AI Assistant List

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

  • Event condition action

    Event condition action

    Event condition action (ECA) is a short-cut for referring to the structure of active rules in event-driven architecture and active database systems. Such a rule traditionally consisted of three parts: The event part specifies the signal that triggers the invocation of the rule The condition part is a logical test that, if satisfied or evaluates to true, causes the action to be carried out The action part consists of updates or invocations on the local data This structure was used by the early research in active databases which started to use the term ECA. Current state of the art ECA rule engines use many variations on rule structure. Also other features not considered by the early research is introduced, such as strategies for event selection into the event part. In a memory-based rule engine, the condition could be some tests on local data and actions could be updates to object attributes. In a database system, the condition could simply be a query to the database, with the result set (if not null) being passed to the action part for changes to the database. In either case, actions could also be calls to external programs or remote procedures. Note that for database usage, updates to the database are regarded as internal events. As a consequence, the execution of the action part of an active rule can match the event part of the same or another active rule, thus triggering it. The equivalent in a memory-based rule engine would be to invoke an external method that caused an external event to trigger another ECA rule. ECA rules can also be used in rule engines that use variants of the Rete algorithm for rule processing. == ECA rule engines == Rulecore Concurrent Rules Apart Database Detect Invocation Rules ConceptBase ECArules

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  • Embodied agent

    Embodied agent

    In artificial intelligence, an embodied agent, also sometimes referred to as an interface agent, is an intelligent agent that interacts with the environment through a physical body within that environment. Agents that are represented graphically with a body, for example a human or a cartoon animal, are also called embodied agents, although they have only virtual, not physical, embodiment. A branch of artificial intelligence focuses on empowering such agents to interact autonomously with human beings and the environment. Mobile robots are one example of physically embodied agents; Ananova and Microsoft Agent are examples of graphically embodied agents. Embodied conversational agents are embodied agents (usually with a graphical front-end as opposed to a robotic body) that are capable of engaging in conversation with one another and with humans employing the same verbal and nonverbal means that humans do (such as gesture, facial expression, and so forth). == Embodied conversational agents == Embodied conversational agents are a form of intelligent user interface. Graphically embodied agents aim to unite gesture, facial expression and speech to enable face-to-face communication with users, providing a powerful means of human-computer interaction. == Advantages == Face-to-face communication allows communication protocols that give a much richer communication channel than other means of communicating. It enables pragmatic communication acts such as conversational turn-taking, facial expression of emotions, information structure and emphasis, visualization and iconic gestures, and orientation in a three-dimensional environment. This communication takes place through both verbal and non-verbal channels such as gaze, gesture, spoken intonation and body posture. Research has found that users prefer a non-verbal visual indication of an embodied system's internal state to a verbal indication, demonstrating the value of additional non-verbal communication channels. As well as this, the face-to-face communication involved in interacting with an embodied agent can be conducted alongside another task without distracting the human participants, instead improving the enjoyment of such an interaction. Furthermore, the use of an embodied presentation agent results in improved recall of the presented information. Embodied agents also provide a social dimension to the interaction. Humans willingly ascribe social awareness to computers, and thus interaction with embodied agents follows social conventions, similar to human to human interactions. This social interaction both raises the believably and perceived trustworthiness of agents, and increases the user's engagement with the system. Rickenberg and Reeves found that the presence of an embodied agent on a website increased the level of user trust in that website, but also increased users' anxiety and affected their performance, as if they were being watched by a real human. Another effect of the social aspect of agents is that presentations given by an embodied agent are perceived as being more entertaining and less difficult than similar presentations given without an agent. Research shows that perceived enjoyment, followed by perceived usefulness and ease of use, is the major factor influencing user adoption of embodied agents. A study in January 2004 by Byron Reeves at Stanford demonstrated how digital characters could "enhance online experiences" through explaining how virtual characters essentially add a sense of familiarity to the user experience and make it more approachable. This increase in likability in turn helps make the products better, which benefits both the end users and those creating the product. === Applications === The rich style of communication that characterizes human conversation makes conversational interaction with embodied conversational agents ideal for many non-traditional interaction tasks. A familiar application of graphically embodied agents is computer games; embodied agents are ideal for this setting because the richer communication style makes interacting with the agent enjoyable. Embodied conversational agents have also been used in virtual training environments, portable personal navigation guides, interactive fiction and storytelling systems, interactive online characters and automated presenters and commentators. Major virtual assistants like Siri, Amazon Alexa and Google Assistant do not come with any visual embodied representation, which is believed to limit the sense of human presence by users. The U.S. Department of Defense utilizes a software agent called SGT STAR on U.S. Army-run Web sites and Web applications for site navigation, recruitment and propaganda purposes. Sgt. Star is run by the Army Marketing and Research Group, a division operated directly from The Pentagon. Sgt. Star is based upon the ActiveSentry technology developed by Next IT, a Washington-based information technology services company. Other such bots in the Sgt. Star "family" are utilized by the Federal Bureau of Investigation and the Central Intelligence Agency for intelligence gathering purposes.

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  • Wetware computer

    Wetware computer

    A wetware computer is an organic computer (which can also be known as an artificial organic brain or a neurocomputer) composed of organic material "wetware" such as "living" neurons. Wetware computers composed of neurons are different than conventional computers because they use biological materials, and offer the possibility of substantially more energy-efficient computing. While a wetware computer is still largely conceptual, there has been limited success with construction and prototyping, which has acted as a proof of the concept's realistic application to computing in the future. The most notable prototypes have stemmed from the research completed by biological engineer William Ditto during his time at the Georgia Institute of Technology. His work constructing a simple neurocomputer capable of basic addition from leech neurons in 1999 was a significant discovery for the concept. This research was a primary example driving interest in creating these artificially constructed, but still organic brains. == Origins and theoretical foundations == The term wetware came from cyberpunk fiction, notably through Gibson's Neuromancer, but was quickly taken up in scientific literature to explain computation by biological material. Theories of early biological computation borrowed from Alan Turing's morphogenesis model, which showed that chemical interactions could produce complex patterns without centralized control. Hopfield's associative memory networks also provided a foundation for biological information systems with fault tolerance and self-organization. == Major characteristics and processes == Biological wetware systems demonstrate dynamic reconfigurability underpinned by neuroplasticity and enable continuous learning and adaptation. Reaction-diffusion-based computing and molecular logic gates allow spatially parallel information processing unachievable in conventional systems. These systems also show fault tolerance and self-repair at the cellular and network level. The development of cerebral organoids—miniature lab-grown brains—demonstrates spontaneous learning behavior and suggests biological tissue as a viable computational substrate. == Overview == The concept of wetware is an application of specific interest to the field of computer manufacturing. Moore's law, which states that the number of transistors which can be placed on a silicon chip is doubled roughly every two years, has acted as a goal for the industry for decades, but as the size of computers continues to decrease, the ability to meet this goal has become more difficult, threatening to reach a plateau. Due to the difficulty in reducing the size of computers because of size limitations of transistors and integrated circuits, wetware provides an unconventional alternative. A wetware computer composed of neurons is an ideal concept because, unlike conventional materials which operate in binary (on/off), a neuron can shift between thousands of states, constantly altering its chemical conformation, and redirecting electrical pulses through over 200,000 channels in any of its many synaptic connections. Because of this large difference in the possible settings for any one neuron, compared to the binary limitations of conventional computers, the space limitations are far fewer. == Background == The concept of wetware is distinct and unconventional and draws slight resonance with both hardware and software from conventional computers. While hardware is understood as the physical architecture of traditional computational devices, comprising integrated circuits and supporting infrastructure, software represents the encoded architecture of storage and instructions. Wetware is a separate concept that uses the formation of organic molecules, mostly complex cellular structures (such as neurons), to create a computational device such as a computer. In wetware, the ideas of hardware and software are intertwined and interdependent. The molecular and chemical composition of the organic or biological structure would represent not only the physical structure of the wetware but also the software, being continually reprogrammed by the discrete shifts in electrical pulses and chemical concentration gradients as the molecules change their structures to communicate signals. The responsiveness of a cell, proteins, and molecules to changing conformations, both within their structures and around them, ties the idea of internal programming and external structure together in a way that is alien to the current model of conventional computer architecture. The structure of wetware represents a model where the external structure and internal programming are interdependent and unified; meaning that changes to the programming or internal communication between molecules of the device would represent a physical change in the structure. The dynamic nature of wetware borrows from the function of complex cellular structures in biological organisms. The combination of "hardware" and "software" into one dynamic, and interdependent system which uses organic molecules and complexes to create an unconventional model for computational devices is a specific example of applied biorobotics. === The cell as a model of wetware === Cells in many ways can be seen as their form of naturally occurring wetware, similar to the concept that the human brain is the preexisting model system for complex wetware. In his book Wetware: A Computer in Every Living Cell (2009) Dennis Bray explains his theory that cells, which are the most basic form of life, are just a highly complex computational structure, like a computer. To simplify one of his arguments a cell can be seen as a type of computer, using its structured architecture. In this architecture, much like a traditional computer, many smaller components operate in tandem to receive input, process the information, and compute an output. In an overly simplified, non-technical analysis, cellular function can be broken into the following components: Information and instructions for execution are stored as DNA in the cell, RNA acts as a source for distinctly encoded input, processed by ribosomes and other transcription factors to access and process the DNA and to output a protein. Bray's argument in favor of viewing cells and cellular structures as models of natural computational devices is important when considering the more applied theories of wetware to biorobotics. === Biorobotics === Wetware and biorobotics are closely related concepts, which both borrow from similar overall principles. A biorobotic structure can be defined as a system modeled from a preexisting organic complex or model such as cells (neurons) or more complex structures like organs (brain) or whole organisms. Unlike wetware, the concept of biorobotics is not always a system composed of organic molecules, but instead could be composed of conventional material which is designed and assembled in a structure similar or derived from a biological model. Biorobotics have many applications and are used to address the challenges of conventional computer architecture. Conceptually, designing a program, robot, or computational device after a preexisting biological model such as a cell, or even a whole organism, provides the engineer or programmer the benefits of incorporating into the structure the evolutionary advantages of the model. == Effects on users == Wetware technologies such as BCIs and neuromorphic chips offer new possibilities for user autonomy. For those with disabilities, such systems could restore motor or sensory functions and enhance quality of life. However, these technologies raise ethical questions: cognitive privacy, consent over biological data, and risk of exploitation. Without proper oversight, wetware technologies may also widen inequality, favoring those with access to cognitive enhancements. Open governance frameworks and ethical AI design grounded in neuro ethics will be essential. With the development of wetware devices, disparities in access could exacerbate social inequalities, benefiting those who have resources to enhance cognitive or physical abilities. It is necessary to create strong ethical frameworks, inclusive development practices, and open systems of governance to reduce risks and make sure that wetware advances are beneficial to all segments of society. == Applications and goals == === Basic neurocomputer composed of leech neurons === In 1999 William Ditto and his team of researchers at Georgia Institute of Technology and Emory University created a basic form of a wetware computer capable of simple addition by harnessing leech neurons. Leeches were used as a model organism due to the large size of their neuron, and the ease associated with their collection and manipulation. However, these results have never been published in a peer-reviewed journal, prompting questions about the validity of the claims. The computer was able to complete basic addition through electrical probes

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  • Supermind AI

    Supermind AI

    Supermind is a state-funded Chinese artificial intelligence platform that tracks scientists and researchers internationally. The platform is the flagship project of Shenzhen's International Science and Technology Information Center. It mines data from science and technology databases such as Springer, Wiley, Clarivate and Elsevier. It is intended to detect technological breakthroughs and to identify possible sources of talent as part of China's efforts to advance technologically. The platform also uses government data security and security intelligence organizations such as Peng Cheng Laboratory, the China National GeneBank, BGI Group and the Key Laboratory of New Technologies of Security Intelligence. According to Hong Kong-based Asia Times, the platform, "While not an overt espionage tool...may be used to identify key personnel who could be bribed, deceived or manipulated into divulging classified information". The Organisation for Economic Co-operation and Development (OECD) flagged the project as an incident, meaning it may be of interest to policymakers and other stakeholders. US technology group American Edge Project criticized the project as a global risk of China's security services using the platform to place agents in jobs with access to important information, recruit technical personnel, and identify targets for hacking operations.

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  • Weak supervision

    Weak supervision

    Weak supervision (also known as semi-supervised learning) is a paradigm in machine learning, the relevance and notability of which increased with the advent of large language models due to the large amount of data required to train them. It is characterized by using a combination of a small amount of human-labeled data (exclusively used in more expensive and time-consuming supervised learning paradigm), followed by a large amount of unlabeled data (used exclusively in unsupervised learning paradigm). In other words, the desired output values are provided only for a subset of the training data. The remaining data is unlabeled or imprecisely labeled. Intuitively, it can be seen as an exam and labeled data as sample problems that the teacher solves for the class as an aid in solving another set of problems. In the transductive setting, these unsolved problems act as exam questions. In the inductive setting, they become practice problems of the sort that will make up the exam. == Problem == The acquisition of labeled data for a learning problem often requires a skilled human agent (e.g. to transcribe an audio segment) or a physical experiment (e.g. determining the 3D structure of a protein or determining whether there is oil at a particular location). The cost associated with the labeling process thus may render large, fully labeled training sets infeasible, whereas acquisition of unlabeled data is relatively inexpensive. In such situations, semi-supervised learning can be of great practical value. Semi-supervised learning is also of theoretical interest in machine learning and as a model for human learning. == Technique == More formally, semi-supervised learning assumes a set of l {\displaystyle l} independently identically distributed examples x 1 , … , x l ∈ X {\displaystyle x_{1},\dots ,x_{l}\in X} with corresponding labels y 1 , … , y l ∈ Y {\displaystyle y_{1},\dots ,y_{l}\in Y} and u {\displaystyle u} unlabeled examples x l + 1 , … , x l + u ∈ X {\displaystyle x_{l+1},\dots ,x_{l+u}\in X} are processed. Semi-supervised learning combines this information to surpass the classification performance that can be obtained either by discarding the unlabeled data and doing supervised learning or by discarding the labels and doing unsupervised learning. Semi-supervised learning may refer to either transductive learning or inductive learning. The goal of transductive learning is to infer the correct labels for the given unlabeled data x l + 1 , … , x l + u {\displaystyle x_{l+1},\dots ,x_{l+u}} only. The goal of inductive learning is to infer the correct mapping from X {\displaystyle X} to Y {\displaystyle Y} . It is unnecessary (and, according to Vapnik's principle, imprudent) to perform transductive learning by way of inferring a classification rule over the entire input space; however, in practice, algorithms formally designed for transduction or induction are often used interchangeably. == Assumptions == In order to make any use of unlabeled data, some relationship to the underlying distribution of data must exist. Semi-supervised learning algorithms make use of at least one of the following assumptions: === Continuity / smoothness assumption === Points that are close to each other are more likely to share a label. This is also generally assumed in supervised learning and yields a preference for geometrically simple decision boundaries. In the case of semi-supervised learning, the smoothness assumption additionally yields a preference for decision boundaries in low-density regions, so few points are close to each other but in different classes. === Cluster assumption === The data tend to form discrete clusters, and points in the same cluster are more likely to share a label (although data that shares a label may spread across multiple clusters). This is a special case of the smoothness assumption and gives rise to feature learning with clustering algorithms. === Manifold assumption === The data lie approximately on a manifold of much lower dimension than the input space. In this case learning the manifold using both the labeled and unlabeled data can avoid the curse of dimensionality. Then learning can proceed using distances and densities defined on the manifold. The manifold assumption is practical when high-dimensional data are generated by some process that may be hard to model directly, but which has only a few degrees of freedom. For instance, human voice is controlled by a few vocal folds, and images of various facial expressions are controlled by a few muscles. In these cases, it is better to consider distances and smoothness in the natural space of the generating problem, rather than in the space of all possible acoustic waves or images, respectively. == History == The heuristic approach of self-training (also known as self-learning or self-labeling) is historically the oldest approach to semi-supervised learning, with examples of applications starting in the 1960s. The transductive learning framework was formally introduced by Vladimir Vapnik in the 1970s. Interest in inductive learning using generative models also began in the 1970s. A probably approximately correct learning bound for semi-supervised learning of a Gaussian mixture was demonstrated by Ratsaby and Venkatesh in 1995. == Methods == === Generative models === Generative approaches to statistical learning first seek to estimate p ( x | y ) {\displaystyle p(x|y)} , the distribution of data points belonging to each class. The probability p ( y | x ) {\displaystyle p(y|x)} that a given point x {\displaystyle x} has label y {\displaystyle y} is then proportional to p ( x | y ) p ( y ) {\displaystyle p(x|y)p(y)} by Bayes' rule. Semi-supervised learning with generative models can be viewed either as an extension of supervised learning (classification plus information about p ( x ) {\displaystyle p(x)} ) or as an extension of unsupervised learning (clustering plus some labels). Generative models assume that the distributions take some particular form p ( x | y , θ ) {\displaystyle p(x|y,\theta )} parameterized by the vector θ {\displaystyle \theta } . If these assumptions are incorrect, the unlabeled data may actually decrease the accuracy of the solution relative to what would have been obtained from labeled data alone. However, if the assumptions are correct, then the unlabeled data necessarily improves performance. The unlabeled data are distributed according to a mixture of individual-class distributions. In order to learn the mixture distribution from the unlabeled data, it must be identifiable, that is, different parameters must yield different summed distributions. Gaussian mixture distributions are identifiable and commonly used for generative models. The parameterized joint distribution can be written as p ( x , y | θ ) = p ( y | θ ) p ( x | y , θ ) {\displaystyle p(x,y|\theta )=p(y|\theta )p(x|y,\theta )} by using the chain rule. Each parameter vector θ {\displaystyle \theta } is associated with a decision function f θ ( x ) = argmax y p ( y | x , θ ) {\displaystyle f_{\theta }(x)={\underset {y}{\operatorname {argmax} }}\ p(y|x,\theta )} . The parameter is then chosen based on fit to both the labeled and unlabeled data, weighted by λ {\displaystyle \lambda } : argmax Θ ( log ⁡ p ( { x i , y i } i = 1 l | θ ) + λ log ⁡ p ( { x i } i = l + 1 l + u | θ ) ) {\displaystyle {\underset {\Theta }{\operatorname {argmax} }}\left(\log p(\{x_{i},y_{i}\}_{i=1}^{l}|\theta )+\lambda \log p(\{x_{i}\}_{i=l+1}^{l+u}|\theta )\right)} === Low-density separation === Another major class of methods attempts to place boundaries in regions with few data points (labeled or unlabeled). One of the most commonly used algorithms is the transductive support vector machine, or TSVM (which, despite its name, may be used for inductive learning as well). Whereas support vector machines for supervised learning seek a decision boundary with maximal margin over the labeled data, the goal of TSVM is a labeling of the unlabeled data such that the decision boundary has maximal margin over all of the data. In addition to the standard hinge loss ( 1 − y f ( x ) ) + {\displaystyle (1-yf(x))_{+}} for labeled data, a loss function ( 1 − | f ( x ) | ) + {\displaystyle (1-|f(x)|)_{+}} is introduced over the unlabeled data by letting y = sign ⁡ f ( x ) {\displaystyle y=\operatorname {sign} {f(x)}} . TSVM then selects f ∗ ( x ) = h ∗ ( x ) + b {\displaystyle f^{}(x)=h^{}(x)+b} from a reproducing kernel Hilbert space H {\displaystyle {\mathcal {H}}} by minimizing the regularized empirical risk: f ∗ = argmin f ( ∑ i = 1 l ( 1 − y i f ( x i ) ) + + λ 1 ‖ h ‖ H 2 + λ 2 ∑ i = l + 1 l + u ( 1 − | f ( x i ) | ) + ) {\displaystyle f^{}={\underset {f}{\operatorname {argmin} }}\left(\displaystyle \sum _{i=1}^{l}(1-y_{i}f(x_{i}))_{+}+\lambda _{1}\|h\|_{\mathcal {H}}^{2}+\lambda _{2}\sum _{i=l+1}^{l+u}(1-|f(x_{i})|)_{+}\right)} An exact solution is intractable due to the non-convex term ( 1 − | f ( x ) | ) + {\displayst

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  • Prompt engineering

    Prompt engineering

    Prompt engineering is the process of structuring natural language inputs (known as prompts) to produce specified outputs from a generative artificial intelligence (GenAI) model. Context engineering is the related area of software engineering that focuses on the management of non-prompt contexts supplied to the GenAI model, such as metadata, API tools, and tokens. It can also be defined as the practice of designing and refining input instructions given to a generative AI model to produce more accurate, relevant, or useful outputs. Effective prompt engineering involves understanding how a model interprets language, and may include techniques such as few-shot prompting, chain-of-thought prompting, and role assignment. It is increasingly considered a skill for working with large language models (LLMs) in both research and professional contexts. During the 2020s AI boom, prompt engineering became regarded as a business capability across corporations and industries. Employees with the title prompt engineer were hired to create prompts that would increase productivity and efficacy, although the individual title has since lost traction amid AI models that produce better prompts than humans and corporate training in prompting for general employees. Common prompting techniques include multi-shot, chain-of-thought, and tree-of-thought prompting, as well as the use of assigning roles to the model. Automated prompt generation methods, such as retrieval-augmented generation (RAG), provide for greater accuracy and a wider scope of functions for prompt engineers. Prompt injection is a type of cybersecurity attack that targets machine learning models through malicious prompts. == Terminology == The Oxford English Dictionary defines prompt engineering as "The action or process of formulating and refining prompts for an artificial intelligence program, algorithm, etc., in order to optimize its output or to achieve a desired outcome; the discipline or profession concerned with this." In 2023, prompt ("an instruction given to an artificial intelligence program, algorithm, etc., which determines or influences the content it generates") was the runner-up to Oxford's word of the year. === Prompt === A prompt is some natural language text that describes and prescribes the task that an artificial intelligence (AI) should perform. A prompt for a text-to-text language model can be a query, a command, or a longer statement referencing context, instructions, and conversation history. The process of prompt engineering may involve designing clear queries, refining wording, providing relevant context, specifying the style of output, and assigning a character for the AI to mimic in order to guide the model toward more accurate, useful, and consistent responses. When communicating with a text-to-image or a text-to-audio model, a typical prompt contains a description of a desired output such as "a high-quality photo of an astronaut riding a horse" or "Lo-fi slow BPM electro chill with organic samples". Prompt engineering may be applied to text-to-image models to achieve a desired subject, style, layout, lighting, and aesthetic. === Techniques === Common terms used to describe various specific prompt engineering techniques include chain-of-thought, tree-of-thought, and retrieval-augmented generation (RAG). A 2024 survey of the field identified over 50 distinct text-based prompting techniques, 40 multimodal variants, and a vocabulary of 33 terms used across prompting research, highlighting a present lack of standardised terminology for prompt engineering. Vibe coding is an AI-assisted software development method where a user prompts an LLM with a description of what they want and lets it generate or edit the code. In 2025, "vibe coding" was the Collins Dictionary word of the year. === Context engineering === Context engineering is a related process that focuses on the context elements that accompany user prompts, which include system instructions, retrieved knowledge, tool definitions, conversation summaries, and task metadata. Context engineering is performed to improve reliability, provenance and token efficiency in production LLM systems. The concept emphasises operational practices such as token budgeting, provenance tags, versioning of context artifacts, observability (logging which context was supplied), and context regression tests to ensure that changes to supplied context do not silently alter system behaviour. == Rationale == Research has found that the performance of large language models (LLMs) is highly sensitive to choices such as the ordering of examples, the quality of demonstration labels, and even small variations in phrasing. In some cases, reordering examples in a prompt produced accuracy shifts of more than 40 percent. === In-context learning === A model's ability to temporarily learn from prompts is known as in-context learning. In-context learning is an emergent ability of large language models. It is an emergent property of model scale, meaning that breaks in scaling laws occur, leading to its efficacy increasing at a different rate in larger models than in smaller models. Unlike training and fine-tuning, which produce lasting changes, in-context learning is temporary. Training models to perform in-context learning can be viewed as a form of meta-learning, or "learning to learn". === Prompting to estimate model sensitivity === Research consistently demonstrates that LLMs are highly sensitive to subtle variations in prompt formatting, structure, and linguistic properties. Some studies have shown up to 76 accuracy points across formatting changes in few-shot settings. Linguistic features significantly influence prompt effectiveness—such as morphology, syntax, and lexico-semantic changes—which meaningfully enhance task performance across a variety of tasks. Clausal syntax, for example, improves consistency and reduces uncertainty in knowledge retrieval. This sensitivity persists even with larger model sizes, additional few-shot examples, or instruction tuning. To address sensitivity of models and make them more robust, several evaluative methods have been proposed. FormatSpread facilitates systematic analysis by evaluating a range of plausible prompt formats, offering a more comprehensive performance interval. Similarly, PromptEval estimates performance distributions across diverse prompts, enabling robust metrics such as performance quantiles and accurate evaluations under constrained budgets. == Prompting techniques == === Multi-shot === A prompt may include a few examples for a model to learn from in context, an approach called few-shot learning. For example, the prompt may ask the model to complete "maison → house, chat → cat, chien →", with the expected response being dog. === Chain-of-thought === Chain-of-thought (CoT) prompting is a technique that allows large language models (LLMs) to solve a problem as a series of intermediate steps before giving a final answer. In 2022, Google Brain reported that chain-of-thought prompting improves reasoning ability by inducing the model to answer a multi-step problem with steps of reasoning that mimic a train of thought. Chain-of-thought techniques were developed to help LLMs handle multi-step reasoning tasks, such as arithmetic or commonsense reasoning questions. When applied to PaLM, a 540 billion parameter language model, according to Google, CoT prompting significantly aided the model, allowing it to perform comparably with task-specific fine-tuned models on several tasks, achieving state-of-the-art results at the time on the GSM8K mathematical reasoning benchmark. It is possible to fine-tune models on CoT reasoning datasets to enhance this capability further and stimulate better interpretability. As originally proposed by Google, each CoT prompt is accompanied by a set of input/output examples—called exemplars—to demonstrate the desired model output, making it a few-shot prompting technique. However, according to a later paper from researchers at Google and the University of Tokyo, simply appending the words "Let's think step-by-step" was also effective, which allowed for CoT to be employed as a zero-shot technique. ==== Self-consistency ==== Self-consistency performs several chain-of-thought rollouts, then selects the most commonly reached conclusion out of all the rollouts. === Tree-of-thought === Tree-of-thought prompting generalizes chain-of-thought by generating multiple lines of reasoning in parallel, with the ability to backtrack or explore other paths. It can use tree search algorithms like breadth-first, depth-first, or beam. === Text-to-image prompting === In 2022, text-to-image models like DALL-E 2, Stable Diffusion, and Midjourney were released to the public. These models take text prompts as input and use them to generate images. Early text-to-image models typically do not understand negation, grammar and sentence structure in the same way as large language models, and may thus requi

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  • Inauthentic text

    Inauthentic text

    An inauthentic text is a computer-generated expository document meant to appear as genuine, but which is actually meaningless. Frequently they are created in order to be intermixed with genuine documents and thus manipulate the results of search engines, as with Spam blogs. They are also carried along in email in order to fool spam filters by giving the spam the superficial characteristics of legitimate text. Sometimes nonsensical documents are created with computer assistance for humorous effect, as with Dissociated press or Flarf poetry. They have also been used to challenge the veracity of a publication—MIT students submitted papers generated by a computer program called SCIgen to a conference, where they were initially accepted. This led the students to claim that the bar for submissions was too low. With the amount of computer generated text outpacing the ability of people to humans to curate it, there needs some means of distinguishing between the two. Yet automated approaches to determining absolutely whether a text is authentic or not face intrinsic challenges of semantics. Noam Chomsky coined the phrase "Colorless green ideas sleep furiously" giving an example of grammatically correct, but semantically incoherent sentence; some will point out that in certain contexts one could give this sentence (or any phrase) meaning. The first group to use the expression in this regard can be found below from Indiana University. Their work explains in detail an attempt to detect inauthentic texts and identify pernicious problems of inauthentic texts in cyberspace. The site has a means of submitting text that assesses, based on supervised learning, whether a corpus is inauthentic or not. Many users have submitted incorrect types of data and have correspondingly commented on the scores. This application is meant for a specific kind of data; therefore, submitting, say, an email, will not return a meaningful score.

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  • Attention (machine learning)

    Attention (machine learning)

    In machine learning, attention is a method that determines the importance of each component in a sequence relative to the other components in that sequence. In natural language processing, importance is represented by "soft" weights assigned to each word in a sentence. More generally, attention encodes vectors called token embeddings across a fixed-width sequence that can range from tens to millions of tokens in size. Unlike "hard" weights, which are computed during the backwards training pass, "soft" weights exist only in the forward pass and therefore change with every step of the input. Earlier designs implemented the attention mechanism in a serial recurrent neural network (RNN) language translation system, but a more recent design, namely the transformer, removed the slower sequential RNN and relied more heavily on the faster parallel attention scheme. Inspired by ideas about attention in humans, the attention mechanism was developed to address the weaknesses of using information from the hidden layers of recurrent neural networks. Recurrent neural networks favor information contained in words at the end of a sentence and thus deemed more recent, thereby tending to attenuate the significance and associated predictive weight assigned to information earlier in the sentence. Attention allows a token equal access to any part of a sentence directly, rather than only through the previous state. == History == Additional surveys of the attention mechanism in deep learning are provided by Niu et al. and Soydaner. The major breakthrough came with self-attention, where each element in the input sequence attends to all others, enabling the model to capture global dependencies. This idea was central to the Transformer architecture, which replaced recurrence with attention mechanisms. As a result, Transformers became the foundation for models like BERT, T5 and generative pre-trained transformers (GPT). == Overview == The modern era of machine attention was revitalized by grafting an attention mechanism (Fig 1. orange) to an Encoder-Decoder. Figure 2 shows the internal step-by-step operation of the attention block (A) in Fig 1. === Interpreting attention weights === In translating between languages, alignment is the process of matching words from the source sentence to words of the translated sentence. Networks that perform verbatim translation without regard to word order would show the highest scores along the (dominant) diagonal of the matrix. The off-diagonal dominance shows that the attention mechanism is more nuanced. Consider an example of translating I love you to French. On the first pass through the decoder, 94% of the attention weight is on the first English word I, so the network offers the word je. On the second pass of the decoder, 88% of the attention weight is on the third English word you, so it offers t'. On the last pass, 95% of the attention weight is on the second English word love, so it offers aime. In the I love you example, the second word love is aligned with the third word aime. Stacking soft row vectors together for je, t', and aime yields an alignment matrix: Sometimes, alignment can be multiple-to-multiple. For example, the English phrase look it up corresponds to cherchez-le. Thus, "soft" attention weights work better than "hard" attention weights (setting one attention weight to 1, and the others to 0), as we would like the model to make a context vector consisting of a weighted sum of the hidden vectors, rather than "the best one", as there may not be a best hidden vector. == Variants == Many variants of attention implement soft weights, such as fast weight programmers, or fast weight controllers (1992). A "slow" neural network outputs the "fast" weights of another neural network through outer products. The slow network learns by gradient descent. It was later renamed as "linearized self-attention". Bahdanau-style attention, also referred to as additive attention, Luong-style attention, which is known as multiplicative attention, Early attention mechanisms similar to modern self-attention were proposed using recurrent neural networks. However, the highly parallelizable self-attention was introduced in 2017 and successfully used in the Transformer model, positional attention and factorized positional attention. For convolutional neural networks, attention mechanisms can be distinguished by the dimension on which they operate, namely: spatial attention, channel attention, or combinations. These variants recombine the encoder-side inputs to redistribute those effects to each target output. Often, a correlation-style matrix of dot products provides the re-weighting coefficients. In the figures below, W is the matrix of context attention weights, similar to the formula in Overview section above. == Optimizations == === Flash attention === The size of the attention matrix is proportional to the square of the number of input tokens. Therefore, when the input is long, calculating the attention matrix requires a lot of GPU memory. Flash attention is an implementation that reduces the memory needs and increases efficiency without sacrificing accuracy. It achieves this by partitioning the attention computation into smaller blocks that fit into the GPU's faster on-chip memory, reducing the need to store large intermediate matrices and thus lowering memory usage while increasing computational efficiency. === FlexAttention === FlexAttention is an attention kernel developed by Meta that allows users to modify attention scores prior to softmax and dynamically chooses the optimal attention algorithm. == Applications == Attention is widely used in natural language processing, computer vision, and speech recognition. In NLP, it improves context understanding in tasks like question answering and summarization. In vision, visual attention helps models focus on relevant image regions, enhancing object detection and image captioning. === Attention maps as explanations for vision transformers === From the original paper on vision transformers (ViT), visualizing attention scores as a heat map (called saliency maps or attention maps) has become an important and routine way to inspect the decision making process of ViT models. One can compute the attention maps with respect to any attention head at any layer, while the deeper layers tend to show more semantically meaningful visualization. Attention rollout is a recursive algorithm to combine attention scores across all layers, by computing the dot product of successive attention maps. Because vision transformers are typically trained in a self-supervised manner, attention maps are generally not class-sensitive. When a classification head is attached to the ViT backbone, class-discriminative attention maps (CDAM) combines attention maps and gradients with respect to the class [CLS] token. Some class-sensitive interpretability methods originally developed for convolutional neural networks can be also applied to ViT, such as GradCAM, which back-propagates the gradients to the outputs of the final attention layer. Using attention as basis of explanation for the transformers in language and vision is not without debate. While some pioneering papers analyzed and framed attention scores as explanations, higher attention scores do not always correlate with greater impact on model performances. == Mathematical representation == === Standard scaled dot-product attention === For matrices: Q ∈ R m × d k , K ∈ R n × d k {\displaystyle Q\in \mathbb {R} ^{m\times d_{k}},K\in \mathbb {R} ^{n\times d_{k}}} and V ∈ R n × d v {\displaystyle V\in \mathbb {R} ^{n\times d_{v}}} , the scaled dot-product, or QKV attention, is defined as: Attention ( Q , K , V ) = softmax ( Q K T d k ) V ∈ R m × d v {\displaystyle {\text{Attention}}(Q,K,V)={\text{softmax}}\left({\frac {QK^{T}}{\sqrt {d_{k}}}}\right)V\in \mathbb {R} ^{m\times d_{v}}} where T {\displaystyle {}^{T}} denotes transpose and the softmax function is applied independently to every row of its argument. The matrix Q {\displaystyle Q} contains m {\displaystyle m} queries, while matrices K , V {\displaystyle K,V} jointly contain an unordered set of n {\displaystyle n} key-value pairs. Value vectors in matrix V {\displaystyle V} are weighted using the weights resulting from the softmax operation, so that the rows of the m {\displaystyle m} -by- d v {\displaystyle d_{v}} output matrix are confined to the convex hull of the points in R d v {\displaystyle \mathbb {R} ^{d_{v}}} given by the rows of V {\displaystyle V} . To understand the permutation invariance and permutation equivariance properties of QKV attention, let A ∈ R m × m {\displaystyle A\in \mathbb {R} ^{m\times m}} and B ∈ R n × n {\displaystyle B\in \mathbb {R} ^{n\times n}} be permutation matrices; and D ∈ R m × n {\displaystyle D\in \mathbb {R} ^{m\times n}} an arbitrary matrix. The softmax function is permutation equivariant in the sense that: softmax ( A D B ) = A softmax ( D ) B {\displays

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  • Autonomous things

    Autonomous things

    Autonomous things, abbreviated AuT, or the Internet of autonomous things, abbreviated as IoAT, is an emerging term for the technological developments that are expected to bring computers into the physical environment as autonomous entities without human direction, freely moving and interacting with humans and other objects. Self-navigating drones are the first AuT technology in (limited) deployment. It is expected that the first mass-deployment of AuT technologies will be the autonomous car, generally expected to be available around 2020. Other currently expected AuT technologies include home robotics (e.g., machines that provide care for the elderly, infirm or young), and military robots (air, land or sea autonomous machines with information-collection or target-attack capabilities). AuT technologies share many common traits, which justify the common notation. They are all based on recent breakthroughs in the domains of (deep) machine learning and artificial intelligence. They all require extensive and prompt regulatory developments to specify the requirements from them and to license and manage their deployment (see the further reading below). And they all require unprecedented levels of safety (e.g., automobile safety) and security, to overcome concerns about the potential negative impact of the new technology. As an example, the autonomous car both addresses the main existing safety issues and creates new issues. It is expected to be much safer than existing vehicles, by eliminating the single most dangerous element – the driver. The US's National Highway Traffic Safety Administration estimates 94 percent of US accidents were the result of human error and poor decision-making, including speeding and impaired driving, and the Center for Internet and Society at Stanford Law School claims that "Some ninety percent of motor vehicle crashes are caused at least in part by human error". So while safety standards like the ISO 26262 specify the required safety, there is still a burden on the industry to demonstrate acceptable safety. While car accidents claim every year 35,000 lives in the US, and 1.25 million worldwide, some believe that even "a car that's 10 times as safe, which means 3,500 people die on the roads each year [in the US alone]" would not be accepted by the public. The acceptable level may be closer to the current figures on aviation accidents and incidents, with under a thousand worldwide deaths in most years – three orders of magnitude lower than cars. This underscores the unprecedented nature of the safety requirements that will need to be met for cars, with similar levels of safety expected for other Autonomous Things.

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  • Action model learning

    Action model learning

    Action model learning (sometimes abbreviated action learning) is an area of machine learning concerned with the creation and modification of a software agent's knowledge about the effects and preconditions of the actions that can be executed within its environment. This knowledge is usually represented in a logic-based action description language and used as input for automated planners. Learning action models is important when goals change. When an agent acted for a while, it can use its accumulated knowledge about actions in the domain to make better decisions. Thus, learning action models differs from reinforcement learning. It enables reasoning about actions instead of expensive trials in the world. Action model learning is a form of inductive reasoning, where new knowledge is generated based on the agent's observations. The usual motivation for action model learning is the fact that manual specification of action models for planners is often a difficult, time-consuming, and error-prone task (especially in complex environments). == Action models == Given a training set E {\displaystyle E} consisting of examples e = ( s , a , s ′ ) {\displaystyle e=(s,a,s')} , where s , s ′ {\displaystyle s,s'} are observations of a world state from two consecutive time steps t , t ′ {\displaystyle t,t'} and a {\displaystyle a} is an action instance observed in time step t {\displaystyle t} , the goal of action model learning in general is to construct an action model ⟨ D , P ⟩ {\displaystyle \langle D,P\rangle } , where D {\displaystyle D} is a description of domain dynamics in action description formalism like STRIPS, ADL or PDDL and P {\displaystyle P} is a probability function defined over the elements of D {\displaystyle D} . However, many state of the art action learning methods assume determinism and do not induce P {\displaystyle P} . In addition to determinism, individual methods differ in how they deal with other attributes of domain (e.g. partial observability or sensoric noise). == Action learning methods == === State of the art === Recent action learning methods take various approaches and employ a wide variety of tools from different areas of artificial intelligence and computational logic. As an example of a method based on propositional logic, we can mention SLAF (Simultaneous Learning and Filtering) algorithm, which uses agent's observations to construct a long propositional formula over time and subsequently interprets it using a satisfiability (SAT) solver. Another technique, in which learning is converted into a satisfiability problem (weighted MAX-SAT in this case) and SAT solvers are used, is implemented in ARMS (Action-Relation Modeling System). Two mutually similar, fully declarative approaches to action learning were based on logic programming paradigm Answer Set Programming (ASP) and its extension, Reactive ASP. In another example, bottom-up inductive logic programming approach was employed. Several different solutions are not directly logic-based. For example, the action model learning using a perceptron algorithm or the multi level greedy search over the space of possible action models. In the older paper from 1992, the action model learning was studied as an extension of reinforcement learning. Nonetheless, further algorithms can be found that operate under different assumptions: FAMA can work even when some observations are missing, and it produces a general (lifted) planning model. It treats learning an action model like a planning problem, making sure the learned model matches the observations given. NOLAM can learn general action models even from noisy or imperfect data. LOCM focuses only on the order of actions in the data, ignoring any details about the states between those actions. The family of safe action model (SAM) learning methods create models that guarantee any plans made with them will actually work in the real world. There's also an extension called N-SAM that can learn action models with numeric conditions and effects. Additionally, numeric action models like N-SAM can be used to improve reinforcement learning (RL) performance through the RAMP algorithm. === Literature === Most action learning research papers are published in journals and conferences focused on artificial intelligence in general (e.g. Journal of Artificial Intelligence Research (JAIR), Artificial Intelligence, Applied Artificial Intelligence (AAI) or AAAI conferences). Despite mutual relevance of the topics, action model learning is usually not addressed in planning conferences like the International Conference on Automated Planning and Scheduling (ICAPS).

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  • Semantic folding

    Semantic folding

    Semantic folding theory describes a procedure for encoding the semantics of natural language text in a semantically grounded binary representation. This approach provides a framework for modelling how language data is processed by the neocortex. == Theory == Semantic folding theory draws inspiration from Douglas R. Hofstadter's Analogy as the Core of Cognition which suggests that the brain makes sense of the world by identifying and applying analogies. The theory hypothesises that semantic data must therefore be introduced to the neocortex in such a form as to allow the application of a similarity measure and offers, as a solution, the sparse binary vector employing a two-dimensional topographic semantic space as a distributional reference frame. The theory builds on the computational theory of the human cortex known as hierarchical temporal memory (HTM), and positions itself as a complementary theory for the representation of language semantics. A particular strength claimed by this approach is that the resulting binary representation enables complex semantic operations to be performed simply and efficiently at the most basic computational level. == Two-dimensional semantic space == Analogous to the structure of the neocortex, Semantic Folding theory posits the implementation of a semantic space as a two-dimensional grid. This grid is populated by context-vectors in such a way as to place similar context-vectors closer to each other, for instance, by using competitive learning principles. This vector space model is presented in the theory as an equivalence to the well known word space model described in the information retrieval literature. Given a semantic space (implemented as described above) a word-vector can be obtained for any given word Y by employing the following algorithm: For each position X in the semantic map (where X represents cartesian coordinates) if the word Y is contained in the context-vector at position X then add 1 to the corresponding position in the word-vector for Y else add 0 to the corresponding position in the word-vector for Y The result of this process will be a word-vector containing all the contexts in which the word Y appears and will therefore be representative of the semantics of that word in the semantic space. It can be seen that the resulting word-vector is also in a sparse distributed representation (SDR) format [Schütze, 1993] & [Sahlgreen, 2006]. Some properties of word-SDRs that are of particular interest with respect to computational semantics are: high noise resistance: As a result of similar contexts being placed closer together in the underlying map, word-SDRs are highly tolerant of false or shifted "bits". boolean logic: It is possible to manipulate word-SDRs in a meaningful way using boolean (OR, AND, exclusive-OR) and/or arithmetical (SUBtract) functions . sub-sampling: Word-SDRs can be sub-sampled to a high degree without any appreciable loss of semantic information. topological two-dimensional representation: The SDR representation maintains the topological distribution of the underlying map therefore words with similar meanings will have similar word-vectors. This suggests that a variety of measures can be applied to the calculation of semantic similarity, from a simple overlap of vector elements, to a range of distance measures such as: Euclidean distance, Hamming distance, Jaccard distance, cosine similarity, Levenshtein distance, Sørensen-Dice index, etc. == Semantic spaces == Semantic spaces in the natural language domain aim to create representations of natural language that are capable of capturing meaning. The original motivation for semantic spaces stems from two core challenges of natural language: Vocabulary mismatch (the fact that the same meaning can be expressed in many ways) and ambiguity of natural language (the fact that the same term can have several meanings). The application of semantic spaces in natural language processing (NLP) aims at overcoming limitations of rule-based or model-based approaches operating on the keyword level. The main drawback with these approaches is their brittleness, and the large manual effort required to create either rule-based NLP systems or training corpora for model learning. Rule-based and machine learning-based models are fixed on the keyword level and break down if the vocabulary differs from that defined in the rules or from the training material used for the statistical models. Research in semantic spaces dates back more than 20 years. In 1996, two papers were published that raised a lot of attention around the general idea of creating semantic spaces: latent semantic analysis from Microsoft and Hyperspace Analogue to Language from the University of California. However, their adoption was limited by the large computational effort required to construct and use those semantic spaces. A breakthrough with regard to the accuracy of modelling associative relations between words (e.g. "spider-web", "lighter-cigarette", as opposed to synonymous relations such as "whale-dolphin", "astronaut-driver") was achieved by explicit semantic analysis (ESA) in 2007. ESA was a novel (non-machine learning) based approach that represented words in the form of vectors with 100,000 dimensions (where each dimension represents an Article in Wikipedia). However practical applications of the approach are limited due to the large number of required dimensions in the vectors. More recently, advances in neural networking techniques in combination with other new approaches (tensors) led to a host of new recent developments: Word2vec from Google and GloVe from Stanford University. Semantic folding represents a novel, biologically inspired approach to semantic spaces where each word is represented as a sparse binary vector with 16,000 dimensions (a semantic fingerprint) in a 2D semantic map (the semantic universe). Sparse binary representation are advantageous in terms of computational efficiency, and allow for the storage of very large numbers of possible patterns. == Visualization == The topological distribution over a two-dimensional grid (outlined above) lends itself to a bitmap type visualization of the semantics of any word or text, where each active semantic feature can be displayed as e.g. a pixel. As can be seen in the images shown here, this representation allows for a direct visual comparison of the semantics of two (or more) linguistic items. Image 1 clearly demonstrates that the two disparate terms "dog" and "car" have, as expected, very obviously different semantics. Image 2 shows that only one of the meaning contexts of "jaguar", that of "Jaguar" the car, overlaps with the meaning of Porsche (indicating partial similarity). Other meaning contexts of "jaguar" e.g. "jaguar" the animal clearly have different non-overlapping contexts. The visualization of semantic similarity using Semantic Folding bears a strong resemblance to the fMRI images produced in a research study conducted by A.G. Huth et al., where it is claimed that words are grouped in the brain by meaning. voxels, little volume segments of the brain, were found to follow a pattern were semantic information is represented along the boundary of the visual cortex with visual and linguistic categories represented on posterior and anterior side respectively.

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  • Dataset shift

    Dataset shift

    Dataset shift is a phenomenon in machine learning and statistics in which the joint distribution of input variables and target labels is different in the training phase and the deployment or test phase (i.e., P t r a i n ( X , Y ) ≠ P t e s t ( X , Y ) {\displaystyle P_{train}(X,Y)\neq P_{test}(X,Y)} ). This happens when the statistical properties of data used to train a model are no longer representative of the data encountered in real-world use, often resulting in degraded predictive performance and diminished generalization ability. Dataset shift is a generic term for a number of particular types of distributional change. Covariate shift is when the distribution of the input features changes, but the conditional relationship between inputs and outputs remains constant . Prior probability shift (or label shift) happens when the distribution of target labels changes, but the conditional distribution of inputs given labels stays the same. Concept shift (also known as concept drift) is the change of the conditional relationship between inputs and outputs that renders previously learned patterns invalid over time. A key challenge for deploying machine learning systems is dataset shift, in particular in dynamic environments where the data distributions change over time. Detecting and mitigating such shifts is an active area of research, e.g., drift detection, domain adaptation, continual learning.

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  • Deep Zoom

    Deep Zoom

    Deep Zoom is a technology developed by Microsoft for efficiently transmitting and viewing images. It allows users to pan around and zoom in on a large, high resolution image or a large collection of images. It reduces the time required for initial load by downloading only the region being viewed or only at the resolution it is displayed at. Subsequent regions are downloaded as the user pans to (or zooms into) them; animations are used to hide any jerkiness in the transition. The libraries are also available in other platforms including Java and Flash. == History == The Deep Zoom file format is very similar to the Google Maps image format where images are broken into tiles and then displayed as required. The tiling typically follows a quadtree pattern of increasing resolution of image (in other words twice the zoom and twice the resolution). The main difference is that with Google Maps the actual details on the image change from one zoom level to another, while with Deep Zoom the same image is displayed at each zoom level. Seadragon Software, formerly Sand Codex, first created the Seadragon technology and its implementation of what is now called Deep Zoom. This technology was then absorbed into the Microsoft Live Labs when Seadragon Software was acquired. Engineers from Seadragon now work with Microsoft to integrate their work into technology such as Silverlight and Photosynth. == Deep Zoom examples == The most famous implementation of Deep Zoom was probably the first: the memorabilia collection at the Hard Rock website. Conceived and designed by Duncan/Channon and built by Vertigo, it was demonstrated for the first time in March 2008 at the Microsoft MIX convention in Las Vegas. In 2010, Microsoft Live Labs partnered with the University of California, Berkeley to create ChronoZoom, a DeepZoom-powered time visualization tool that pushed the limits of DeepZoom, since it required zooming from the scale of 13 billion years down to a single day. The project has since graduated to development under Microsoft Research. Another example is the Deep Earth project. It is described by its creators as "a community project focused on creating a rich interactive mapping control using Silverlight2 Deep Zoom. Concentrating on Microsoft Virtual Earth imagery and data the project offers team members the opportunity to learn and share while creating something cool and useful." A paintings collection project http://galleryzoom.co.uk/ shows 1000 high resolution/sensor images individually indexed. (Using Deep Zoom Composer). Blaise Aguera y Arcas gave a demonstration of Seadragon and Photosynth at the 2007 TED conference. In November 2009, 352 Media Group, a Silverlight developer in the Microsoft Silverlight Partner Program, created an example of Deep Zoom using Microsoft Silverlight version 3. It is online at 352 Media Group's Web site. The Winston Churchill Deep Zoom Archived 2010-07-04 at the Wayback Machine mosaic, created by Silverlight developers Shoothill, features as both an online interactive deep zoom and a standalone deep zoom which forms part of the Churchill exhibit in the Churchill War Rooms in Whitehall. In 2010, Shoothill built the Sumatran Tiger Deep Zoom - the largest seen to date - for worldwide conservation charity Fauna and Flora International, featuring thousands of images of endangered species. An early example of Deep Zoom-like technology was implemented at The Department of Maori Affairs in New Zealand in 1997. The technology was used to display Maori land ownership. == Deep Zoom images == The file format used by Deep Zoom (as well as Photosynth and Seadragon Ajax) is XML based. Users can specify a single large image (dzi) or a collection of images (dzc). It also allows for "Sparse Images"; where some parts of the image have greater resolution than others, an example of which can be found on the Seadragon Ajax home page; The bike image displayed is a sparse image. Though used in the proprietary Deep Zoom, the dzi format is open and able to be used by anyone. === Deep Zoom image (dzi) === A DZI has two parts: a DZI file (with either a .dzi or .xml extension) and a subdirectory of image folders. Each folder in the image subdirectory is labeled with its level of resolution. Higher numbers correspond to a higher resolution level; inside each folder are the image tiles corresponding to that level of resolution, numbered consecutively in columns from top left to bottom right. === Deep Zoom collection (dzc) === A DZC is a collection of some number of DZIs linked and referenced by a DZC file (with either a .dzc or .xml extension). At a high level, a collection is a number of image thumbnails whose location is kept track of by the .dzc/.xml file, when zooming into an image, it accesses greater resolutions tiles. A DZC's structure is similar to that of a DZI; the .dzc/.xml file defines the collection and the subdirectory of folders maps to the DZI file structure, each with their set of .dzi/.xml and image tiles. The DZC is used in Microsoft's Pivot, but not in SeaDragon per se. === Sparse Images === Sparse images are a sub-classification of the DZI file type. A sparse image is normally a number of separate photographs with varying resolution levels that have been placed in a single DZI instead of a DZC. Sparse images have no different file structure than that of a DZI and differ only in that there is not a single "highest resolution" level for the entire DZI. == Software that uses Deep Zoom == Image Composite Editor - image stitching tool created by Microsoft Research Deep Zoom Composer - collage maker and simple panorama tool created by Microsoft. Images' resolution is maintained when exporting for web use (via Silverlight Deep Zoom or JavaScript using a third-party template). No longer available for download from Microsoft though it can be found on various other sources such as Internet Archive. == iPhone OS development == Microsoft Live Labs has created an application for the App Store called Seadragon Mobile. It is run over the internet and includes Deep Zoom on the following categories; art, history, maps, photos, Photosynth which anybody can upload to, space and technology & web.

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  • List of artificial intelligence journals

    List of artificial intelligence journals

    This is a list of notable peer-reviewed academic journals that publish research in the field of artificial intelligence (AI), including areas such as machine learning, computer vision, natural language processing, robotics, and intelligent systems. == General artificial intelligence == Artificial Intelligence (journal) – Elsevier Journal of Artificial Intelligence Research (JAIR) – AI Access Foundation Knowledge-Based Systems – Elsevier == Machine learning == Data Mining and Knowledge Discovery – Springer Machine Learning (journal) – Springer Journal of Machine Learning Research – Microtome Pattern Recognition (journal) – Elsevier Neural Networks (journal) – Elsevier Neural Computation (journal) – MIT Press Neurocomputing (journal) - Elsevier == Deep learning and neural computation == IEEE Transactions on Evolutionary Computation – IEEE IEEE Transactions on Neural Networks and Learning Systems – IEEE Nature Machine Intelligence – Springer Nature == Computer vision == International Journal of Computer Vision – Springer IEEE Transactions on Pattern Analysis and Machine Intelligence – IEEE Machine Vision and Applications – Springer == Natural language processing == Computational Linguistics (journal) – MIT Press Natural Language Processing Transactions of the Association for Computational Linguistics – ACL == Robotics and intelligent systems == IEEE Transactions on Robotics – IEEE Autonomous Robots – Springer Journal of Intelligent & Robotic Systems – Springer == Interdisciplinary and ethics in AI == AI & Society – Springer Artificial Life – MIT Press Philosophy & Technology – Springer Minds and Machines – Springer

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  • Data exploration

    Data exploration

    Data exploration is an approach similar to initial data analysis, whereby a data analyst uses visual exploration to understand what is in a dataset and the characteristics of the data, rather than through traditional data management systems. These characteristics can include size or amount of data, completeness of the data, correctness of the data, possible relationships amongst data elements or files/tables in the data. Data exploration is typically conducted using a combination of automated and manual activities. Automated activities can include data profiling or data visualization or tabular reports to give the analyst an initial view into the data and an understanding of key characteristics. This is often followed by manual drill-down or filtering of the data to identify anomalies or patterns identified through the automated actions. Data exploration can also require manual scripting and queries into the data (e.g. using languages such as SQL or R) or using spreadsheets or similar tools to view the raw data. All of these activities are aimed at creating a mental model and understanding of the data in the mind of the analyst, and defining basic metadata (statistics, structure, relationships) for the data set that can be used in further analysis. Once this initial understanding of the data is had, the data can be pruned or refined by removing unusable parts of the data (data cleansing), correcting poorly formatted elements and defining relevant relationships across datasets. This process is also known as determining data quality. Data exploration can also refer to the ad hoc querying or visualization of data to identify potential relationships or insights that may be hidden in the data and does not require to formulate assumptions beforehand. Traditionally, this had been a key area of focus for statisticians, with John Tukey being a key evangelist in the field. Today, data exploration is more widespread and is the focus of data analysts and data scientists; the latter being a relatively new role within enterprises and larger organizations. == Interactive Data Exploration == This area of data exploration has become an area of interest in the field of machine learning. This is a relatively new field and is still evolving. As its most basic level, a machine-learning algorithm can be fed a data set and can be used to identify whether a hypothesis is true based on the dataset. Common machine learning algorithms can focus on identifying specific patterns in the data. Many common patterns include regression and classification or clustering, but there are many possible patterns and algorithms that can be applied to data via machine learning. By employing machine learning, it is possible to find patterns or relationships in the data that would be difficult or impossible to find via manual inspection, trial and error or traditional exploration techniques. == Software == Trifacta – a data preparation and analysis platform Paxata – self-service data preparation software Alteryx – data blending and advanced data analytics software Microsoft Power BI - interactive visualization and data analysis tool OpenRefine - a standalone open source desktop application for data clean-up and data transformation Tableau software – interactive data visualization software

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