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  • Gödel machine

    Gödel machine

    A Gödel machine is a hypothetical self-improving computer program that solves problems in an optimal way. It uses a recursive self-improvement protocol in which it rewrites its own code when it can prove the new code provides a better strategy. The machine was invented by Jürgen Schmidhuber (first proposed in 2003), but is named after Kurt Gödel who inspired the mathematical theories. The Gödel machine is often discussed when dealing with issues of meta-learning, also known as "learning to learn." Applications include automating human design decisions and transfer of knowledge between multiple related tasks, and may lead to design of more robust and general learning architectures. Though theoretically possible, no full implementation has been created. The Gödel machine is often compared with Marcus Hutter's AIXI, another formal specification for an artificial general intelligence. Schmidhuber points out that the Gödel machine could start out by implementing AIXItl as its initial sub-program, and self-modify after it finds proof that another algorithm for its search code will be better. == Limitations == Traditional problems solved by a computer only require one input and provide some output. Computers of this sort had their initial algorithm hardwired. This does not take into account the dynamic natural environment, and thus was a goal for the Gödel machine to overcome. The Gödel machine has limitations of its own, however. According to Gödel's First Incompleteness Theorem, any formal system that encompasses arithmetic is either flawed or allows for statements that cannot be proved in the system. Hence even a Gödel machine with unlimited computational resources must ignore those self-improvements whose effectiveness it cannot prove. == Variables of interest == There are three variables that are particularly useful in the run time of the Gödel machine. At some time t {\displaystyle t} , the variable time {\displaystyle {\text{time}}} will have the binary equivalent of t {\displaystyle t} . This is incremented steadily throughout the run time of the machine. Any input meant for the Gödel machine from the natural environment is stored in variable x {\displaystyle x} . It is likely the case that x {\displaystyle x} will hold different values for different values of variable time {\displaystyle {\text{time}}} . The outputs of the Gödel machine are stored in variable y {\displaystyle y} , where y ( t ) {\displaystyle y(t)} would be the output bit-string at some time t {\displaystyle t} . At any given time t {\displaystyle t} , where ( 1 ≤ t ≤ T ) {\displaystyle (1\leq t\leq T)} , the goal is to maximize future success or utility. A typical utility function follows the pattern u ( s , E n v ) : S × E → R {\displaystyle u(s,\mathrm {Env} ):S\times E\rightarrow \mathbb {R} } : u ( s , E n v ) = E μ [ ∑ τ = time T r ( τ ) ∣ s , E n v ] {\displaystyle u(s,\mathrm {Env} )=E_{\mu }{\Bigg [}\sum _{\tau ={\text{time}}}^{T}r(\tau )\mid s,\mathrm {Env} {\Bigg ]}} where r ( t ) {\displaystyle r(t)} is a real-valued reward input (encoded within s ( t ) {\displaystyle s(t)} ) at time t {\displaystyle t} , E μ [ ⋅ ∣ ⋅ ] {\displaystyle E_{\mu }[\cdot \mid \cdot ]} denotes the conditional expectation operator with respect to some possibly unknown distribution μ {\displaystyle \mu } from a set M {\displaystyle M} of possible distributions ( M {\displaystyle M} reflects whatever is known about the possibly probabilistic reactions of the environment), and the above-mentioned time = time ⁡ ( s ) {\displaystyle {\text{time}}=\operatorname {time} (s)} is a function of state s {\displaystyle s} which uniquely identifies the current cycle. Note that we take into account the possibility of extending the expected lifespan through appropriate actions. == Instructions used by proof techniques == The nature of the six proof-modifying instructions below makes it impossible to insert an incorrect theorem into proof, thus trivializing proof verification. === get-axiom(n) === Appends the n-th axiom as a theorem to the current theorem sequence. Below is the initial axiom scheme: Hardware Axioms formally specify how components of the machine could change from one cycle to the next. Reward Axioms define the computational cost of hardware instruction and the physical cost of output actions. Related Axioms also define the lifetime of the Gödel machine as scalar quantities representing all rewards/costs. Environment Axioms restrict the way new inputs x are produced from the environment, based on previous sequences of inputs y. Uncertainty Axioms/String Manipulation Axioms are standard axioms for arithmetic, calculus, probability theory, and string manipulation that allow for the construction of proofs related to future variable values within the Gödel machine. Initial State Axioms contain information about how to reconstruct parts or all of the initial state. Utility Axioms describe the overall goal in the form of utility function u. === apply-rule(k, m, n) === Takes in the index k of an inference rule (such as Modus tollens, Modus ponens), and attempts to apply it to the two previously proved theorems m and n. The resulting theorem is then added to the proof. === delete-theorem(m) === Deletes the theorem stored at index m in the current proof. This helps to mitigate storage constraints caused by redundant and unnecessary theorems. Deleted theorems can no longer be referenced by the above apply-rule function. === set-switchprog(m, n) === Replaces switchprog S pm:n, provided it is a non-empty substring of S p. === check() === Verifies whether the goal of the proof search has been reached. A target theorem states that given the current axiomatized utility function u (Item 1f), the utility of a switch from p to the current switchprog would be higher than the utility of continuing the execution of p (which would keep searching for alternative switchprogs). === state2theorem(m, n) === Takes in two arguments, m and n, and attempts to convert the contents of Sm:n into a theorem. == Example applications == === Time-limited NP-hard optimization === The initial input to the Gödel machine is the representation of a connected graph with a large number of nodes linked by edges of various lengths. Within given time T it should find a cyclic path connecting all nodes. The only real-valued reward will occur at time T. It equals 1 divided by the length of the best path found so far (0 if none was found). There are no other inputs. The by-product of maximizing expected reward is to find the shortest path findable within the limited time, given the initial bias. === Fast theorem proving === Prove or disprove as quickly as possible that all even integers > 2 are the sum of two primes (Goldbach’s conjecture). The reward is 1/t, where t is the time required to produce and verify the first such proof. === Maximizing expected reward with bounded resources === A cognitive robot that needs at least 1 liter of gasoline per hour interacts with a partially unknown environment, trying to find hidden, limited gasoline depots to occasionally refuel its tank. It is rewarded in proportion to its lifetime, and dies after at most 100 years or as soon as its tank is empty or it falls off a cliff, and so on. The probabilistic environmental reactions are initially unknown but assumed to be sampled from the axiomatized Speed Prior, according to which hard-to-compute environmental reactions are unlikely. This permits a computable strategy for making near-optimal predictions. One by-product of maximizing expected reward is to maximize expected lifetime.

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  • Microsoft Office PerformancePoint Server

    Microsoft Office PerformancePoint Server

    Microsoft Office PerformancePoint Server is a business intelligence software product released in 2007 by Microsoft. The product was generally an integration of the acquisitions from ProClarity - the Planning Server and Monitoring Server - into Microsoft's SharePoint server product line. Although discontinued in 2009, the dashboard, scorecard, and analytics capabilities of PerformancePoint Server were incorporated into SharePoint 2010 and later versions. PerformancePoint Server also provided a planning and budgeting component directly integrated with Excel. == History == Microsoft offered preview releases of PerformancePoint Server starting in mid-2006. Previews of the product were formed from Business Scorecard Manager 2005 and the Planning Server component. Acquisitions ProClarity and Great Plains brought additional analytics and planning/reporting capabilities, as well as companion products ProClarity 6.3 and FRx. PerformancePoint Server was officially released in November 2007. Microsoft discontinued PerformancePoint Server as an independent product in 2009 and folded its dashboard, scorecard and analytics capabilities into PerformancePoint Services in SharePoint Server 2010. == Monitoring Server Component == Business monitoring capabilities, including dashboards, scorecards & key performance indicators, navigable reports for deeper analysis, strategy maps, and linked filtering, are provided by PerformancePoint's Monitoring Server component. A Dashboard Designer application that is distributed from Monitoring Server enables business analysts or IT Administrators to: create & test data source connections create views that use those data connections assemble the views into a dashboard deploy the dashboard as a SharePoint page Dashboard Designer saved content and security information back to the Monitoring Server. Data source connections, such as OLAP cubes or relational tables, were also made through Monitoring Server. After a dashboard has been published to the Monitoring Server database, it would be deployed as a SharePoint page and shared with other users as such. When the pages were opened in a web browser, Monitoring Server updated the data in the views by connecting back to the original data sources. == Planning Server Component == PerformancePoint's Planning Server component supported maintenance of logical business models, budget & approval workflows, enterprise data sources, and it followed Generally Accepted Accounting Principles. Planning Server made use of Excel for input and line-of-business reporting, as well as SQL Server for storing and processing business models. == Management Reporter Component == The Management Reporter component was designed to perform financial reporting and can read PerformancePoint Planning models directly. A development kit was also available to allow this component to read other models.

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  • List of algorithms

    List of algorithms

    An algorithm is a fundamental set of rules or defined procedures that are typically designed and used to be a simpler way to solve a specific problem or a broad set of problems. Simply speaking, algorithms define different processes, sets of rules and regulations, or methodologies that are to be followed through in calculations, data processing, data mining, pattern recognition, automated reasoning or other problem-solving operations. With the increasing automation of services, more and more decisions are being made by algorithms. Some general examples are risk assessments, anticipatory policing, and pattern recognition technology. The following is a list of well-known algorithms. == Automated planning == == Combinatorial algorithms == === General combinatorial algorithms === Brent's algorithm: finds a cycle in function value iterations using only two iterators Floyd's cycle-finding algorithm: finds a cycle in function value iterations Gale–Shapley algorithm: solves the stable matching problem Pseudorandom number generators (uniformly distributed—see also List of pseudorandom number generators for other PRNGs with varying degrees of convergence and varying statistical quality): ACORN generator Blum Blum Shub Lagged Fibonacci generator Linear congruential generator Mersenne Twister === Graph algorithms === Blossom algorithm: algorithm for constructing maximum-cardinality matching on graphs. Coloring algorithm: algorithms for graph (vertex or edge) coloring (subject to constraints, e.g. proper coloring or list coloring) Hopcroft–Karp algorithm: convert a bipartite graph to a maximum-cardinality matching Hungarian algorithm: algorithm for finding a perfect matching Prüfer coding: conversion between a labeled tree and its Prüfer sequence Tarjan's off-line lowest common ancestors algorithm: computes lowest common ancestors for pairs of nodes in a tree Topological sort: finds linear order of nodes (e.g. jobs) based on their dependencies. ==== Graph drawing ==== Coin graph drawing algorithms for finite connected planar graphs (approximately computing the theoretical circle-packing given by the Koebe-Andreev-Thurston theorem). See also Fáry's theorem on straight-line drawings of planar graphs. Force-based algorithms (also known as force-directed algorithms or spring-based algorithms) Spectral layout ==== Network theory ==== Network analysis Link analysis Girvan–Newman algorithm: detect communities in complex systems Web link analysis Hyperlink-Induced Topic Search (HITS) (also known as Hubs and authorities) PageRank TrustRank Flow networks Dinic's algorithm: is a strongly polynomial algorithm for computing the maximum flow in a flow network. Edmonds–Karp algorithm: implementation of Ford–Fulkerson Ford–Fulkerson algorithm: computes the maximum flow in a graph Karger's algorithm: a Monte Carlo method to compute the minimum cut of a connected graph Push–relabel algorithm: computes a maximum flow in a graph ==== Routing for graphs ==== Edmonds' algorithm (also known as Chu–Liu/Edmonds' algorithm): find maximum or minimum branchings Euclidean minimum spanning tree: algorithms for computing the minimum spanning tree of a set of points in the plane Longest path problem: find a simple path of maximum length in a given graph Minimum spanning tree Borůvka's algorithm Kruskal's algorithm Prim's algorithm Reverse-delete algorithm Nonblocking minimal spanning switch say, for a telephone exchange Shortest path problem Bellman–Ford algorithm: computes shortest paths in a weighted graph (where some of the edge weights may be negative) Dijkstra's algorithm: computes shortest paths in a graph with non-negative edge weights Floyd–Warshall algorithm: solves the all pairs shortest path problem in a weighted, directed graph Johnson's algorithm: all pairs shortest path algorithm in sparse weighted directed graph Transitive closure problem: find the transitive closure of a given binary relation Traveling salesman problem Christofides algorithm Nearest neighbour algorithm Vehicle routing problem Clarke and Wright Saving algorithm Warnsdorff's rule: a heuristic method for solving the Knight's tour problem ==== Graph search ==== A: special case of best-first search that uses heuristics to improve speed B: a best-first graph search algorithm that finds the least-cost path from a given initial node to any goal node (out of one or more possible goals) Backtracking: abandons partial solutions when they are found not to satisfy a complete solution Beam search: is a heuristic search algorithm that is an optimization of best-first search that reduces its memory requirement Beam stack search: integrates backtracking with beam search Best-first search: traverses a graph in the order of likely importance using a priority queue Bidirectional search: find the shortest path from an initial vertex to a goal vertex in a directed graph Breadth-first search: traverses a graph level by level Brute-force search: an exhaustive and reliable search method, but computationally inefficient in many applications D: an incremental heuristic search algorithm Depth-first search: traverses a graph branch by branch Dijkstra's algorithm: a special case of A for which no heuristic function is used General Problem Solver: a seminal theorem-proving algorithm intended to work as a universal problem solver machine. Iterative deepening depth-first search (IDDFS): a state space search strategy Jump point search: an optimization to A which may reduce computation time by an order of magnitude using further heuristics Lexicographic breadth-first search (also known as Lex-BFS): a linear time algorithm for ordering the vertices of a graph SSS: state space search traversing a game tree in a best-first fashion similar to that of the A search algorithm Uniform-cost search: a tree search that finds the lowest-cost route where costs vary ==== Subgraphs ==== Cliques Bron–Kerbosch algorithm: a technique for finding maximal cliques in an undirected graph MaxCliqueDyn maximum clique algorithm: find a maximum clique in an undirected graph Strongly connected components Kosaraju's algorithm Path-based strong component algorithm Tarjan's strongly connected components algorithm Subgraph isomorphism problem === Sequence algorithms === ==== Approximate sequence matching ==== Bitap algorithm: fuzzy algorithm that determines if strings are approximately equal. Phonetic algorithms Daitch–Mokotoff Soundex: a Soundex refinement which allows matching of Slavic and Germanic surnames Double Metaphone: an improvement on Metaphone Match rating approach: a phonetic algorithm developed by Western Airlines Metaphone: an algorithm for indexing words by their sound, when pronounced in English NYSIIS: phonetic algorithm, improves on Soundex Soundex: a phonetic algorithm for indexing names by sound, as pronounced in English String metrics: computes a similarity or dissimilarity (distance) score between two pairs of text strings Damerau–Levenshtein distance: computes a distance measure between two strings, improves on Levenshtein distance Dice's coefficient (also known as the Dice coefficient): a similarity measure related to the Jaccard index Hamming distance: sum number of positions which are different Jaro–Winkler distance: is a measure of similarity between two strings Levenshtein edit distance: computes a metric for the amount of difference between two sequences Trigram search: search for text when the exact syntax or spelling of the target object is not precisely known ==== Selection algorithms ==== Introselect Quickselect ==== Sequence search ==== Linear search: locates an item in an unsorted sequence Selection algorithm: finds the kth largest item in a sequence Sorted lists Binary search algorithm: locates an item in a sorted sequence Eytzinger binary search: cache friendly binary search algorithm Fibonacci search technique: search a sorted sequence using a divide and conquer algorithm that narrows down possible locations with the aid of Fibonacci numbers Jump search (or block search): linear search on a smaller subset of the sequence Predictive search: binary-like search which factors in magnitude of search term versus the high and low values in the search. Sometimes called dictionary search or interpolated search. Uniform binary search: an optimization of the classic binary search algorithm Ternary search: a technique for finding the minimum or maximum of a function that is either strictly increasing and then strictly decreasing or vice versa ==== Sequence merging ==== k-way merge algorithm Simple merge algorithm Union (merge, with elements on the output not repeated) ==== Sequence permutations ==== Fisher–Yates shuffle (also known as the Knuth shuffle): randomly shuffle a finite set Heap's permutation generation algorithm: interchange elements to generate next permutation Schensted algorithm: constructs a pair of Young tableaux from a permutation Steinhaus–Johnson–Trotter algorithm (also known as the Johnson–Trotter algorithm):

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  • Driver scheduling problem

    Driver scheduling problem

    The driver scheduling problem (DSP) is type of problem in operations research and theoretical computer science. The DSP consists of selecting a set of duties (assignments) for the drivers or pilots of vehicles (e.g., buses, trains, boats, or planes) involved in the transportation of passengers or goods, within the constraints of various legislative and logistical criteria. == Criteria and modelling == This very complex problem involves several constraints related to labour and company rules and also different evaluation criteria and objectives. Being able to solve this problem efficiently can have a great impact on costs and quality of service for public transportation companies. There is a large number of different rules that a feasible duty might be required to satisfy, such as Minimum and maximum stretch duration Minimum and maximum break duration Minimum and maximum work duration Minimum and maximum total duration Maximum extra work duration Maximum number of vehicle changes Minimum driving duration of a particular vehicle Operations research has provided optimization models and algorithms that lead to efficient solutions for this problem. Among the most common models proposed to solve the DSP are the Set Covering and Set Partitioning Models (SPP/SCP). In the SPP model, each work piece (task) is covered by only one duty. In the SCP model, it is possible to have more than one duty covering a given work piece. In both models, the set of work pieces that needs to be covered is laid out in rows, and the set of previously defined feasible duties available for covering specific work pieces is arranged in columns. The DSP resolution, based on either of these models, is the selection of the set of feasible duties that guarantees that there is one (SPP) or more (SCP) duties covering each work piece while minimizing the total cost of the final schedule.

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  • Fling (social network)

    Fling (social network)

    Fling was a social media app available for IOS and Android. It was founded in 2014 by Marco Nardone and was taken offline in August 2016. == Overview == In 2012, Marco Nardone founded the startup Unii and launched Unii.com, a social network intended for students in the UK. While working on this service, Nardone had the idea for a messaging service where pictures could be sent to strangers in January 2014. The app Fling was then developed and released between March and July 2014. After a month, it already had 375,000 downloads and 180,000 active users on iOS. Users were able to take pictures inside the app and send them to 50 random people all over the world. The recipient could then choose to answer via chat or reply by sending a picture themselves. The app was used by many users as a medium to exchange sexually explicit pictures and for sexting with strangers. This led to the app being removed from the App Store in June 2015. In the 19 days that followed, flings developers rewrote the App almost completely from scratch, working around the clock. The feature to message random strangers was removed, and the app was readmitted into the App Store as a messenger App resembling Snapchat. But the redesigned Application did not have the success of its predecessor. The funding ran out and the parent company Unii went bankrupt. The company was not able to pay their content moderation team anymore, leading to a new surge of pornographic content on the App. Shortly after that, the Social Network was taken offline in August 2016. It has been inactive since. During the 2 years Fling was online, $21 million was raised from investors while generating no revenue at all. Of this $21 million (£16.5m), £5 million came from Nardone's father. == Allegations against CEO == Former employees made multiple allegations against Marco Nardone, the Founder and CEO of Unii and Fling. According to these claims, he behaved erratic and abusive, throwing "things across the office". He hired his girlfriend as the head of human resources to handle issues between him and his staff. Employees who left the company often had "some part of their pay held back". According to the reports, he also spent the money raised from investors irresponsibly, having no clear concept of a budget. Some of that money was used on expensive restaurants in London, a luxurious office for CEO Nardone and advertisements for Fling on Twitter and Facebook. Nardone also spent time partying in Ibiza with two employees, while the developer team in London frantically tried to get Fling back online after it being removed from the App Store. In December 2017 he pleaded guilty to assaulting his girlfriend at a domestic violence court.

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  • Single source of truth

    Single source of truth

    In information science and information technology, single source of truth (SSOT) architecture, or single point of truth (SPOT) architecture, for information systems is the practice of structuring information models and associated data schemas such that every data element is mastered (or edited) in only one place, providing data normalization to a canonical form (for example, in database normalization or content transclusion). There are several scenarios with respect to copies and updates: The master data is never copied and instead only references to it are made; this means that all reads and updates go directly to the SSOT. The master data is copied but the copies are only read and only the master data is updated; if requests to read data are only made on copies, this is an instance of CQRS. The master data is copied and the copies are updated; this needs a reconciliation mechanism when there are concurrent updates. Updates on copies can be thrown out whenever a concurrent update is made on the master, so they are not considered fully committed until propagated to the master. (many blockchains work that way.) Concurrent updates are merged. (if an automatic merge fails, it could fall back on another strategy, which could be the previous strategy or something else like manual intervention, which most source version control systems do.) The advantages of SSOT architectures include easier prevention of mistaken inconsistencies (such as a duplicate value/copy somewhere being forgotten), and greatly simplified version control. Without a SSOT, dealing with inconsistencies implies either complex and error-prone consensus algorithms, or using a simpler architecture that's liable to lose data in the face of inconsistency (the latter may seem unacceptable but it is sometimes a very good choice; it is how most blockchains operate: a transaction is actually final only if it was included in the next block that is mined). Ideally, SSOT systems provide data that are authentic (and authenticatable), relevant, and referable. Deployment of an SSOT architecture is becoming increasingly important in enterprise settings where incorrectly linked duplicate or de-normalized data elements (a direct consequence of intentional or unintentional denormalization of any explicit data model) pose a risk for retrieval of outdated, and therefore incorrect, information. Common examples (i.e., example classes of implementation) are as follows: In electronic health records (EHRs), it is imperative to accurately validate patient identity against a single referential repository, which serves as the SSOT. Duplicate representations of data within the enterprise would be implemented by the use of pointers rather than duplicate database tables, rows, or cells. This ensures that data updates to elements in the authoritative location are comprehensively distributed to all federated database constituencies in the larger overall enterprise architecture. EHRs are an excellent class for exemplifying how SSOT architecture is both poignantly necessary and challenging to achieve: it is challenging because inter-organization health information exchange is inherently a cybersecurity competence hurdle, and nonetheless it is necessary, to prevent medical errors, to prevent the wasted costs of inefficiency (such as duplicated work or rework), and to make the primary care and medical home concepts feasible (to achieve competent care transitions). Single-source publishing as a general principle or ideal in content management relies on having SSOTs, via transclusion or (otherwise, at least) substitution. Substitution happens via libraries of objects that can be propagated as static copies which are later refreshed when necessary (that is, when refreshing of the copy-paste or import is triggered by a larger updating event). Component content management systems are a class of content management systems that aim to provide competence on this level. == Implementation == === Ontologic interactions === An acknowledged prerequisite (of the notion that any given single source of truth can exist) is that it depends on the ontologic condition that no more than a single truth (about any particular fact or idea) exists, an assertion that is ontologic in both the IT sense and the general sense of that word. In many instances, this presents no problem (for example, within particular namespaces, or even across them, as long as naming collisions or broader name conflicts are adequately handled). The broadest contexts (and thus thorniest, regarding ontologic discrepancies) require adequate epistemic regime comparison and reconciliation (or at least negotiation or transactional exchanges). An archetypal example of this class of reconciliation is that two theological seminary libraries, from two different religions (X and Y), could exchange information with an SSOT architecture, but the unification of truth would reside on the level of the statement that "religion X asserts that God is purple whereas religion Y asserts that God is green", rather than on the level of "God is purple" or "God is green". === Architectures or architectural features === An ideal implementation of SSOT is rarely possible in most enterprises. This is because many organisations have multiple information systems, each of which needs access to data relating to the same entities (e.g., customer). Often these systems are purchased as commercial off-the-shelf products from vendors and cannot be modified in trivial ways. Each of these various systems therefore needs to store its own version of common data or entities, and therefore each system must retain its own copy of a record (hence immediately violating the SSOT approach defined above). For example, an enterprise resource planning (ERP) system (such as SAP or Oracle e-Business Suite) may store a customer record; the customer relationship management (CRM) system also needs a copy of the customer record (or part of it) and the warehouse dispatch system might also need a copy of some or all of the customer data (e.g., shipping address). In cases where vendors do not support such modifications, it is not always possible to replace these records with pointers to the SSOT. For organisations (with more than one information system) wishing to implement a Single Source of Truth (without modifying all but one master system to store pointers to other systems for all entities), some supporting architectures are: Master data management (MDM) Event store and event sourcing (ES) ==== Master data management (MDM) ==== A master data management system typically serves as the source of truth for an organization's metadata, helping to ensure accuracy and consistency throughout that organizations multiple data sources. Typically the MDM acts as a hub for multiple systems, many of which could allow (be the source of truth for) updates to different aspects of information on a given entity. For example, the CRM system may be the "source of truth" for most aspects of the customer, and is updated by a call centre operator. However, a customer may (for example) also update their address via a customer service web site, with a different back-end database from the CRM system. The MDM application receives updates from multiple sources, acts as a broker to determine which updates are to be regarded as authoritative (the golden record) and then syndicates this updated data to all subscribing systems. The MDM application normally requires an ESB to syndicate its data to multiple subscribing systems. ==== Event store and event sourcing (ES) ==== In event oriented architectures, it has become increasingly common to find an implementation of the Event Sourcing pattern which stores the system state as an ordered sequence of state changes. To do this, you need an Event Store, a particular type of database designed to hold all the events that change the state of the system. The event store in an Event Sourcing + Command Query Responsibility Separation + Domain Driven Design + Messaging architecture is in fact a "single source of truth", with the additional advantage that it can also act as an Enterprise Service Bus as it can listen directly to the event store for status changes as everything passes by. In addition, by saving all the events, it also plays the role of Data Warehouse. One last advantage is that through this system the Shared Database pattern can be implemented, another technique not mentioned to obtain a single source of truth. ==== Data warehouse (DW) ==== While the primary purpose of a data warehouse is to support reporting and analysis of data that has been combined from multiple sources, the fact that such data has been combined (according to business logic embedded in the data transformation and integration processes) means that the data warehouse is often used as a de facto SSOT. Generally, however, the data available from the data warehouse are not used to update other systems; rather the DW becomes

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  • Broadcast (parallel pattern)

    Broadcast (parallel pattern)

    Broadcast is a collective communication primitive in parallel programming to distribute programming instructions or data to nodes in a cluster. It is the reverse operation of reduction. The broadcast operation is widely used in parallel algorithms, such as matrix-vector multiplication, Gaussian elimination and shortest paths. The Message Passing Interface implements broadcast in MPI_Bcast. == Definition == A message M [ 1.. m ] {\displaystyle M[1..m]} of length m {\displaystyle m} should be distributed from one node to all other p − 1 {\displaystyle p-1} nodes. T byte {\displaystyle T_{\text{byte}}} is the time it takes to send one byte. T start {\displaystyle T_{\text{start}}} is the time it takes for a message to travel to another node, independent of its length. Therefore, the time to send a package from one node to another is t = s i z e × T byte + T start {\displaystyle t=\mathrm {size} \times T_{\text{byte}}+T_{\text{start}}} . p {\displaystyle p} is the number of nodes and the number of processors. == Binomial Tree Broadcast == With Binomial Tree Broadcast the whole message is sent at once. Each node that has already received the message sends it on further. This grows exponentially as each time step the amount of sending nodes is doubled. The algorithm is ideal for short messages but falls short with longer ones as during the time when the first transfer happens only one node is busy. Sending a message to all nodes takes log 2 ⁡ ( p ) t {\displaystyle \log _{2}(p)t} time which results in a runtime of log 2 ⁡ ( p ) ( m T byte + T start ) {\displaystyle \log _{2}(p)(mT_{\text{byte}}+T_{\text{start}})} == Linear Pipeline Broadcast == The message is split up into k {\displaystyle k} packages and sent piecewise from node n {\displaystyle n} to node n + 1 {\displaystyle n+1} . The time needed to distribute the first message piece is p t = m k T byte + T start {\textstyle pt={\frac {m}{k}}T_{\text{byte}}+T_{\text{start}}} whereby t {\displaystyle t} is the time needed to send a package from one processor to another. Sending a whole message takes ( p + k ) ( m T byte k + T start ) = ( p + k ) t = p t + k t {\displaystyle (p+k)\left({\frac {mT_{\text{byte}}}{k}}+T_{\text{start}}\right)=(p+k)t=pt+kt} . Optimal is to choose k = m ( p − 2 ) T byte T start {\displaystyle k={\sqrt {\frac {m(p-2)T_{\text{byte}}}{T_{\text{start}}}}}} resulting in a runtime of approximately m T byte + p T start + m p T start T byte {\displaystyle mT_{\text{byte}}+pT_{\text{start}}+{\sqrt {mpT_{\text{start}}T_{\text{byte}}}}} The run time is dependent on not only message length but also the number of processors that play roles. This approach shines when the length of the message is much larger than the amount of processors. == Pipelined Binary Tree Broadcast == This algorithm combines Binomial Tree Broadcast and Linear Pipeline Broadcast, which makes the algorithm work well for both short and long messages. The aim is to have as many nodes work as possible while maintaining the ability to send short messages quickly. A good approach is to use Fibonacci trees for splitting up the tree, which are a good choice as a message cannot be sent to both children at the same time. This results in a binary tree structure. We will assume in the following that communication is full-duplex. The Fibonacci tree structure has a depth of about d ≈ log Φ ⁡ ( p ) {\displaystyle d\approx \log _{\Phi }(p)} whereby Φ = 1 + 5 2 {\displaystyle \Phi ={\frac {1+{\sqrt {5}}}{2}}} the golden ratio. The resulting runtime is ( m k T byte + T start ) ( d + 2 k − 2 ) {\textstyle ({\frac {m}{k}}T_{\text{byte}}+T_{\text{start}})(d+2k-2)} . Optimal is k = n ( d − 2 ) T byte 3 T start {\displaystyle k={\sqrt {\frac {n(d-2)T_{\text{byte}}}{3T_{\text{start}}}}}} . This results in a runtime of 2 m T byte + T start log Φ ⁡ ( p ) + 2 m log Φ ⁡ ( p ) T start T byte {\displaystyle 2mT_{\text{byte}}+T_{\text{start}}\log _{\Phi }(p)+{\sqrt {2m\log _{\Phi }(p)T_{\text{start}}T_{\text{byte}}}}} . == Two Tree Broadcast (23-Broadcast) == === Definition === This algorithm aims to improve on some disadvantages of tree structure models with pipelines. Normally in tree structure models with pipelines (see above methods), leaves receive just their data and cannot contribute to send and spread data. The algorithm concurrently uses two binary trees to communicate over. Those trees will be called tree A and B. Structurally in binary trees there are relatively more leave nodes than inner nodes. Basic Idea of this algorithm is to make a leaf node of tree A be an inner node of tree B. It has also the same technical function in opposite side from B to A tree. This means, two packets are sent and received by inner nodes and leaves in different steps. === Tree construction === The number of steps needed to construct two parallel-working binary trees is dependent on the amount of processors. Like with other structures one processor can is the root node who sends messages to two trees. It is not necessary to set a root node, because it is not hard to recognize that the direction of sending messages in binary tree is normally top to bottom. There is no limitation on the number of processors to build two binary trees. Let the height of the combined tree be h = ⌈log(p + 2)⌉. Tree A and B can have a height of h − 1 {\displaystyle h-1} . Especially, if the number of processors correspond to p = 2 h − 1 {\displaystyle p=2^{h}-1} , we can make both sides trees and a root node. To construct this model efficiently and easily with a fully built tree, we can use two methods called "Shifting" and "Mirroring" to get second tree. Let assume tree A is already modeled and tree B is supposed to be constructed based on tree A. We assume that we have p {\displaystyle p} processors ordered from 0 to p − 1 {\displaystyle p-1} . ==== Shifting ==== The "Shifting" method, first copies tree A and moves every node one position to the left to get tree B. The node, which will be located on -1, becomes a child of processor p − 2 {\displaystyle p-2} . ==== Mirroring ==== "Mirroring" is ideal for an even number of processors. With this method tree B can be more easily constructed by tree A, because there are no structural transformations in order to create the new tree. In addition, a symmetric process makes this approach simple. This method can also handle an odd number of processors, in this case, we can set processor p − 1 {\displaystyle p-1} as root node for both trees. For the remaining processors "Mirroring" can be used. === Coloring === We need to find a schedule in order to make sure that no processor has to send or receive two messages from two trees in a step. The edge, is a communication connection to connect two nodes, and can be labelled as either 0 or 1 to make sure that every processor can alternate between 0 and 1-labelled edges. The edges of A and B can be colored with two colors (0 and 1) such that no processor is connected to its parent nodes in A and B using edges of the same color- no processor is connected to its children nodes in A or B using edges of the same color. In every even step the edges with 0 are activated and edges with 1 are activated in every odd step. === Time complexity === In this case the number of packet k is divided in half for each tree. Both trees are working together the total number of packets k = k / 2 + k / 2 {\displaystyle k=k/2+k/2} (upper tree + bottom tree) In each binary tree sending a message to another nodes takes 2 i {\displaystyle 2i} steps until a processor has at least a packet in step i {\displaystyle i} . Therefore, we can calculate all steps as d := log 2 ⁡ ( p + 1 ) ⇒ log 2 ⁡ ( p + 1 ) ≈ log 2 ⁡ ( p ) {\displaystyle d:=\log _{2}(p+1)\Rightarrow \log _{2}(p+1)\approx \log _{2}(p)} . The resulting run time is T ( m , p , k ) ≈ ( m k T byte + T start ) ( 2 d + k − 1 ) {\textstyle T(m,p,k)\approx ({\frac {m}{k}}T_{\text{byte}}+T_{\text{start}})(2d+k-1)} . (Optimal k = m ( 2 d − 1 ) T byte / T start {\textstyle k={\sqrt {{m(2d-1)T_{\text{byte}}}/{T_{\text{start}}}}}} ) This results in a run time of T ( m , p ) ≈ m T byte + T start ⋅ 2 log 2 ⁡ ( p ) + m ⋅ 2 log 2 ⁡ ( p ) T start T byte {\displaystyle T(m,p)\approx mT_{\text{byte}}+T_{\text{start}}\cdot 2\log _{2}(p)+{\sqrt {m\cdot 2\log _{2}(p)T_{\text{start}}T_{\text{byte}}}}} . == ESBT-Broadcasting (Edge-disjoint Spanning Binomial Trees) == In this section, another broadcasting algorithm with an underlying telephone communication model will be introduced. A Hypercube creates network system with p = 2 d ( d = 0 , 1 , 2 , 3 , . . . ) {\displaystyle p=2^{d}(d=0,1,2,3,...)} . Every node is represented by binary 0 , 1 {\displaystyle {0,1}} depending on the number of dimensions. Fundamentally ESBT(Edge-disjoint Spanning Binomial Trees) is based on hypercube graphs, pipelining( m {\displaystyle m} messages are divided by k {\displaystyle k} packets) and binomial trees. The Processor 0 d {\displaystyle 0^{d}} cyclically spreads packets to roots of ESB

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  • Affective computing

    Affective computing

    Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While some core ideas in the field may be traced as far back as to early philosophical inquiries into emotion, the modern idea originated with Rosalind Picard's 1995 paper entitled "Affective Computing" and her 1997 book of the same name published by MIT Press. One motivation for researching affective computing is the ability to give machines emotional intelligence, including simulating empathy. The goal is that a machine should interpret the emotional state of humans and adapt its behavior to those emotions, responding appropriately. Recent experimental research has shown that subtle affective haptic feedback can shape human reward learning and mobile interaction behavior, suggesting that affective computing systems may not only interpret emotional states but also actively modulate user actions through emotion-laden outputs. == Areas == === Detecting and recognizing emotional information === Detecting emotional information usually begins with passive sensors that capture data about the user's physical state or behavior without interpreting the input. The data gathered is analogous to the cues humans use to perceive emotions in others. For example, a video camera might capture facial expressions, body posture, and gestures, while a microphone might capture speech. Other sensors detect emotional cues by directly measuring physiological data, such as skin temperature and galvanic resistance. Recognizing emotional information requires the extraction of meaningful patterns from the gathered data. This is done using machine learning techniques that process different modalities, such as speech recognition, natural language processing, or facial expression detection. The goal of most of these techniques is to produce labels that would match the labels a human would give in the same situation. For example, if a person makes a facial expression furrowing their brow, then the computer vision system might be trained to label their face as appearing "confused" or as "concentrating" or "slightly negative" (as opposed to positive, which it might say if they were smiling in a happy-appearing way). This response is based on the data used to train the system. These labels may or may not correspond to what the person is actually feeling. === Emotion in machines === Another area within affective computing is the design of computational devices proposed to exhibit either innate emotional capabilities or that are capable of convincingly simulating emotions. A more practical approach, based on current technological capabilities, is the simulation of emotions in conversational agents in order to enrich and facilitate interactivity between human and machine. Marvin Minsky, one of the pioneering computer scientists in artificial intelligence, relates emotions to the broader issues of machine intelligence stating in The Emotion Machine that emotion is "not especially different from the processes that we call 'thinking.'" The innovative approach "digital humans" or virtual humans includes an attempt to give these programs, which simulate humans, an emotional dimension as well, including reactions, facial expressions, and gestures in accordance with the reaction that a real person would have in certain emotionally stimulating situations. Emotion in machines often refers to emotion in computational, often AI-based, systems. As a result, the terms 'emotional AI' is being used. Some modern large language models simulate emotions in their chats with humans. ChatGPT's simulated emotion leans more positive than that of most human responses. == Technologies == In psychology, cognitive science, and in neuroscience, there have been two main approaches for describing how humans perceive and classify emotion: continuous or categorical. The continuous approach tends to use dimensions such as negative vs. positive, calm vs. aroused. The categorical approach tends to use discrete classes such as happy, sad, angry, fearful, surprise, and disgust. Different kinds of machine learning regression and classification models are used for machines to produce continuous or discrete labels. Sometimes, models are also built that allow combinations across the categories (e.g. a happy-surprised face or a fearful-surprised face). The following sections consider many of the kinds of input data used for the task of emotion recognition. === Emotional speech === Various changes in the autonomic nervous system can indirectly alter a person's speech, and affective technologies can leverage this information to recognize emotion. For example, speech produced in a state of fear, anger, or joy becomes fast, loud, and precisely enunciated, with a higher and wider range in pitch, whereas emotions such as tiredness, boredom, or sadness tend to generate slow, low-pitched, and slurred speech. Some emotions have been found to be more easily computationally identified, such as anger or approval. Emotional speech processing technologies recognize the user's emotional state using computational analysis of speech features. Vocal parameters and prosodic features such as pitch variables and speech rate can be analyzed through pattern recognition techniques. Speech analysis is an effective method of identifying affective state, having an average reported accuracy of 70-80% in research from 2003 and 2006. These systems tend to outperform average human accuracy (approximately 60%) but are less accurate than systems which employ other modalities for emotion detection, such as physiological states or facial expressions. However, since many speech characteristics are independent of semantics or culture, this technique is considered to be a promising route for further research. ==== Algorithms ==== The process of speech/text affect detection requires the creation of a reliable database, knowledge base, or vector space model, broad enough to fit every need for its application, as well as the selection of a successful classifier which will allow for quick and accurate emotion identification. As of 2010, the most frequently used classifiers were linear discriminant classifiers (LDC), k-nearest neighbor (k-NN), Gaussian mixture model (GMM), support vector machines (SVM), artificial neural networks (ANN), decision tree algorithms, and hidden Markov models (HMMs). Various studies showed that choosing the appropriate classifier can significantly enhance the overall performance of the system. The list below gives a brief description of each algorithm: LDC – Classification happens based on the value obtained from the linear combination of the feature values, which are usually provided in the form of vector features. k-NN – Classification happens by locating the object in the feature space, and comparing it with the k nearest neighbors (training examples). The majority vote decides on the classification. GMM – A probabilistic model used for representing the existence of subpopulations within the overall population. Each sub-population is described using the mixture distribution, which allows for classification of observations into the sub-populations. SVM – A type of (usually binary) linear classifier which decides in which of the two (or more) possible classes, each input may fall into. ANN – is a mathematical model, inspired by biological neural networks, that can better grasp possible non-linearities of the feature space. Decision tree algorithms – work based on following a decision tree in which leaves represent the classification outcome, and branches represent the conjunction of subsequent features that lead to the classification. HMMs – a statistical Markov model in which the states and state transitions are not directly available to observation. Instead, the series of outputs dependent on the states are visible. In the case of affect recognition, the outputs represent the sequence of speech feature vectors, which allow the deduction of states' sequences through which the model progressed. The states can consist of various intermediate steps in the expression of an emotion, and each of them has a probability distribution over the possible output vectors. The states' sequences allow us to predict the affective state which we are trying to classify, and this is one of the most commonly used techniques within the area of speech affect detection. It has been proven that having enough acoustic evidence available the emotional state of a person can be classified by a set of majority voting classifiers. The proposed set of classifiers is based on three main classifiers: kNN, C4.5 and SVM-RBF Kernel. This set achieves better performance than each basic classifier taken separately. It is compared with two other sets of classifiers: one-against-all (OAA) multiclass SVM with Hybrid kernels and th

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  • Monitoring as a service

    Monitoring as a service

    Monitoring as a service (MaaS) is a cloud-based framework for the deployment of monitoring functionalities for various other services and applications within the cloud. The most common application for MaaS is online state monitoring, which continuously tracks certain states of applications, networks, systems, instances or any element that may be deployable within the cloud.

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  • Overcategorization

    Overcategorization

    Overcategorization or category clutter is a phenomenon during classification where too many categories or classes are assigned to a document, record, or item. Overcategorization is related to the library and information science (LIS) concepts of document classification and subject indexing. It is also related to online shopping where excessive product categories can overwhelm users with too many choices or make it more difficult for customers to find the products they need. Although these categories are intended to improve organization and ease of navigation when shipping online, too many categories can lower customer satisfaction, increase difficulty navigating the online store, and reduce future shopping intentions. In LIS, the ideal number of terms that should be assigned to classify an item are measured by the variables precision and recall. Assigning few category labels that are most closely related to the content of the item being classified will result in searches that have high precision, I.e., where a high proportion of the results are closely related to the query. Assigning more category labels to each item will reduce the precision of each search, but increase the recall, retrieving more relevant results. Related LIS concepts include exhaustivity of indexing and information overload. == Basic principles == If too many categories are assigned to a given document, the implications for users depend on how informative the links are. If the user is able to distinguish between useful and not useful links, the damage is limited: The user only wastes time selecting links. In many cases, however, the user cannot judge whether or not a given link will turn out to be fruitful. In that case he or she has to follow the link and to read or skim another document. The worst case scenario is, of course, that even after reading the new document the user is unable to decide whether or not it might be useful if its subject matter is not thoroughly investigated. Overcategorization also has another unpleasant implication: It makes the system (for example in Wikipedia) difficult to maintain in a consistent way. If the system is inconsistent, it means that when the user considers the links in a given category, he or she will not find all documents relevant to that category. Basically, the problem of overcategorization should be understood from the perspective of relevance and the traditional measures of recall and precision. If too few relevant categories are assigned to a document, recall may decrease. If too many non-relevant categories are assigned, precision becomes lower. The hard job is to say which categories are fruitful or relevant for future use of the document.

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  • Artificial intelligence in India

    Artificial intelligence in India

    The artificial intelligence (AI) market in India is projected to reach $8 billion by 2025, growing at 40% CAGR from 2020 to 2025. This growth is part of the broader AI boom, a global period of rapid technological advancements with India being pioneer starting in the early 2010s with NLP based Chatbots from Haptik, Corover.ai, Niki.ai and then gaining prominence in the early 2020s based on reinforcement learning, marked by breakthroughs such as generative AI models from Krutrim, Sarvam, CoRover, OpenAI and Alphafold by Google DeepMind. In India, the development of AI has been similarly transformative, with applications in healthcare, finance, and education, bolstered by government initiatives like NITI Aayog's 2018 National Strategy for Artificial Intelligence. Institutions such as the Indian Statistical Institute and the Indian Institute of Science published breakthrough AI research papers and patents. India's transformation to AI is primarily being driven by startups and government initiatives & policies like Digital India. By fostering technological trust through digital public infrastructure, India is tackling socioeconomic issues by taking a bottom-up approach to AI. NASSCOM and Boston Consulting Group estimate that by 2027, India's AI services might be valued at $17 billion. According to 2025 Technology and Innovation Report, by UN Trade and Development, India ranks 10th globally for private sector investments in AI. According to Mary Meeker, India has emerged as a key market for AI platforms, accounting for the largest share of ChatGPT's mobile app users and having the third-largest user base for DeepSeek in 2025. While AI presents significant opportunities for economic growth and social development in India, challenges such as data privacy concerns, skill shortages, and ethical considerations need to be addressed for responsible AI deployment. The growth of AI in India has also led to an increase in the number of cyberattacks that use AI to target organizations. == History == === Early days (1960s-1980s) === The TIFRAC (Tata Institute of Fundamental Research Automatic Calculator) was designed and developed by a team led by Rangaswamy Narasimhan between 1954 and 1960. He worked on pattern recognition from 1961 to 1964 at the University of Illinois Urbana-Champaign's Digital Computer Laboratory. In order to conduct research on database technology, computer networking, computer graphics, and systems software, he and M. G. K. Menon founded the National Centre for Software Development and Computing Techniques. In 1965, he established the Computer Society of India and supervised the initial research work on AI at Tata Institute of Fundamental Research. Jagdish Lal launched the first computer science program in 1976 at Motilal Nehru Regional Engineering College. H. K. Kesavan from the University of Waterloo and Vaidyeswaran Rajaraman from the University of Wisconsin–Madison joined the IIT Kanpur Electrical Engineering Department in 1963–1964 as Assistant Professor and Head of Department, respectively. H.N. Mahabala, who was employed at Bendix Corporation's Computer Division, joined the department in 1965. He previously worked with Marvin Minsky. The IIT Kanpur Computer Center was led by H. K. Kesavan, with Vaidyeswaran Rajaraman serving as his deputy. Kesavan informally permitted Rajaraman and Mahabala to introduce artificial intelligence into computer science classes. The computer science program was approved by IIT Kanpur in 1971 and split out from the electrical engineering department. In 1973, an IBM System/370 Model 155 was installed at IIT Madras. John McCarthy, head of the Artificial Intelligence Laboratory at Stanford University visited IIT Kanpur in 1971. He donated PDP-1 with a time-sharing operating system. During the 1970s, the balance of payments deficit in India restricted import of computers. The Department of Computer Science and Automation at the Indian Institute of Science established in 1969, played an important role in nurturing the development of data science and artificial intelligence in India. First course on AI was introduced in the 1970s by G. Krishna. B. L. Deekshatulu introduced the first course on pattern recognition in the early 1970s. === Foundation phase === ==== 1980s ==== In the 1980s, the Indian Statistical Institute's Optical Character Recognition Project was one of the country's first attempts at studying artificial intelligence and machine learning. OCR technology has benefited greatly from the work of ISI's Computer Vision and Pattern Recognition Unit, which is headed by Bidyut Baran Chaudhuri. He also contributed in the development of computer vision and digital image processing. As part of the Indian Fifth Generation Computer Systems Research Programme, the Department of Electronics, with support from the United Nations Development Programme, initiated the Knowledge Based Computer Systems Project in 1986, marking the beginning of India's first major AI research program. Prime Minister Rajiv Gandhi requested that the Department of Electronics and IISc to initiate the Parallel Processing Project in 1986–1987. The Center for Development of Advanced Computing eventually joined those efforts. IIT Madras was selected to develop system diagnosis, ISI for image processing, National Centre for Software Technology for natural language processing and TIFR for speech processing. In 1987, the proposal of N. Seshagiri, Director General of the National Informatics Centre for the prototype development of supercomputer was cleared. Negotiations for a Cray supercomputer were underway between the Reagan administration and the Rajiv Gandhi government. US Defense Secretaries Frank Carlucci and Caspar Weinberger visited New Delhi after the US approved the transfer in 1988. The sale of a lower-end XMP-14 supercomputer was permitted in lieu of the Cray XMP-24 supercomputer due to security concerns. The Center for Development of Advanced Computing was formally established in March 1988 by the Ministry of Communications and Information Technology (previously the Ministry of IT) within the Department of Information Technology (formerly the Department of Electronics) in response to a recommendation made to the Prime Minister by the Scientific Advisory Council. The National Initiative in Supercomputing, which produced the PARAM series, was led by Vijay P. Bhatkar. For the first ten years, supercomputing and Indian language computing were the two main focus areas. C-DAC has expanded its operations in order to meet the needs in a number of domains, including network and internet software, real-time systems, artificial intelligence, and NLP. Under the direction of Professor KV Ramakrishnamacharyulu from National Sanskrit University and Professor Rajeev Sangal from the International Institute of Information Technology, Hyderabad, the Akshar Bharati Research Group was established in 1984 with support from IIT Kanpur and the University of Hyderabad for computational processing of Indian languages. They focused on computational linguistics, NLP with ontological database systems, and Indian language/translation theories with linguistic tradition. ==== 1990s ==== From IIT Kanpur, Mohan Tambe joined C-DAC in the 1990s to work on Graphics and Intelligence based Script Technology (GIST), which addressed the challenge of adapting personal computer software based on Latin script to Devanagiri and a number of other Indian language scripts. He was previously working on the Machine Translation for Indian languages Project. Within C-DAC, he established the GIST group. The technology was expanded to encompass NLP, artificial intelligence-based machine-aided language learning and translation, multimedia and multilingual computing solutions, and more. GIST resulted in the creation of G-CLASS (GIST cross language search plug-ins suite), a cross-language search engine. The Applied Artificial Intelligence Group at C-DAC has developed some basic and novel applications in the field of NLP, including machine translation, information extraction/retrieval, automatic summarization, speech recognition, text-to-speech synthesis, intelligent language teaching, and natural language-based document management with Decision Support Systems. These applications are the result of the foundation laid by previous language technology activities. Software firms in the Indian private sector began looking into AI applications, mostly in the area of business process automation. In order to allow machines to read, comprehend, and interpret human languages, the Language Technologies Research Center was founded in October 1999 at the International Institute of Information Technology, Hyderabad. It focused on the advancements in semantic parsing, information extraction, natural language generation, sentiment analysis, and dialogue systems. Some of the early AI research in India was driven by societal needs. For example; Eklavya, a knowledge-based program created by I

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  • Irish logarithm

    Irish logarithm

    The Irish logarithm was a system of number manipulation invented by Percy Ludgate for machine multiplication. The system used a combination of mechanical cams as lookup tables and mechanical addition to sum pseudo-logarithmic indices to produce partial products, which were then added to produce results. The technique is similar to Zech logarithms (also known as Jacobi logarithms), but uses a system of indices original to Ludgate. == Concept == Ludgate's algorithm compresses the multiplication of two single decimal numbers into two table lookups (to convert the digits into indices), the addition of the two indices to create a new index which is input to a second lookup table that generates the output product. Because both lookup tables are one-dimensional, and the addition of linear movements is simple to implement mechanically, this allows a less complex mechanism than would be needed to implement a two-dimensional 10×10 multiplication lookup table. Ludgate stated that he deliberately chose the values in his tables to be as small as he could make them; given this, Ludgate's tables can be simply constructed from first principles, either via pen-and-paper methods, or a systematic search using only a few tens of lines of program code. They do not correspond to either Zech logarithms, Remak indexes or Korn indexes. == Pseudocode == The following is an implementation of Ludgate's Irish logarithm algorithm in the Python programming language: Table 1 is taken from Ludgate's original paper; given the first table, the contents of Table 2 can be trivially derived from Table 1 and the definition of the algorithm. Note since that the last third of the second table is entirely zeros, this could be exploited to further simplify a mechanical implementation of the algorithm.

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  • Normalization (image processing)

    Normalization (image processing)

    In image processing, normalization is a process that changes the range of pixel intensity values, a kind of intensity mapping. Applications include photographs with poor contrast due to glare, for example. A typical case is contrast stretching. In more general fields of data processing, such as digital signal processing, it is referred to as dynamic range expansion. The purpose of dynamic range expansion in the various applications is usually to bring the image, or other type of signal, into a range that is more familiar or normal to the senses, hence the term normalization. Often, the motivation is to achieve consistency in dynamic range for a set of data, signals, or images to avoid mental distraction or fatigue. For example, a newspaper will strive to make all of the images in an issue share a similar range of grayscale. Auto-normalization in image processing software typically normalizes to the full dynamic range of the number system specified in the image file format. == Definition == Normalization transforms an n-dimensional grayscale image I : { X ⊆ R n } → { Min , . . , Max } {\displaystyle I:\{\mathbb {X} \subseteq \mathbb {R} ^{n}\}\rightarrow \{{\text{Min}},..,{\text{Max}}\}} with intensity values in the range ( Min , Max ) {\displaystyle ({\text{Min}},{\text{Max}})} , into a new image I N : { X ⊆ R n } → { newMin , . . , newMax } {\displaystyle I_{N}:\{\mathbb {X} \subseteq \mathbb {R} ^{n}\}\rightarrow \{{\text{newMin}},..,{\text{newMax}}\}} with intensity values in the range ( newMin , newMax ) {\displaystyle ({\text{newMin}},{\text{newMax}})} . The linear normalization of a grayscale digital image is performed according to the formula I N = ( I − Min ) newMax − newMin Max − Min + newMin {\displaystyle I_{N}=(I-{\text{Min}}){\frac {{\text{newMax}}-{\text{newMin}}}{{\text{Max}}-{\text{Min}}}}+{\text{newMin}}} For example, if the intensity range of the image is 50 to 180 and the desired range is 0 to 255 the process entails subtracting 50 from each of pixel intensity, making the range 0 to 130. Then each pixel intensity is multiplied by 255/130, making the range 0 to 255. Normalization might also be non-linear, as the relationship between I {\displaystyle I} and I N {\displaystyle I_{N}} may not be linear. An example of non-linear normalization is when the normalization follows a sigmoid function, in which case the normalized image is computed according to the formula I N = ( newMax − newMin ) 1 1 + e − I − β α + newMin {\displaystyle I_{N}=({\text{newMax}}-{\text{newMin}}){\frac {1}{1+e^{-{\frac {I-\beta }{\alpha }}}}}+{\text{newMin}}} Where α {\displaystyle \alpha } defines the width of the input intensity range, and β {\displaystyle \beta } defines the intensity around which the range is centered. Gamma correction (log/inverse log) is also a common transformation function. === Colorspace === Intensity operations generally operate on a colorspace that maps to the human perception of lightness without intentionally changing the other properties. This can be done, for example, by operating on the L component of the CIELAB color space, or approximately by operating on the Y component of YCbCr. It is also possible to operate on each of the RGB color channels, though the result will not always make sense. == Contrast stretching == This is the most significant and essential technique of spatial-based image enhancement. The basic intent of this contrast enhancement technique is to adjust the local contrast in the image so as to bring out the clear regions or objects in the image. Low-contrast images often result from poor or non-uniform lighting conditions, a limited dynamic range of the imaging sensor, or improper settings of the lens aperture. This operation tries to change the intensity of the pixel in the image, particularly in the input image, to obtain an enhanced image. It is based on the number of techniques, namely local, global, dark and bright levels of contrast. The contrast enhancement is considered as the amount of color or gray differentiation that lies among the different features in an image. The contrast enhancement improves the quality of image by increasing the luminance difference between the foreground and background. A contrast stretching transformation can be achieved by: Stretching the dark range of input values into a wider range of output values: This involves increasing the brightness of the darker areas in the image to enhance details and improve visibility. Shifting the mid-range of input values: This involves adjusting the brightness levels of the mid-tones in the image to improve overall contrast and clarity. Compressing the bright range of input values: This process involves reducing the brightness of the brighter areas in the image to prevent overexposure resulting in a more balanced and visually appealing image. It can be described as the following piecewise funciton: I N = { s 1 r 1 I if I < r 1 s 2 − s 1 r 1 − r 2 ( I − r 1 ) if r 1 ≤ I ≤ r 2 1 − s 2 1 − r 2 ( I − r 2 ) if I > r 2 {\displaystyle I_{N}={\begin{cases}{\frac {s_{1}}{r_{1}}}I&{\text{if }}Ir_{2}\end{cases}}} Where: ( r 1 , s 1 ) {\displaystyle (r_{1},s_{1})} defines the transition point between the "dark" range to the "main" range. ( r 2 , s 2 ) {\displaystyle (r_{2},s_{2})} defines the transition point between the "main" range to the "bright" range. A typical linear stretch is obtained when ( r 1 , s 1 ) = ( r min , 0 ) {\displaystyle (r_{1},s_{1})=(r_{\text{min}},0)} and ( r 2 , s 2 ) = ( r max , 1 ) {\displaystyle (r_{2},s_{2})=(r_{\text{max}},1)} , where r min {\displaystyle r_{\text{min}}} and r max {\displaystyle r_{\text{max}}} denote the minimum and maximum levels in the source image. === Global contrast stretching === Global Contrast Stretching considers all color palate ranges at once to determine the maximum and minimum values for the entire RGB color image. This approach utilizes the combination of RGB colors to derive a single maximum and minimum value for contrast stretching across the entire image. === Local contrast stretching === Local contrast stretching (LCS) is an image enhancement method that focuses on locally adjusting each pixel's value to improve the visualization of structures within an image, particularly in both the darkest and lightest portions. It operates by utilizing sliding windows, known as kernels, which traverse the image. The central pixel within each kernel is adjusted using the following formula: I p ( x , y ) = 255 × [ I 0 ( x , y ) − m i n ] ( m a x − m i n ) {\displaystyle I_{p}(x,y)=255\times {\frac {[I_{0}(x,y)-min]}{(max-min)}}} Where: Ip(x,y) is the color level for the output pixel (x,y) after the contrast stretching process. I0(x,y) is the color level input for data pixel (x, y). max is the maximum value for color level in the input image within the selected kernel. min is the minimum value for color level in the input image within the selected kernel. A piecewise form (see above) may also be used. LCS can be applied to the three color channels of an image separately.

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  • Algorithmic game theory

    Algorithmic game theory

    Algorithmic game theory (AGT) is an interdisciplinary field at the intersection of game theory and computer science, focused on understanding and designing algorithms for environments where multiple strategic agents interact. This research area combines computational thinking with economic principles to address challenges that emerge when algorithmic inputs come from self-interested participants. In traditional algorithm design, inputs are assumed to be fixed and reliable. However, in many real-world applications—such as online auctions, internet routing, digital advertising, and resource allocation systems—inputs are provided by multiple independent agents who may strategically misreport information to manipulate outcomes in their favor. AGT provides frameworks to analyze and design systems that remain effective despite such strategic behavior. The field can be approached from two complementary perspectives: Analysis: Evaluating existing algorithms and systems through game-theoretic tools to understand their strategic properties. This includes calculating and proving properties of Nash equilibria (stable states where no participant can benefit by changing only their own strategy), measuring price of anarchy (efficiency loss due to selfish behavior), and analyzing best-response dynamics (how systems evolve when players sequentially optimize their strategies). Design: Creating mechanisms and algorithms with both desirable computational properties and game-theoretic robustness. This sub-field, known as algorithmic mechanism design, develops systems that incentivize truthful behavior while maintaining computational efficiency. Algorithm designers in this domain must satisfy traditional algorithmic requirements (such as polynomial-time running time and good approximation ratio) while simultaneously addressing incentive constraints that ensure participants act according to the system's intended design. == History == === Nisan-Ronen: a new framework for studying algorithms === In 1999, the seminal paper of Noam Nisan and Amir Ronen drew the attention of the Theoretical Computer Science community to designing algorithms for selfish (strategic) users. As they claim in the abstract: We consider algorithmic problems in a distributed setting where the participants cannot be assumed to follow the algorithm but rather their own self-interest. As such participants, termed agents, are capable of manipulating the algorithm, the algorithm designer should ensure in advance that the agents’ interests are best served by behaving correctly. Following notions from the field of mechanism design, we suggest a framework for studying such algorithms. In this model the algorithmic solution is adorned with payments to the participants and is termed a mechanism. The payments should be carefully chosen as to motivate all participants to act as the algorithm designer wishes. We apply the standard tools of mechanism design to algorithmic problems and in particular to the shortest path problem. This paper coined the term algorithmic mechanism design and was recognized by the 2012 Gödel Prize committee as one of "three papers laying foundation of growth in Algorithmic Game Theory". === Price of Anarchy === The other two papers cited in the 2012 Gödel Prize for fundamental contributions to Algorithmic Game Theory introduced and developed the concept of "Price of Anarchy". In their 1999 paper "Worst-case Equilibria", Koutsoupias and Papadimitriou proposed a new measure of the degradation of system efficiency due to the selfish behavior of its agents: the ratio of between system efficiency at an optimal configuration, and its efficiency at the worst Nash equilibrium. (The term "Price of Anarchy" only appeared a couple of years later.) === The Internet as a catalyst === The Internet created a new economy—both as a foundation for exchange and commerce, and in its own right. The computational nature of the Internet allowed for the use of computational tools in this new emerging economy. On the other hand, the Internet itself is the outcome of actions of many. This was new to the classic, ‘top-down’ approach to computation that held till then. Thus, game theory is a natural way to view the Internet and interactions within it, both human and mechanical. Game theory studies equilibria (such as the Nash equilibrium). An equilibrium is generally defined as a state in which no player has an incentive to change their strategy. Equilibria are found in several fields related to the Internet, for instance financial interactions and communication load-balancing. Game theory provides tools to analyze equilibria, and a common approach is then to ‘find the game’—that is, to formalize specific Internet interactions as a game, and to derive the associated equilibria. Rephrasing problems in terms of games allows the analysis of Internet-based interactions and the construction of mechanisms to meet specified demands. If equilibria can be shown to exist, a further question must be answered: can an equilibrium be found, and in reasonable time? This leads to the analysis of algorithms for finding equilibria. Of special importance is the complexity class PPAD, which includes many problems in algorithmic game theory. == Areas of research == === Algorithmic mechanism design === Mechanism design is the subarea of economics that deals with optimization under incentive constraints. Algorithmic mechanism design considers the optimization of economic systems under computational efficiency requirements. Typical objectives studied include revenue maximization and social welfare maximization. === Inefficiency of equilibria === The concepts of price of anarchy and price of stability were introduced to capture the loss in performance of a system due to the selfish behavior of its participants. The price of anarchy captures the worst-case performance of the system at equilibrium relative to the optimal performance possible. The price of stability, on the other hand, captures the relative performance of the best equilibrium of the system. These concepts are counterparts to the notion of approximation ratio in algorithm design. === Complexity of finding equilibria === The existence of an equilibrium in a game is typically established using non-constructive fixed point theorems. There are no efficient algorithms known for computing Nash equilibria. The problem is complete for the complexity class PPAD even in 2-player games. In contrast, correlated equilibria can be computed efficiently using linear programming, as well as learned via no-regret strategies. === Computational social choice === Computational social choice studies computational aspects of social choice, the aggregation of individual agents' preferences. Examples include algorithms and computational complexity of voting rules and coalition formation. Other topics include: Algorithms for computing Market equilibria Fair division Multi-agent systems And the area counts with diverse practical applications: Sponsored search auctions Spectrum auctions Cryptocurrencies Prediction markets Reputation systems Sharing economy Matching markets such as kidney exchange and school choice Crowdsourcing and peer grading Economics of the cloud == Journals and newsletters == ACM Transactions on Economics and Computation (TEAC) SIGEcom Exchanges Algorithmic Game Theory papers are often also published in Game Theory journals such as GEB, Economics journals such as Econometrica, and Computer Science journals such as SICOMP.

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  • Point-in-time recovery

    Point-in-time recovery

    Point-in-time recovery (PITR) in the context of computers involves systems, often databases, whereby an administrator can restore or recover a set of data or a particular setting from a time in the past. Note for example Windows's capability to restore operating-system settings from a past date (for instance, before data corruption occurred). Time Machine for macOS provides another example of point-in-time recovery. Once PITR logging starts for a PITR-capable database, a database administrator can restore that database from backups to the state that it had at any time since.

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