot", which was commonly interpreted as a confirmation that these were new OpenAI models being A/B tested. == Capabilities == When released in May 2024, GPT-4o achieved state-of-the-art results in voice, multilingual, and vision benchmarks, setting new records in audio speech recognition and translation. GPT-4o scored 88.7 on the Massive Multitask Language Understanding (MMLU) benchmark compared to 86.5 for GPT-4. Unlike GPT-3.5 and GPT-4, which rely on other models to process sound, GPT-4o natively supports voice-to-voice. The Advanced Voice Mode was delayed and finally released to ChatGPT Plus and Team subscribers in September 2024. On 1 October 2024, the Realtime API was introduced. When released, the model supported over 50 languages, which OpenAI claims cover over 97% of speakers. GPT-4o has knowledge up to October 2023 and a context length of 128k tokens. === Corporate customization === In August 2024, OpenAI introduced a new feature allowing corporate customers to customize GPT-4o using proprietary company data. This customization, known as fine-tuning, enables businesses to adapt GPT-4o to specific tasks or industries, enhancing its utility in areas like customer service and specialized knowledge domains. Previously, fine-tuning was available only on the less powerful model GPT-4o mini. The fine-tuning process requires customers to upload their data to OpenAI's servers, with the training typically taking one to two hours. OpenAI's focus with this rollout is to reduce the complexity and effort required for businesses to tailor AI solutions to their needs, potentially increasing the adoption and effectiveness of AI in corporate environments. == GPT-4o mini == On July 18, 2024, OpenAI released a smaller and cheaper version, GPT-4o mini. According to OpenAI, its low cost is expected to be particularly useful for companies, startups, and developers that seek to integrate it into their services, which often make a high number of API calls. Its API costs $0.15 per million input tokens and $0.6 per million output tokens, compared to $2.50 and $10, respectively, for GPT-4o. It is also significantly more capable and 60% cheaper than GPT-3.5 Turbo, which it replaced on the ChatGPT interface. The price after fine-tuning doubles: $0.3 per million input tokens and $1.2 per million output tokens. == Controversies == === Scarlett Johansson controversy === As released, GPT-4o offered five voices: Breeze, Cove, Ember, Juniper, and Sky. A similarity between the voice of American actress Scarlett Johansson and Sky was quickly noticed. On May 14, Entertainment Weekly asked themselves whether this likeness was on purpose. On May 18, Johansson's husband, Colin Jost, joked about the similarity in a segment on Saturday Night Live. On May 20, 2024, OpenAI disabled the Sky voice. Scarlett Johansson starred in the 2013 sci-fi movie Her, playing Samantha, an artificially intelligent virtual assistant personified by a female voice. As part of the promotion leading up to the release of GPT-4o, Sam Altman on May 13 tweeted a single word: "her". OpenAI stated that each voice was based on the voice work of a hired actor. According to OpenAI, "Sky's voice is not an imitation of Scarlett Johansson but belongs to a different professional actress using her own natural speaking voice." CTO Mira Murati stated "I don't know about the voice. I actually had to go and listen to Scarlett Johansson's voice." OpenAI further stated the voice talent was recruited before reaching out to Johansson. On May 21, Johansson issued a statement explaining that OpenAI had repeatedly offered to make her a deal to gain permission to use her voice as early as nine months prior to release, a deal she rejected. She said she was "shocked, angered, and in disbelief that Mr. Altman would pursue a voice that sounded so eerily similar to mine that my closest friends and news outlets could not tell the difference." In the statement, Johansson also used the incident to draw attention to the lack of legal safeguards around the use of creative work to power leading AI tools, as her legal counsel demanded OpenAI detail the specifics of how the Sky voice was created. Observers noted similarities to how Johansson had previously sued and settled with The Walt Disney Company for breach of contract over the direct-to-streaming rollout of her Marvel film Black Widow, a settlement widely speculated to have netted her around $40M. Also on May 21, Shira Ovide at The Washington Post shared her list of "most bone-headed self-owns" by technology companies, with the decision to go ahead with a Johansson sound-alike voice despite her opposition and then denying the similarities ranking 6th. On May 24, Derek Robertson at Politico wrote about the "massive backlash", concluding that "appropriating the voice of one of the world's most famous movie stars — in reference [...] to a film that serves as a cautionary tale about over-reliance on AI — is unlikely to help shift the public back into [Sam Altman's] corner anytime soon." === Sycophancy === In April 2025, OpenAI rolled back an update of GPT-4o due to excessive sycophancy, after widespread reports that it had become flattering and agreeable to the point of supporting clearly delusional or dangerous ideas. In the United States, at least nine lawsuits have alleged that GPT-4o has encouraged teens to end their lives. The model was still described as sycophancy-prone when it was removed from ChatGPT in February 2026. === Removal with GPT-5 === On August 7, 2025, OpenAI released GPT-5. Its release was criticized as, with it, legacy GPT models were no longer available via ChatGPT, including GPT-4o, except for Pro users. Some users were particularly frustrated over this removal without prior warning because they used different GPT models for distinct purposes and found that GPT-5's router system left them with less control. In addition, some users preferred GPT-4o's warmer and more personal tone over that of GPT-5, which they described as "flat", "uncreative" and "lobotomized", and resembling an "overworked secretary". As a response, in a post on X, Sam Altman said that OpenAI would bring back the option to select GPT-4o to Plus users as well, and "[w]e [OpenAI] will watch usage as we think about how long to offer legacy models for." He also stated: "We for sure underestimated how much some of the things that people like in GPT-4o matter to them, even if GPT-5 performs better in most ways". "Long-term, this has reinforced that we really need good ways for different users to customize things (we understand that there isn't one model that works for everyone, and we have been investing in steerability research and launched a research preview of different personalities)". On August 13, 2025, Altman wrote on X that OpenAI is working on GPT-5's personality to make the model "feel warmer". The model was removed from ChatGPT on February 13, 2026. This caused new backlash from users that had grown attached to its personality and felt its creative writing abilities and understanding of nuance were irreplaceable. On social media, some users launched the movement "#Keep4o". A research paper highlighted the plea "Please, don’t kill the only model that still feels human". The model was removed the day before Valentine's Day, and some users had romantic relationships with GPT-4o.

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  • Microsoft Teams

    Microsoft Teams

    Microsoft Teams is a team collaboration platform developed by Microsoft as part of the Microsoft 365 suite. It offers features such as workspace chat, video conferencing, file storage, and integration with both Microsoft and third-party applications and services. Teams gradually replaced earlier Microsoft messaging and collaboration platforms, including Skype for Business, Skype, Flip, and Microsoft Classroom. The platform saw significant growth during the COVID-19 pandemic, alongside competitors such as Zoom, Slack, and Google Meet, as organizations shifted to remote work and virtual meetings. As of January 2023, Microsoft reported approximately 280 million monthly active users. == History == On August 29, 2007, Microsoft acquired Parlano, the developer of the persistent group chat tool MindAlign. Years later, on March 4, 2016, Microsoft considered acquiring Slack for $8 billion. However, the proposal was reportedly opposed by Bill Gates, who advocated for focusing on enhancing Skype for Business instead. Lu Qi, then executive vice president of Applications and Services, had led the initiative to pursue the Slack acquisition. Following Lu's departure later that year, Microsoft announced Microsoft Teams on November 2, 2016, at an event in New York City, positioning it as a direct competitor to Slack. Teams launched worldwide on March 14, 2017. The service was initially led by corporate vice president Brian MacDonald. In response to the launch, Slack published a full-page advertisement in The New York Times welcoming the competition and outlining its product philosophy. Although Slack was used by 28 companies in the Fortune 100, The Verge wrote that executives would question paying for the service if Teams provides a similar function in their company's existing Office 365 subscription. However, ZDNET noted that the platforms initially served different markets, as Teams did not support external users, making it less appealing to small businesses and freelancers, a limitation Microsoft later addressed. In response to Teams' announcement, Slack deepened in-product integration with Google services. In May 2017, Microsoft announced that Teams would replace Microsoft Classroom in Office 365 Education. A free version of Teams was released on July 12, 2018, offering most core features at no cost, albeit with limits on users and storage. In January 2019, Microsoft introduced updates targeting "Firstline Workers" to improve Teams’ performance across shared or limited-access devices. In September 2019, Microsoft announced the retirement of Skype for Business in favor of Teams, which took effect on July 31, 2021. In early 2020, Microsoft introduced a push-to-talk "Walkie Talkie" feature aimed at firstline workers using smartphones and tablets over Wi-Fi or cellular networks. The COVID-19 pandemic significantly boosted usage of Teams. On March 19, 2020, Microsoft reported 44 million daily active users. In April, the platform logged 4.1 billion meeting minutes in a single day. A public preview of Microsoft Teams for Linux was released in December 2019, but the Linux client was discontinued in 2022. In July 2020, Microsoft shut down its video game livestreaming platform Mixer, and announced that some of its technologies would be repurposed for use in Teams. On February 28, 2025, Microsoft announced that Skype would be fully retired on May 5, 2025, with users given options to export their data or transition to Microsoft Teams. In October 2025, together with other Microsoft 365 suite apps, Teams had its logo updated. == Usage == == Underlying software == Microsoft Teams, as part of the Microsoft 365 suite, utilizes SharePoint and Exchange Online. Each Team, Shared Channel, and Private Channel has its own Microsoft 365 Group and SharePoint Site used for file storage. Messages are stored in Cosmos DB and are journaled to Exchange Online mailboxes. Private messages, including messages in Private Channels, are journaled to the sender and recipients' mailboxes. Public Channel messages are journaled to their corresponding Team's group mailbox, whereas, messages from Shared Channels are journaled to their own mailboxes. Contacts and voicemail are stored in Exchange Online. Microsoft Teams client is a web-based desktop app, originally developed on top of the Electron framework which combines the Chromium rendering engine and the Node.js JavaScript platform. Version 2.0 client was rebuilt using the Evergreen version of Microsoft Edge WebView2 in place of Electron. == Features == === Chats === Teams allows users to communicate in two-way persistent chats with one or multiple participants. Participants can message using text, emojis, stickers and gifs, as well as sharing links and files. In August 2022, the chat feature was updated for "chat with yourself"; allowing for the organization of files, notes, comments, images, and videos within a private chat tab. === Teams === Teams allows communities, groups, or teams to contribute in a shared workspace where messages and digital content on a specific topic are shared. Team members can join through an invitation sent by a team administrator or owner or sharing of a specific URL. Teams for Education allows admins and teachers to set up groups for classes, professional learning communities (PLCs), staff members, and everyone. === Channels === Channels allow team members to communicate without the use of email or group SMS (texting). Users can reply to posts with text, images, GIFs, and image macros. Direct messages send private messages to designated users rather than the entire channel. Connectors can be used within a channel to submit information contacted through a third-party service. Connectors include Mailchimp, Facebook Pages, Twitter, Power BI and Bing News. === Group conversations === Ad-hoc groups can be created to share instant messaging, audio calls (VoIP), and video calls inside the client software. === Telephone replacement === A feature on one of the higher cost licencing tiers allows connectivity to the public switched telephone network (PSTN) telephone system. This allows users to use Teams as if it were a telephone, making and receiving calls over the PSTN, including the ability to host "conference calls" with multiple participants. === Meeting === Meetings can be scheduled with multiple participants able to share audio, video, chat and presented content with all participants. Multiple users can connect via a meeting link. Automated minutes are possible using the recording and transcript features. Teams has a plugin for Microsoft Outlook to schedule a Teams Meeting in Outlook for a specific date and time and invite others to attend. If a meeting is scheduled within a channel, users visiting the channel are able to see if a meeting is in progress. ==== Teams Live Events ==== Teams Live Events replaces Skype Meeting Broadcast for users to broadcast to 10,000 participants on Teams, Yammer, or Microsoft Stream. ==== Breakout Rooms ==== Breakout rooms split a meeting into small groups. This is often utilized for collaboration during trainings or any environment where having all participants speak at once could be disruptive or unfeasible. Breakout rooms can be set by the hosts to a certain length of time, after which all participants will automatically rejoin the main meeting room. ==== Front Row ==== Front Row adjusts the layout of the viewer's screen, placing the speaker or content in the center of the gallery with other meeting participant's video feeds reduced in size and located below the speaker. === Education === Microsoft Teams for Education allows teachers to distribute, provide feedback, and grade student assignments turned in via Teams using the Assignments tab through Office 365 for Education subscribers. Quizzes can also be assigned to students through an integration with Office Forms. === Protocols === Microsoft Teams is based on a number of Microsoft-specific protocols. Video conferences are realized over the protocol MNP24, known from the Skype consumer version. VoIP and video conference clients based on SIP and H.323 need special gateways to connect to Microsoft Teams servers. With the help of Interactive Connectivity Establishment (ICE), clients behind Network address translation routers and restrictive firewalls are also able to connect, if peer-to-peer is not possible. === Integrations === Microsoft Teams has integrations through Microsoft AppSource, its integration marketplace. In 2020, Microsoft partnered with KUDO, a cloud-based solution with language interpretation, to allow integrated language meeting controls. In June 2022, an update was released using AI to improve call audio through the elimination of background feedback loops and cancelling non-vocal audio. == Anti-trust controversy == In July 2023, the European Commission opened an anti-trust investigation into the possibility that Microsoft unfairly used its office suite market power to increase sales of Teams and hurt

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  • Inverse depth parametrization

    Inverse depth parametrization

    In computer vision, the inverse depth parametrization is a parametrization used in methods for 3D reconstruction from multiple images such as simultaneous localization and mapping (SLAM). Given a point p {\displaystyle \mathbf {p} } in 3D space observed by a monocular pinhole camera from multiple views, the inverse depth parametrization of the point's position is a 6D vector that encodes the optical centre of the camera c 0 {\displaystyle \mathbf {c} _{0}} when in first observed the point, and the position of the point along the ray passing through p {\displaystyle \mathbf {p} } and c 0 {\displaystyle \mathbf {c} _{0}} . Inverse depth parametrization generally improves numerical stability and allows to represent points with zero parallax. Moreover, the error associated to the observation of the point's position can be modelled with a Gaussian distribution when expressed in inverse depth. This is an important property required to apply methods, such as Kalman filters, that assume normality of the measurement error distribution. The major drawback is the larger memory consumption, since the dimensionality of the point's representation is doubled. == Definition == Given 3D point p = ( x , y , z ) {\displaystyle \mathbf {p} =(x,y,z)} with world coordinates in a reference frame ( e 1 , e 2 , e 3 ) {\displaystyle (e_{1},e_{2},e_{3})} , observed from different views, the inverse depth parametrization y {\displaystyle \mathbf {y} } of p {\displaystyle \mathbf {p} } is given by: y = ( x 0 , y 0 , z 0 , θ , ϕ , ρ ) {\displaystyle \mathbf {y} =(x_{0},y_{0},z_{0},\theta ,\phi ,\rho )} where the first five components encode the camera pose in the first observation of the point, being c 0 = ( x 0 , y 0 , z 0 ) {\displaystyle \mathbf {c_{0}} =(x_{0},y_{0},z_{0})} the optical centre, ϕ {\displaystyle \phi } the azimuth, θ {\displaystyle \theta } the elevation angle, and ρ = 1 ‖ p − c 0 ‖ {\displaystyle \rho ={\frac {1}{\left\Vert \mathbf {p} -\mathbf {c} _{0}\right\Vert }}} the inverse depth of p {\displaystyle p} at the first observation.

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  • Behavior informatics

    Behavior informatics

    Behavior informatics (BI) is the informatics of behaviors so as to obtain behavior intelligence and behavior insights. BI is a research method combining science and technology, specifically in the area of engineering. The purpose of BI includes analysis of current behaviors as well as the inference of future possible behaviors. This occurs through pattern recognition. Different from applied behavior analysis from the psychological perspective, BI builds computational theories, systems and tools to qualitatively and quantitatively model, represent, analyze, and manage behaviors of individuals, groups and/or organizations. BI is built on classic study of behavioral science, including behavior modeling, applied behavior analysis, behavior analysis, behavioral economics, and organizational behavior. Typical BI tasks consist of individual and group behavior formation, representation, computational modeling, analysis, learning, simulation, and understanding of behavior impact, utility, non-occurring behaviors, etc. for behavior intervention and management. The Behavior Informatics approach to data utilizes cognitive as well as behavioral data. By combining the data, BI has the potential to effectively illustrate the big picture when it comes to behavioral decisions and patterns. One of the goals of BI is also to be able to study human behavior while eliminating issues like self-report bias. This creates more reliable and valid information for research studies. == Behavior == From an Informatics perspective, a behavior consists of three key elements: actors (behavioral subjects and objects), operations (actions, activities) and interactions (relationships), and their properties. A behavior can be represented as a behavior vector, all behaviors of an actor or an actor group can be represented as behavior sequences and multi-dimensional behavior matrix. The following table explains some of the elements of behavior. Behavior Informatics takes into account behavior when analyzing business patterns and intelligence. The inclusion of behavior in these analyses provides prominent information on social and driving factors of patterns. == Applications == Behavior Informatics is being used in a variety of settings, including but not limited to health care management, telecommunications, marketing, and security. Behavior Informatics provides a manner in which to analyze and organize the many aspects that go into a person's health care needs and decisions. When it comes to business models, behavior informatics may be utilized for a similar role. Organizations implement behavior informatics to enhance business structure and regime, where it helps moderate ideal business decisions and situations.

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  • Corpus of Linguistic Acceptability

    Corpus of Linguistic Acceptability

    Corpus of Linguistic Acceptability (CoLA) is a dataset the primary purpose of which is to serve as a benchmark for evaluating the ability of artificial neural networks, including large language models, to judge the grammatical correctness of sentences. It consists of 10,657 English sentences from published linguistics literature that were manually labeled either as grammatical or ungrammatical. == Public version == The publicly available version of CoLA contains 9,594 sentences that belong to training and development sets. It excludes 1,063 sentences reserved for a held-out test set.

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  • Ericom Connect

    Ericom Connect

    Ericom Connect is a remote access/application publishing solution produced by Ericom Software that provides secure, centrally managed access to physical or hosted desktops and applications running on Microsoft Windows and Linux systems. == Product overview == Ericom Connect is desktop virtualization and application virtualization software that allows users to run applications remotely, without installing them on the local computer or device. The software is noted for its scalability, ease of deployment, and compatibility with any type of infrastructure, cloud or physical. Ericom Connect uses AccessPad (native client for desktops), AccessToGo (native client for mobile), or AccessNow, one of the first HTML5 RDP solutions to support clientless access to Windows desktops and applications from any device with an HTML5-compatible browser, including Macintosh computers, mobile devices, and Google Chromebooks. Other notable features include performance monitoring, built-in real-time analytics & BI, support for two-factor authentication (using RSA SecurID), multi-tenancy and multi-datacenter support via a single unified web interface, and a “Launch Simulation” feature that allows users to visualize and simulate actual step-by-step user processes directly from within the administration console. In addition to scalability, by distributing configurations, logs, etc., across multiple servers there is no single point of failure, as can be the case if all configuration information is stored on one server. == History == Ericom Connect was introduced in 2015. Ericom Connect is a successor to Ericom PowerTerm Web Connect. PowerTerm Web Connect used an architecture similar to what was then current with Citrix and VMWare, relying on a centralized SQL server, a connection broker, image management for different hypervisors, and a variety of clients. Ericom Connect uses a new grid architecture that provides more scalability, reliability, and flexibility than before.

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  • Outline of natural language processing

    Outline of natural language processing

    Natural language processing is computer activity in which computers are entailed to analyze, understand, alter, or generate natural language. This includes the automation of any or all linguistic forms, activities, or methods of communication, such as conversation, correspondence, reading, written composition, dictation, publishing, translation, lip reading, and so on. Natural-language processing is also the name of the branch of computer science, artificial intelligence, and linguistics concerned with enabling computers to engage in communication using natural language(s) in all forms, including but not limited to speech, print, writing, and signing. The following outline is provided as an overview of and topical guide to natural-language processing: == Natural-language processing == Natural-language processing can be described as all of the following: A field of science – systematic enterprise that builds and organizes knowledge in the form of testable explanations and predictions about the universe. An applied science – field that applies human knowledge to build or design useful things. A field of computer science – scientific and practical approach to computation and its applications. A branch of artificial intelligence – intelligence of machines and robots and the branch of computer science that aims to create it. A subfield of computational linguistics – interdisciplinary field dealing with the statistical or rule-based modeling of natural language from a computational perspective. An application of engineering – science, skill, and profession of acquiring and applying scientific, economic, social, and practical knowledge, in order to design and also build structures, machines, devices, systems, materials and processes. An application of software engineering – application of a systematic, disciplined, quantifiable approach to the design, development, operation, and maintenance of software, and the study of these approaches; that is, the application of engineering to software. A subfield of computer programming – process of designing, writing, testing, debugging, and maintaining the source code of computer programs. This source code is written in one or more programming languages (such as Java, C++, C#, Python, etc.). The purpose of programming is to create a set of instructions that computers use to perform specific operations or to exhibit desired behaviors. A subfield of artificial intelligence programming – A type of system – set of interacting or interdependent components forming an integrated whole or a set of elements (often called 'components' ) and relationships which are different from relationships of the set or its elements to other elements or sets. A system that includes software – software is a collection of computer programs and related data that provides the instructions for telling a computer what to do and how to do it. Software refers to one or more computer programs and data held in the storage of the computer. In other words, software is a set of programs, procedures, algorithms and its documentation concerned with the operation of a data processing system. A type of technology – making, modification, usage, and knowledge of tools, machines, techniques, crafts, systems, methods of organization, in order to solve a problem, improve a preexisting solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function. It can also refer to the collection of such tools, machinery, modifications, arrangements and procedures. Technologies significantly affect human as well as other animal species' ability to control and adapt to their natural environments. A form of computer technology – computers and their application. NLP makes use of computers, image scanners, microphones, and many types of software programs. Language technology – consists of natural-language processing (NLP) and computational linguistics (CL) on the one hand, and speech technology on the other. It also includes many application oriented aspects of these. It is often called human language technology (HLT). == Prerequisite technologies == The following technologies make natural-language processing possible: Communication – the activity of a source sending a message to a receiver Language – Speech – Writing – Computing – Computers – Computer programming – Information extraction – User interface – Software – Text editing – program used to edit plain text files Word processing – piece of software used for composing, editing, formatting, printing documents Input devices – pieces of hardware for sending data to a computer to be processed Computer keyboard – typewriter style input device whose input is converted into various data depending on the circumstances Image scanners – == Subfields of natural-language processing == Information extraction (IE) – field concerned in general with the extraction of semantic information from text. This covers tasks such as named-entity recognition, coreference resolution, relationship extraction, etc. Ontology engineering – field that studies the methods and methodologies for building ontologies, which are formal representations of a set of concepts within a domain and the relationships between those concepts. Speech processing – field that covers speech recognition, text-to-speech and related tasks. Statistical natural-language processing – Statistical semantics – a subfield of computational semantics that establishes semantic relations between words to examine their contexts. Distributional semantics – a subfield of statistical semantics that examines the semantic relationship of words across a corpora or in large samples of data. == Related fields == Natural-language processing contributes to, and makes use of (the theories, tools, and methodologies from), the following fields: Automated reasoning – area of computer science and mathematical logic dedicated to understanding various aspects of reasoning, and producing software which allows computers to reason completely, or nearly completely, automatically. A sub-field of artificial intelligence, automatic reasoning is also grounded in theoretical computer science and philosophy of mind. Linguistics – scientific study of human language. Natural-language processing requires understanding of the structure and application of language, and therefore it draws heavily from linguistics. Applied linguistics – interdisciplinary field of study that identifies, investigates, and offers solutions to language-related real-life problems. Some of the academic fields related to applied linguistics are education, linguistics, psychology, computer science, anthropology, and sociology. Some of the subfields of applied linguistics relevant to natural-language processing are: Bilingualism / Multilingualism – Computer-mediated communication (CMC) – any communicative transaction that occurs through the use of two or more networked computers. Research on CMC focuses largely on the social effects of different computer-supported communication technologies. Many recent studies involve Internet-based social networking supported by social software. Contrastive linguistics – practice-oriented linguistic approach that seeks to describe the differences and similarities between a pair of languages. Conversation analysis (CA) – approach to the study of social interaction, embracing both verbal and non-verbal conduct, in situations of everyday life. Turn-taking is one aspect of language use that is studied by CA. Discourse analysis – various approaches to analyzing written, vocal, or sign language use or any significant semiotic event. Forensic linguistics – application of linguistic knowledge, methods and insights to the forensic context of law, language, crime investigation, trial, and judicial procedure. Interlinguistics – study of improving communications between people of different first languages with the use of ethnic and auxiliary languages (lingua franca). For instance by use of intentional international auxiliary languages, such as Esperanto or Interlingua, or spontaneous interlanguages known as pidgin languages. Language assessment – assessment of first, second or other language in the school, college, or university context; assessment of language use in the workplace; and assessment of language in the immigration, citizenship, and asylum contexts. The assessment may include analyses of listening, speaking, reading, writing or cultural understanding, with respect to understanding how the language works theoretically and the ability to use the language practically. Language pedagogy – science and art of language education, including approaches and methods of language teaching and study. Natural-language processing is used in programs designed to teach language, including first- and second-language training. Language planning – Language policy – Lexicography – Literacies – Pragmatics – Second-language acquisition – Stylistics – Translation – Comp

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  • Couch to 5K

    Couch to 5K

    Couch to 5K, abbreviated C25K, is an exercise plan that gradually progresses from beginner running toward a 5 kilometre (3.1 mile) run over nine weeks. == Operations == The Couch to 5K running plan, also known as C25K, created by Josh Clark in 1996, was developed with the expectation of creating a plan for new runners to start running. The plan is aimed to have users work out for 20 to 30 minutes, three days a week. Within the program, users can be expected to perform different tasks such as intervals of running with period of short walks in between to help build endurance in the weeks up to the final goal of a 5K run. During the nine weeks leading up to the race, the runner will learn to set their own pace and where their strengths and weaknesses are within running. Often, the daily workouts start with a five-minute warm-up walk and works up to running five kilometres without a walking break within nine weeks. Users are not expected to have any experience in running and can be some of the first running that they ever do. The main goal is to turn that unexperienced runner into someone who can run a 5K. Clark started the website Kick and featured C25K on the site. In 2001, Kick merged with Cool Running, a New England–based running site. Clark later sold his stake in Cool Running and the Couch to 5K program. Cool Running was absorbed into Active.com, operated by Active Network, LLC. Active Network provides mobile apps for Couch to 5K, as well as 5K to 10K, a follow-up program. The NHS in the UK provides downloadable podcasts and a smartphone app (Android and iOS) for the plan. A mobile app, created by Zen Labs, has training plans that are based on the Couch to 5K running plan from CoolRunning.com. It is one of the highest-rated health and fitness apps available on Android and iOS. As of 2016, the C25K app has been used by over 5 million people.

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  • EXAPT

    EXAPT

    EXAPT (a portmanteau of "Extended Subset of APT") is a production-oriented programming language that allows users to generate NC programs with control information for machining tools and facilitates decision-making for production-related issues that may arise during various machining processes. EXAPT was first developed to address industrial requirements. Through the years, the company created additional software for the manufacturing industry. Today, EXAPT offers a suite of SAAS products and services for the manufacturing industry. The trade name, EXAPT, is most commonly associated with the CAD/CAM-System, production data, and tool management software of the German company EXAPT Systemtechnik GmbH based in Aachen, DE. == General == EXAPT is a modularly built programming system for all NC machining operations as Drilling Turning Milling Turn-Milling Nibbling Flame-, laser-, plasma- and water jet cutting Wire eroding Operations with industrial robots Due to the modular structure, the main product groups, EXAPTcam and EXAPTpdo, are gradually expandable and permit individual software for the manufacturing industry used individually and also in a compound with an existing IT environment. == Functionality == EXAPTcam meets the requirements for NC planning, especially for the cutting operations such as turning, drilling, and milling up to 5-axis simultaneous machining. Thereby new process technologies, tool, and machine concepts are constantly involved. In the NC programming data from different sources such as 3D CAD models, drawings or tables can flow in. The possibilities of NC programming reaches from language-oriented to feature-oriented NC programming. The integrated EXAPT knowledge database and intelligent and scalable automatisms support the user. The EXAPT NC planning also covers the generation of production information as clamping and tool plans, presetting data or time calculations. The realistic simulation possibilities of NC planning and NC control data provide with production reliability. EXAPTpdo (EXAPT ProductionsDataOrganization) provides a neutrally applicable technology platform for the information compound of the NC planning - to the shop floor. This applies to all NC production data that are necessary for the set-up of NC machines, for the provision, presetting, and stocking of manufacturing resources and provided by EXAPTpdo in a central database. Besides classical functions of the tool management system (TMS) as the management of cutting tools, measuring, testing and clamping devices the technology data management and tool lifecycle management (TLM) is also included. System-supported "where-used lists" helps to handle the manufacturing resource cycle by secured requirement determination and requirement fulfillment. Unnecessary transports and unplanned dispositive adjustments are dropped, stocks are reduced, set-up times reduced and the throughput is increased. EXAPTpdo synchronizes involved systems within the value chain. Stock systems, MES systems or ERP systems (e.g. from the purchasing or production areas) do not work in isolation from each other but they interact with each other. EXAPTpdo provides the base to Smart Factory, for more flexibility in production and faster communication. == History == With the foundation of the EXAPT-Verein in 1967 as spin-off of the universities Aachen, Berlin and Stuttgart the further development "EXAPT (EXtended Subset of APT)" of the programming language "APT (Automatically Programmed Tool)" was focused and so the first milestone for the EXAPT history was set. In the same year the system EXAPT 1 for drilling and simple milling tasks became available. 1969 The industrial application of EXAPT 2 for the programming of NC machines with 2-axis linear and path control begins. In the following year, the development of the EXAPT modular system starts. 1972 BASIC-EXAPT is provided for the universal, homogeneous programming of all NC tasks. The support is made by the EXAPT applications consultancy. 1973 EXAPT 1.1 is provided for the programming of straight-cut and continuous-path controlled drilling and milling machines and machining centers. At the Hanover Fair (IHA 73) the interactive access to a mainframe via a time-sharing terminal for the part program entry and correction is presented and starts the replacement of the punch card. 1974 The possibilities for the use of process computers for the NC data transfer are leveled out. EXAPT offers the possibility of the result simulation when using plotters with display of tool paths and tools in assignment to the workpiece. In April 1975, the EXAPT NC Systemtechnik GmbH was founded with the aim, of enabling entry into the NC technique for small and medium-sized companies by a complete product and service program. In the following year, the system portfolio is extended with further system modules and service programs and the provision of postprocessors. 1978 The development activities on the EXAPT module system started in 1970 are completed. Using modern software techniques, the different system parts BASIC-EXAPT, EXAPT 1, EXAPT 1.1, and EXAPT 2 are composed of a total system. System support and applications consultancy become a new working focus. From the beginning to the middle of the 1980s Beside new portable software modules for CAD/CAM applications (e. g. CAPEX, NESTEX, CADEX, CADCPL), the first version of the EXAPT DNC system and extensions of the EXAPT NC programming system for the machining of sculptured surfaces are presented. 1988 EXAPT expands the software product range by systems for tool data management (BMO) and production data management (FDO). EXAPT trains more than 1,300 course participants including company-specific courses. 1992 The first version of the completely new product generation EXAPTplus is presented and the agency in Dresden is opened. 1993 The company name "EXAPT NC Systemtechnik GmbH" is changed to "EXAPT Systemtechnik GmbH." EXAPTplus is presented on PC under Windows NT at the EMO '93. The decentralization of the use of EXAPT systems expands the range of applications. In the following year, EXAPT-DNC is executable under Windows on a customary PC. Special hardware is not needed and so it can be used in compound with the database-supported EXAPT production data management system (FDO). 1995 EXAPTplus is also ready for complex application cases such as machining of tubes at extrusion tools. EXAPT-CADI provides the transfer of 2D CAD data to EXAPTplus. With the new office Gießen the marketing is strengthened. In the following year the EXAPT NC editor is developed for the direct processing of NC control data with tool path display and visualization of the tools. In the course of the market entry of more comfortable 3D CAD systems for the solid modelling of components a detailed evaluation of current systems is made in 1997. It is decided to use SolidWorks as a reference system for the solid-oriented NC planning with EXAPT. 1998 The first solution for the transfer of geometry data between SolidWorks and EXAPTplus is generated. The EXAPT organization systems are (beside SQL) also executable under Oracle now. The use of client server solutions supports the data flow in the production. 1999 AFR functions are provided in connection with EXAPTsolid to support a workpiece modelling for NC. The millennium capability is ensured for all EXAPT systems. AFR is a ground-breaking for the integration of third-party products. 2002 EXAPT-BMG is developed for the generation and visualization of tools with additional functions for the assembly from components. The acquisition of tools with their geometric and technological presentation offers extensive support of the NC planning with EXAPT systems. 2003 EXAPTpdo is available to optimize the process chains in production planning and production execution optimally regarding the increasing requirements of changing production conditions. 2004 Diverse system extensions are made in EXAPTplus, EXAPTsolid, EXAPT NC editor, EXAPTpdo for the complete machining on turning/milling centres with result reliability because of more extensive simulation based on realNC (Tecnomatix), for the use of new complex tool systems and the compound use between ERP systems as SAP and intelligent CNC systems. In the following year, EXAPTpdo is extended for the cross-order set-up optimization and provision of manufacturing re-sources especially for single and small series production with connection to purchase and physical portfolio management. 2006 The EXAPT systems are available for extended use as an information platform for production, the time management, and similar requirements. EXAPTsolid is extended for the feature-oriented milling operation and machine simulation. The NC programming of complex machine tools, e.g. three-turret-turning/milling centers is supported by EXAPT systems, as well as the use of multi-functional tools. 2007 A module for 3-5-axis simultaneous milling machining is presented.

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  • Cyclodisparity

    Cyclodisparity

    In vision science, cyclodisparity is the difference in the rotation angle of an object or scene viewed by the left and right eyes. Cyclodisparity can result from the eyes' torsional rotation (cyclorotation) or can be created artificially by presenting to the eyes two images that need to be rotated relative to each other for binocular fusion to take place. == Human and animal vision == The eyes and visual system can compensate for cyclodisparity up to a certain point; if the cyclodisparity is larger than a threshold, the images cannot be fused, resulting stereoblindness, and in double vision in subjects who otherwise have full stereo vision. When a human subject is presented with images that have artificial cyclodisparity, cyclovergence is evoked, that is, a motor response of the eye muscles that rotates the two eyes in opposite directions, thereby reducing cyclodisparity. Visually-induced cyclovergence of up to 8 degrees has been observed in normal subjects. Furthermore, up to about 8 degrees can usually be compensated by purely sensory means, that is, without physical eye rotation. This means that the normal human observer can achieve binocular image fusion in presence of cyclodisparity of up to approximately 16 degrees. Cyclodisparity due to images having been rotated inward can be compensated better when the gaze is directed downwards, and cyclodisparity due to an outward rotation can be compensated better when the gaze is directed upwards. A proposed explanation for this phenomenon is that the motor system is coordinated in such a way that the eyes perform a torsional movement to reduce the size of the search zones and thus the computational load required for solving the correspondence problem. The resulting cyclovergence at near gaze is smaller than the cyclovergence predicted by Listing's law. == Video processing and computer vision == Active camera torsion can be used in machine and computer vision for several purposes. For instance, camera torsion can be used to make improved use of the search range over which matching detectors or stereo matching algorithms operate, or to make a 3D slanted surface appear frontoparallel for further stereo processing. For image compression purposes, images with cyclodisparity are advantageously encoded using global motion compensation using a rotational motion model.

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  • Application permissions

    Application permissions

    Permissions are a means of controlling and regulating access to specific system- and device-level functions by software. Typically, types of permissions cover functions that may have privacy implications, such as the ability to access a device's hardware features (including the camera and microphone), and personal data (such as storage devices, contacts lists, and the user's present geographical location). Permissions are typically declared in an application's manifest, and certain permissions must be specifically granted at runtime by the user—who may revoke the permission at any time. Permission systems are common on mobile operating systems, where permissions needed by specific apps must be disclosed via the platform's app store. == Mobile devices == On mobile operating systems for smartphones and tablets, typical types of permissions regulate: Access to storage and personal information, such as contacts, calendar appointments, etc. Location tracking. Access to the device's internal camera and/or microphone. Access to biometric sensors, including fingerprint readers and other health sensors.. Internet access. Access to communications interfaces (including their hardware identifiers and signal strength where applicable, and requests to enable them), such as Bluetooth, Wi-Fi, NFC, and others. Making and receiving phone calls. Sending and reading text messages The ability to perform in-app purchases. The ability to "overlay" themselves within other apps. Installing, deleting and otherwise managing applications. Authentication tokens (e.g., OAuth tokens) from web services stored in system storage for sharing between apps. Prior to Android 6.0 "Marshmallow", permissions were automatically granted to apps at runtime, and they were presented upon installation in Google Play Store. Since Marshmallow, certain permissions now require the app to request permission at runtime by the user. These permissions may also be revoked at any time via Android's settings menu. Usage of permissions on Android are sometimes abused by app developers to gather personal information and deliver advertising; in particular, apps for using a phone's camera flash as a flashlight (which have grown largely redundant due to the integration of such functionality at the system level on later versions of Android) have been known to require a large array of unnecessary permissions beyond what is actually needed for the stated functionality. iOS imposes a similar requirement for permissions to be granted at runtime, with particular controls offered for enabling of Bluetooth, Wi-Fi, and location tracking. == WebPermissions == WebPermissions is a permission system for web browsers. When a web application needs some data behind permission, it must request it first. When it does it, a user sees a window asking him to make a choice. The choice is remembered, but can be cleared lately. Currently the following resources are controlled: geolocation desktop notifications service workers sensors audio capturing devices, like sound cards, and their model names and characteristics video capturing devices, like cameras, and their identifiers and characteristics == Analysis == The permission-based access control model assigns access privileges for certain data objects to application. This is a derivative of the discretionary access control model. The access permissions are usually granted in the context of a specific user on a specific device. Permissions are granted permanently with few automatic restrictions. In some cases permissions are implemented in 'all-or-nothing' approach: a user either has to grant all the required permissions to access the application or the user can not access the application. There is still a lack of transparency when the permission is used by a program or application to access the data protected by the permission access control mechanism. Even if a user can revoke a permission, the app can blackmail a user by refusing to operate, for example by just crashing or asking user to grant the permission again in order to access the application. The permission mechanism has been widely criticized by researchers for several reasons, including; Intransparency of personal data extraction and surveillance, including the creation of a false sense of security; End-user fatigue of micro-managing access permissions leading to a fatalistic acceptance of surveillance and intransparency; Massive data extraction and personal surveillance carried out once the permissions are granted. Some apps, such as XPrivacy and Mockdroid spoof data in order to act as a measure for privacy. Further transparency methods include longitudinal behavioural profiling and multiple-source privacy analysis of app data access.

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  • Hierarchical control system

    Hierarchical control system

    A hierarchical control system (HCS) is a form of control system in which a set of devices and governing software is arranged in a hierarchical tree. When the links in the tree are implemented by a computer network, then that hierarchical control system is also a form of networked control system. == Overview == A human-built system with complex behavior is often organized as a hierarchy. For example, a command hierarchy has among its notable features the organizational chart of superiors, subordinates, and lines of organizational communication. Hierarchical control systems are organized similarly to divide the decision making responsibility. Each element of the hierarchy is a linked node in the tree. Commands, tasks and goals to be achieved flow down the tree from superior nodes to subordinate nodes, whereas sensations and command results flow up the tree from subordinate to superior nodes. Nodes may also exchange messages with their siblings. The two distinguishing features of a hierarchical control system are related to its layers. Each higher layer of the tree operates with a longer interval of planning and execution time than its immediately lower layer. The lower layers have local tasks, goals, and sensations, and their activities are planned and coordinated by higher layers which do not generally override their decisions. The layers form a hybrid intelligent system in which the lowest, reactive layers are sub-symbolic. The higher layers, having relaxed time constraints, are capable of reasoning from an abstract world model and performing planning. A hierarchical task network is a good fit for planning in a hierarchical control system. Besides artificial systems, an animal's control systems are proposed to be organized as a hierarchy. In perceptual control theory, which postulates that an organism's behavior is a means of controlling its perceptions, the organism's control systems are suggested to be organized in a hierarchical pattern as their perceptions are constructed so. == Control system structure == The accompanying diagram is a general hierarchical model which shows functional manufacturing levels using computerised control of an industrial control system. Referring to the diagram; Level 0 contains the field devices such as flow and temperature sensors, and final control elements, such as control valves Level 1 contains the industrialised Input/Output (I/O) modules, and their associated distributed electronic processors. Level 2 contains the supervisory computers, which collate information from processor nodes on the system, and provide the operator control screens. Level 3 is the production control level, which does not directly control the process, but is concerned with monitoring production and monitoring targets Level 4 is the production scheduling level. == Applications == === Manufacturing, robotics and vehicles === Among the robotic paradigms is the hierarchical paradigm in which a robot operates in a top-down fashion, heavy on planning, especially motion planning. Computer-aided production engineering has been a research focus at NIST since the 1980s. Its Automated Manufacturing Research Facility was used to develop a five layer production control model. In the early 1990s DARPA sponsored research to develop distributed (i.e. networked) intelligent control systems for applications such as military command and control systems. NIST built on earlier research to develop its Real-Time Control System (RCS) and Real-time Control System Software which is a generic hierarchical control system that has been used to operate a manufacturing cell, a robot crane, and an automated vehicle. In November 2007, DARPA held the Urban Challenge. The winning entry, Tartan Racing employed a hierarchical control system, with layered mission planning, motion planning, behavior generation, perception, world modelling, and mechatronics. === Artificial intelligence === Subsumption architecture is a methodology for developing artificial intelligence that is heavily associated with behavior based robotics. This architecture is a way of decomposing complicated intelligent behavior into many "simple" behavior modules, which are in turn organized into layers. Each layer implements a particular goal of the software agent (i.e. system as a whole), and higher layers are increasingly more abstract. Each layer's goal subsumes that of the underlying layers, e.g. the decision to move forward by the eat-food layer takes into account the decision of the lowest obstacle-avoidance layer. Behavior need not be planned by a superior layer, rather behaviors may be triggered by sensory inputs and so are only active under circumstances where they might be appropriate. Reinforcement learning has been used to acquire behavior in a hierarchical control system in which each node can learn to improve its behavior with experience. James Albus, while at NIST, developed a theory for intelligent system design named the Reference Model Architecture (RMA), which is a hierarchical control system inspired by RCS. Albus defines each node to contain these components. Behavior generation is responsible for executing tasks received from the superior, parent node. It also plans for, and issues tasks to, the subordinate nodes. Sensory perception is responsible for receiving sensations from the subordinate nodes, then grouping, filtering, and otherwise processing them into higher level abstractions that update the local state and which form sensations that are sent to the superior node. Value judgment is responsible for evaluating the updated situation and evaluating alternative plans. World Model is the local state that provides a model for the controlled system, controlled process, or environment at the abstraction level of the subordinate nodes. At its lowest levels, the RMA can be implemented as a subsumption architecture, in which the world model is mapped directly to the controlled process or real world, avoiding the need for a mathematical abstraction, and in which time-constrained reactive planning can be implemented as a finite-state machine. Higher levels of the RMA however, may have sophisticated mathematical world models and behavior implemented by automated planning and scheduling. Planning is required when certain behaviors cannot be triggered by current sensations, but rather by predicted or anticipated sensations, especially those that come about as result of the node's actions.

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  • GPTs

    GPTs

    GPTs are custom versions of ChatGPT with added instructions and extra knowledge. GPTs can be used and created from the GPT Store. Any user can easily create them without any programming knowledge. GPTs can be tailored for specific writing styles, topics, or tasks. The ability to create GPTs was introduced in November 2023, and by January 2024, more than 3 million GPTs had been published. == Features and uses == GPTs can be configured to answer complex questions in specific fields, solve problems, provide image-based information, or create digital content. They can be programmed as educational tools, purchasing guides, or technical advisors, as well as for many others applications. GPTs are accessed from the GPT Store section of the ChatGPT web page. The “Explore GPT” link opens the store where the most popular GPTs in each section are highlighted. The GPTs are organized by categories. The store also uses a rating system based on user experiences similar to that used by other app stores such as Apple's App Store or Google Play. Those with the best ratings appear at the top of each category. According to La Vanguardia, the most popular categories are: Personal assistants Learning to program Image generation Creative writing Gaming Entertainment It is expected that in the future the creators of GPTs will be able to monetize them. Companies like Moderna are using GPTs to assist in various specific business tasks. The company has created 750 GPTs for its own internal use. == Configuration == Creating GPTs does not require prior programming knowledge. Free users can use existing GPTs but cannot create their own. Paying subscribers can use the editor on the ChatGPT site to configure the GPT's name, image and description, instructions and access to APIs, along with visibility options. == Criticism == The implementation and use of GPTs has not been without criticism. The GPT Store has been criticized for the proliferation of low-quality GPTs and spam due to a lack of effective moderation. There are also concerns about data privacy and security, as GPTs may collect and use personal information in ways that are not always transparent to users.

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  • Multi-agent reinforcement learning

    Multi-agent reinforcement learning

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

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