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  • Lessac Technologies

    Lessac Technologies

    Lessac Technologies, Inc. (LTI) is an American firm which develops voice synthesis software, licenses technology and sells synthesized novels as MP3 files. The firm currently has seven patents granted and three more pending for its automated methods of converting digital text into human-sounding speech, more accurately recognizing human speech and outputting the text representing the words and phrases of said speech, along with recognizing the speaker's emotional state. The LTI technology is partly based on the work of the late Arthur Lessac, a Professor of Theater at the State University of New York and the creator of Lessac Kinesensic Training, and LTI has licensed exclusive rights to exploit Arthur Lessac's copyrighted works in the fields of speech synthesis and speech recognition. Based on the view that music is speech and speech is music, Lessac's work and books focused on body and speech energies and how they go together. Arthur Lessac's textual annotation system, which was originally developed to assist actors, singers, and orators in marking up scripts to prepare for performance, is adapted in LTI's speech synthesis system as the basic representation of the speech to be synthesized (Lessemes), in contrast to many other systems which use a phonetic representation. LTI's software has two major components: (1) a linguistic front-end that converts plain text to a sequence of prosodic and phonosensory graphic symbols (Lessemes) based on Arthur Lessac's annotation system, which specify the speech units to be synthesized; (2) a signal-processing back-end that takes the Lessemes as acoustic data and produces human-sounding synthesized speech as output, using unit selection and concatenation. LTI's text-to-speech system came in second in the world-wide Blizzard Challenge 2011 and 2012. The first-place team in 2011 also employed LTI's "front-end" technology, but with its own back-end. The Blizzard Challenge, conducted by the Language Technologies Institute of Carnegie Mellon University, was devised as a way to evaluate speech synthesis techniques by having different research groups build voices from the same voice-actor recordings, and comparing the results through listening tests. LTI was founded in 2000 by H. Donald Wilson (chairman), a lawyer, LexisNexis entrepreneur and business associate of Arthur Lessac; and Gary A. Marple (chief inventor), after Marple suggested that Arthur Lessac's kinesensic voice training might be applicable to computational linguistics. After Wilson's death in 2006, his nephew John Reichenbach became the firm's CEO.

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  • Bondy's theorem

    Bondy's theorem

    In mathematics, Bondy's theorem is a bound on the number of elements needed to distinguish the sets in a family of sets from each other. It belongs to the field of combinatorics, and is named after John Adrian Bondy, who published it in 1972. == Statement == The theorem is as follows: Let X be a set with n elements and let A1, A2, ..., An be distinct subsets of X. Then there exists a subset S of X with n − 1 elements such that the sets Ai ∩ S are all distinct. In other words, if we have a 0-1 matrix with n rows and n columns such that each row is distinct, we can remove one column such that the rows of the resulting n × (n − 1) matrix are distinct. == Example == Consider the 4 × 4 matrix [ 1 1 0 1 0 1 0 1 0 0 1 1 0 1 1 0 ] {\displaystyle {\begin{bmatrix}1&1&0&1\\0&1&0&1\\0&0&1&1\\0&1&1&0\end{bmatrix}}} where all rows are pairwise distinct. If we delete, for example, the first column, the resulting matrix [ 1 0 1 1 0 1 0 1 1 1 1 0 ] {\displaystyle {\begin{bmatrix}1&0&1\\1&0&1\\0&1&1\\1&1&0\end{bmatrix}}} no longer has this property: the first row is identical to the second row. Nevertheless, by Bondy's theorem we know that we can always find a column that can be deleted without introducing any identical rows. In this case, we can delete the third column: all rows of the 3 × 4 matrix [ 1 1 1 0 1 1 0 0 1 0 1 0 ] {\displaystyle {\begin{bmatrix}1&1&1\\0&1&1\\0&0&1\\0&1&0\end{bmatrix}}} are distinct. Another possibility would have been deleting the fourth column. == Learning theory application == From the perspective of computational learning theory, Bondy's theorem can be rephrased as follows: Let C be a concept class over a finite domain X. Then there exists a subset S of X with the size at most |C| − 1 such that S is a witness set for every concept in C. This implies that every finite concept class C has its teaching dimension bounded by |C| − 1.

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  • Markov model

    Markov model

    In probability theory, a Markov model is a stochastic model used to model pseudo-randomly changing systems. It is assumed that future states depend only on the current state, not on the events that occurred before it (that is, it assumes the Markov property). Generally, this assumption enables reasoning and computation with the model that would otherwise be intractable. For this reason, in the fields of predictive modelling and probabilistic forecasting, it is desirable for a given model to exhibit the Markov property. == Introduction == Andrey Andreyevich Markov (14 June 1856 – 20 July 1922) was a Russian mathematician best known for his work on stochastic processes. A primary subject of his research later became known as the Markov chain. There are four common Markov models used in different situations, depending on whether every sequential state is observable or not, and whether the system is to be adjusted on the basis of observations made: == Markov chain == The simplest Markov model is the Markov chain. It models the state of a system with a random variable that changes through time. In this context, the Markov property indicates that the distribution for this variable depends only on the distribution of a previous state. An example use of a Markov chain is Markov chain Monte Carlo, which uses the Markov property to prove that a particular method for performing a random walk will sample from the joint distribution. == Hidden Markov model == A hidden Markov model is a Markov chain for which the state is only partially observable or noisily observable. In other words, observations are related to the state of the system, but they are typically insufficient to precisely determine the state. Several well-known algorithms for hidden Markov models exist. For example, given a sequence of observations, the Viterbi algorithm will compute the most-likely corresponding sequence of states, the forward algorithm will compute the probability of the sequence of observations, and the Baum–Welch algorithm will estimate the starting probabilities, the transition function, and the observation function of a hidden Markov model. One common use is for speech recognition, where the observed data is the speech audio waveform and the hidden state is the spoken text. In this example, the Viterbi algorithm finds the most likely sequence of spoken words given the speech audio. == Markov decision process == A Markov decision process is a Markov chain in which state transitions depend on the current state and an action vector that is applied to the system. Typically, a Markov decision process is used to compute a policy of actions that will maximize some utility with respect to expected rewards. == Partially observable Markov decision process == A partially observable Markov decision process (POMDP) is a Markov decision process in which the state of the system is only partially observed. POMDPs are known to be NP complete, but recent approximation techniques have made them useful for a variety of applications, such as controlling simple agents or robots. == Markov random field == A Markov random field, or Markov network, may be considered to be a generalization of a Markov chain in multiple dimensions. In a Markov chain, state depends only on the previous state in time, whereas in a Markov random field, each state depends on its neighbors in any of multiple directions. A Markov random field may be visualized as a field or graph of random variables, where the distribution of each random variable depends on the neighboring variables with which it is connected. More specifically, the joint distribution for any random variable in the graph can be computed as the product of the "clique potentials" of all the cliques in the graph that contain that random variable. Modeling a problem as a Markov random field is useful because it implies that the joint distributions at each vertex in the graph may be computed in this manner. == Hierarchical Markov models == Hierarchical Markov models can be applied to categorize human behavior at various levels of abstraction. For example, a series of simple observations, such as a person's location in a room, can be interpreted to determine more complex information, such as in what task or activity the person is performing. Two kinds of Hierarchical Markov Models are the Hierarchical hidden Markov model and the Abstract Hidden Markov Model. Both have been used for behavior recognition and certain conditional independence properties between different levels of abstraction in the model allow for faster learning and inference. == Tolerant Markov model == A Tolerant Markov model (TMM) is a probabilistic-algorithmic Markov chain model. It assigns the probabilities according to a conditioning context that considers the last symbol, from the sequence to occur, as the most probable instead of the true occurring symbol. A TMM can model three different natures: substitutions, additions or deletions. Successful applications have been efficiently implemented in DNA sequences compression. == Markov-chain forecasting models == Markov-chains have been used as a forecasting methods for several topics, for example price trends, wind power and solar irradiance. The Markov-chain forecasting models utilize a variety of different settings, from discretizing the time-series to hidden Markov-models combined with wavelets and the Markov-chain mixture distribution model (MCM).

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  • Information gain (decision tree)

    Information gain (decision tree)

    In the context of decision trees in information theory and machine learning, information gain refers to the conditional expected value of the Kullback–Leibler divergence of the univariate probability distribution of one variable from the conditional distribution of this variable given the other one. (In broader contexts, information gain can also be used as a synonym for either Kullback–Leibler divergence or mutual information, but the focus of this article is on the more narrow meaning below.) Explicitly, the information gain of a random variable X {\displaystyle X} obtained from an observation of a random variable A {\displaystyle A} taking value a {\displaystyle a} is defined as: I G ( X , a ) = D KL ( P X ∣ a ∥ P X ) {\displaystyle {\mathit {IG}}(X,a)=D_{\text{KL}}{\bigl (}P_{X\mid a}\parallel P_{X}{\bigr )}} In other words, it is the Kullback–Leibler divergence of P X ( x ) {\displaystyle P_{X}(x)} (the prior distribution for X {\displaystyle X} ) from P X ∣ a ( x ) {\displaystyle P_{X\mid a}(x)} (the posterior distribution for X {\displaystyle X} given A = a {\displaystyle A=a} ). The expected value of the information gain is the mutual information I ( X ; A ) {\displaystyle I(X;A)} : E A ⁡ [ I G ( X , A ) ] = I ( X ; A ) {\displaystyle \operatorname {E} _{A}[{\mathit {IG}}(X,A)]=I(X;A)} i.e. the reduction in the entropy of X {\displaystyle X} achieved by learning the state of the random variable A {\displaystyle A} . In machine learning, this concept can be used to define a preferred sequence of attributes to investigate to most rapidly narrow down the state of X. Such a sequence (which depends on the outcome of the investigation of previous attributes at each stage) is called a decision tree, and when applied in the area of machine learning is known as decision tree learning. Usually an attribute with high mutual information should be preferred to other attributes. == General definition == In general terms, the expected information gain is the reduction in information entropy Η from a prior state to a state that takes some information as given: I G ( T , a ) = H ( T ) − H ( T | a ) , {\displaystyle IG(T,a)=\mathrm {H} {(T)}-\mathrm {H} {(T|a)},} where H ( T | a ) {\displaystyle \mathrm {H} {(T|a)}} is the conditional entropy of T {\displaystyle T} given the value of attribute a {\displaystyle a} . This is intuitively plausible when interpreting entropy Η as a measure of uncertainty of a random variable T {\displaystyle T} : by learning (or assuming) a {\displaystyle a} about T {\displaystyle T} , our uncertainty about T {\displaystyle T} is reduced (i.e. I G ( T , a ) {\displaystyle IG(T,a)} is positive), unless of course T {\displaystyle T} is independent of a {\displaystyle a} , in which case H ( T | a ) = H ( T ) {\displaystyle \mathrm {H} (T|a)=\mathrm {H} (T)} , meaning I G ( T , a ) = 0 {\displaystyle IG(T,a)=0} . == Formal definition == Let T denote a set of training examples, each of the form ( x , y ) = ( x 1 , x 2 , x 3 , . . . , x k , y ) {\displaystyle ({\textbf {x}},y)=(x_{1},x_{2},x_{3},...,x_{k},y)} where x a ∈ v a l s ( a ) {\displaystyle x_{a}\in \mathrm {vals} (a)} is the value of the a th {\displaystyle a^{\text{th}}} attribute or feature of example x {\displaystyle {\textbf {x}}} and y is the corresponding class label. The information gain for an attribute a is defined in terms of Shannon entropy H ( − ) {\displaystyle \mathrm {H} (-)} as follows. For a value v taken by attribute a, let S a ( v ) = { x ∈ T | x a = v } {\displaystyle S_{a}{(v)}=\{{\textbf {x}}\in T|x_{a}=v\}} be defined as the set of training inputs of T for which attribute a is equal to v. Then the information gain of T for attribute a is the difference between the a priori Shannon entropy H ( T ) {\displaystyle \mathrm {H} (T)} of the training set and the conditional entropy H ( T | a ) {\displaystyle \mathrm {H} {(T|a)}} . H ( T | a ) = ∑ v ∈ v a l s ( a ) | S a ( v ) | | T | ⋅ H ( S a ( v ) ) . {\displaystyle \mathrm {H} (T|a)=\sum _{v\in \mathrm {vals} (a)}{{\frac {|S_{a}{(v)}|}{|T|}}\cdot \mathrm {H} \left(S_{a}{\left(v\right)}\right)}.} I G ( T , a ) = H ( T ) − H ( T | a ) {\displaystyle IG(T,a)=\mathrm {H} (T)-\mathrm {H} (T|a)} The mutual information is equal to the total entropy for an attribute if for each of the attribute values a unique classification can be made for the result attribute. In this case, the relative entropies subtracted from the total entropy are 0. In particular, the values v ∈ v a l s ( a ) {\displaystyle v\in vals(a)} defines a partition of the training set data T into mutually exclusive and all-inclusive subsets, inducing a categorical probability distribution P a ( v ) {\textstyle P_{a}{(v)}} on the values v ∈ v a l s ( a ) {\textstyle v\in vals(a)} of attribute a. The distribution is given P a ( v ) := | S a ( v ) | | T | {\textstyle P_{a}{(v)}:={\frac {|S_{a}{(v)}|}{|T|}}} . In this representation, the information gain of T given a can be defined as the difference between the unconditional Shannon entropy of T and the expected entropy of T conditioned on a, where the expectation value is taken with respect to the induced distribution on the values of a. I G ( T , a ) = H ( T ) − ∑ v ∈ v a l s ( a ) P a ( v ) H ( S a ( v ) ) = H ( T ) − E P a [ H ( S a ( v ) ) ] = H ( T ) − H ( T | a ) . {\displaystyle {\begin{alignedat}{2}IG(T,a)&=\mathrm {H} (T)-\sum _{v\in \mathrm {vals} (a)}{P_{a}{(v)}\mathrm {H} \left(S_{a}{(v)}\right)}\\&=\mathrm {H} (T)-\mathbb {E} _{P_{a}}{\left[\mathrm {H} {(S_{a}{(v)})}\right]}\\&=\mathrm {H} (T)-\mathrm {H} {(T|a)}.\end{alignedat}}} == Example == In engineering applications, information is analogous to signal, and entropy is analogous to noise. It determines how a decision tree chooses to split data. The leftmost figure below is very impure and has high entropy corresponding to higher disorder and lower information value. As we go to the right, the entropy decreases, and the information value increases. Now, it is clear that information gain is the measure of how much information a feature provides about a class. Let's visualize information gain in a decision tree as shown in the right: The node t is the parent node, and the sub-nodes tL and tR are child nodes. In this case, the parent node t has a collection of cancer and non-cancer samples denoted as C and NC respectively. We can use information gain to determine how good the splitting of nodes is in a decision tree. In terms of entropy, information gain is defined as: To understand this idea, let's start by an example in which we create a simple dataset and want to see if gene mutations could be related to patients with cancer. Given four different gene mutations, as well as seven samples, the training set for a decision can be created as follows: In this dataset, a 1 means the sample has the mutation (True), while a 0 means the sample does not (False). A sample with C denotes that it has been confirmed to be cancerous, while NC means it is non-cancerous. Using this data, a decision tree can be created with information gain used to determine the candidate splits for each node. For the next step, the entropy at parent node t of the above simple decision tree is computed as:H(t) = −[pC,t log2(pC,t) + pNC,t log2(pNC,t)] where, probability of selecting a class ‘C’ sample at node t, pC,t = n(t, C) / n(t), probability of selecting a class ‘NC’ sample at node t, pNC,t = n(t, NC) / n(t), n(t), n(t, C), and n(t, NC) are the number of total samples, ‘C’ samples and ‘NC’ samples at node t respectively.Using this with the example training set, the process for finding information gain beginning with H ( t ) {\displaystyle \mathrm {H} {(t)}} for Mutation 1 is as follows: pC, t = 4/7 pNC, t = 3/7 H ( t ) {\displaystyle \mathrm {H} {(t)}} = −(4/7 × log2(4/7) + 3/7 × log2(3/7)) = 0.985 Note: H ( t ) {\displaystyle \mathrm {H} {(t)}} will be the same for all mutations at the root. The relatively high value of entropy H ( t ) = 0.985 {\displaystyle \mathrm {H} {(t)}=0.985} (1 is the optimal value) suggests that the root node is highly impure and the constituents of the input at the root node would look like the leftmost figure in the above Entropy Diagram. However, such a set of data is good for learning the attributes of the mutations used to split the node. At a certain node, when the homogeneity of the constituents of the input occurs (as shown in the rightmost figure in the above Entropy Diagram), the dataset would no longer be good for learning. Moving on, the entropy at left and right child nodes of the above decision tree is computed using the formulae:H(tL) = −[pC,L log2(pC,L) + pNC,L log2(pNC,L)]H(tR) = −[pC,R log2(pC,R) + pNC,R log2(pNC,R)]where, probability of selecting a class ‘C’ sample at the left child node, pC,L = n(tL, C) / n(tL), probability of selecting a class ‘NC’ sample at the left child node, pNC,L = n(tL, NC) / n(tL), probability of selecting a class ‘C’ sample at the right child node, pC,R = n(tR, C) / n(tR), prob

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  • Oversampled binary image sensor

    Oversampled binary image sensor

    An oversampled binary image sensor is an image sensor with non-linear response capabilities reminiscent of traditional photographic film. Each pixel in the sensor has a binary response, giving only a one-bit quantized measurement of the local light intensity. The response function of the image sensor is non-linear and similar to a logarithmic function, which makes the sensor suitable for high dynamic range imaging. == Working principle == Before the advent of digital image sensors, photography, for the most part of its history, used film to record light information. At the heart of every photographic film are a large number of light-sensitive grains of silver-halide crystals. During exposure, each micron-sized grain has a binary fate: Either it is struck by some incident photons and becomes "exposed", or it is missed by the photon bombardment and remains "unexposed". In the subsequent film development process, exposed grains, due to their altered chemical properties, are converted to silver metal, contributing to opaque spots on the film; unexposed grains are washed away in a chemical bath, leaving behind the transparent regions on the film. Thus, in essence, photographic film is a binary imaging medium, using local densities of opaque silver grains to encode the original light intensity information. Thanks to the small size and large number of these grains, one hardly notices this quantized nature of film when viewing it at a distance, observing only a continuous gray tone. The oversampled binary image sensor is reminiscent of photographic film. Each pixel in the sensor has a binary response, giving only a one-bit quantized measurement of the local light intensity. At the start of the exposure period, all pixels are set to 0. A pixel is then set to 1 if the number of photons reaching it during the exposure is at least equal to a given threshold q. One way to build such binary sensors is to modify standard memory chip technology, where each memory bit cell is designed to be sensitive to visible light. With current CMOS technology, the level of integration of such systems can exceed 109~1010 (i.e., 1 giga to 10 giga) pixels per chip. In this case, the corresponding pixel sizes (around 50~nm ) are far below the diffraction limit of light, and thus the image sensor is oversampling the optical resolution of the light field. Intuitively, one can exploit this spatial redundancy to compensate for the information loss due to one-bit quantizations, as is classic in oversampling delta-sigma converters. Building a binary sensor that emulates the photographic film process was first envisioned by Fossum, who coined the name digital film sensor (now referred to as a quanta image sensor). The original motivation was mainly out of technical necessity. The miniaturization of camera systems calls for the continuous shrinking of pixel sizes. At a certain point, however, the limited full-well capacity (i.e., the maximum photon-electrons a pixel can hold) of small pixels becomes a bottleneck, yielding very low signal-to-noise ratios (SNRs) and poor dynamic ranges. In contrast, a binary sensor whose pixels need to detect only a few photon-electrons around a small threshold q has much less requirement for full-well capacities, allowing pixel sizes to shrink further. == Imaging model == === Lens === Consider a simplified camera model shown in Fig.1. The λ 0 ( x ) {\displaystyle \lambda _{0}(x)} is the incoming light intensity field. By assuming that light intensities remain constant within a short exposure period, the field can be modeled as only a function of the spatial variable x {\displaystyle x} . After passing through the optical system, the original light field λ 0 ( x ) {\displaystyle \lambda _{0}(x)} gets filtered by the lens, which acts like a linear system with a given impulse response. Due to imperfections (e.g., aberrations) in the lens, the impulse response, a.k.a. the point spread function (PSF) of the optical system, cannot be a Dirac delta, thus, imposing a limit on the resolution of the observable light field. However, a more fundamental physical limit is due to light diffraction. As a result, even if the lens is ideal, the PSF is still unavoidably a small blurry spot. In optics, such diffraction-limited spot is often called the Airy disk, whose radius R a {\displaystyle R_{a}} can be computed as R a = 1.22 w f , {\displaystyle R_{a}=1.22\,wf,} where w {\displaystyle w} is the wavelength of the light and f {\displaystyle f} is the F-number of the optical system. Due to the lowpass (smoothing) nature of the PSF, the resulting λ ( x ) {\displaystyle \lambda (x)} has a finite spatial-resolution, i.e., it has a finite number of degrees of freedom per unit space. === Sensor === Fig.2 illustrates the binary sensor model. The s m {\displaystyle s_{m}} denote the exposure values accumulated by the sensor pixels. Depending on the local values of s m {\displaystyle s_{m}} , each pixel (depicted as "buckets" in the figure) collects a different number of photons hitting on its surface. y m {\displaystyle y_{m}} is the number of photons impinging on the surface of the m {\displaystyle m} th pixel during an exposure period. The relation between s m {\displaystyle s_{m}} and the photon count y m {\displaystyle y_{m}} is stochastic. More specifically, y m {\displaystyle y_{m}} can be modeled as realizations of a Poisson random variable, whose intensity parameter is equal to s m {\displaystyle s_{m}} , As a photosensitive device, each pixel in the image sensor converts photons to electrical signals, whose amplitude is proportional to the number of photons impinging on that pixel. In a conventional sensor design, the analog electrical signals are then quantized by an A/D converter into 8 to 14 bits (usually the more bits the better). But in the binary sensor, the quantizer is 1 bit. In Fig.2, b m {\displaystyle b_{m}} is the quantized output of the m {\displaystyle m} th pixel. Since the photon counts y m {\displaystyle y_{m}} are drawn from random variables, so are the binary sensor output b m {\displaystyle b_{m}} . === Spatial and temporal oversampling === If it is allowed to have temporal oversampling, i.e., taking multiple consecutive and independent frames without changing the total exposure time τ {\displaystyle \tau } , the performance of the binary sensor is equivalent to the sensor with same number of spatial oversampling under certain condition. It means that people can make trade off between spatial oversampling and temporal oversampling. This is quite important, since technology usually gives limitation on the size of the pixels and the exposure time. == Advantages over traditional sensors == Due to the limited full-well capacity of conventional image pixel, the pixel will saturate when the light intensity is too strong. This is the reason that the dynamic range of the pixel is low. For the oversampled binary image sensor, the dynamic range is not defined for a single pixel, but a group of pixels, which makes the dynamic range high. == Reconstruction == One of the most important challenges with the use of an oversampled binary image sensor is the reconstruction of the light intensity λ ( x ) {\displaystyle \lambda (x)} from the binary measurement b m {\displaystyle b_{m}} . Maximum likelihood estimation can be used for solving this problem. Fig. 4 shows the results of reconstructing the light intensity from 4096 binary images taken by single photon avalanche diodes (SPADs) camera. A better reconstruction quality with fewer temporal measurements and faster, hardware friendly implementation, can be achieved by more sophisticated algorithms.

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  • Jackknife variance estimates for random forest

    Jackknife variance estimates for random forest

    In statistics, jackknife variance estimates for random forest are a way to estimate the variance in random forest models, in order to eliminate the bootstrap effects. == Jackknife variance estimates == The sampling variance of bagged learners is: V ( x ) = V a r [ θ ^ ∞ ( x ) ] {\displaystyle V(x)=Var[{\hat {\theta }}^{\infty }(x)]} Jackknife estimates can be considered to eliminate the bootstrap effects. The jackknife variance estimator is defined as: V ^ j = n − 1 n ∑ i = 1 n ( θ ^ ( − i ) − θ ¯ ) 2 {\displaystyle {\hat {V}}_{j}={\frac {n-1}{n}}\sum _{i=1}^{n}({\hat {\theta }}_{(-i)}-{\overline {\theta }})^{2}} In some classification problems, when random forest is used to fit models, jackknife estimated variance is defined as: V ^ j = n − 1 n ∑ i = 1 n ( t ¯ ( − i ) ⋆ ( x ) − t ¯ ⋆ ( x ) ) 2 {\displaystyle {\hat {V}}_{j}={\frac {n-1}{n}}\sum _{i=1}^{n}({\overline {t}}_{(-i)}^{\star }(x)-{\overline {t}}^{\star }(x))^{2}} Here, t ⋆ {\displaystyle t^{\star }} denotes a decision tree after training, t ( − i ) ⋆ {\displaystyle t_{(-i)}^{\star }} denotes the result based on samples without i t h {\displaystyle ith} observation. == Examples == E-mail spam problem is a common classification problem, in this problem, 57 features are used to classify spam e-mail and non-spam e-mail. Applying IJ-U variance formula to evaluate the accuracy of models with m=15,19 and 57. The results shows in paper( Confidence Intervals for Random Forests: The jackknife and the Infinitesimal Jackknife ) that m = 57 random forest appears to be quite unstable, while predictions made by m=5 random forest appear to be quite stable, this results is corresponding to the evaluation made by error percentage, in which the accuracy of model with m=5 is high and m=57 is low. Here, accuracy is measured by error rate, which is defined as: E r r o r R a t e = 1 N ∑ i = 1 N ∑ j = 1 M y i j , {\displaystyle ErrorRate={\frac {1}{N}}\sum _{i=1}^{N}\sum _{j=1}^{M}y_{ij},} Here N is also the number of samples, M is the number of classes, y i j {\displaystyle y_{ij}} is the indicator function which equals 1 when i t h {\displaystyle ith} observation is in class j, equals 0 when in other classes. No probability is considered here. There is another method which is similar to error rate to measure accuracy: l o g l o s s = 1 N ∑ i = 1 N ∑ j = 1 M y i j l o g ( p i j ) {\displaystyle logloss={\frac {1}{N}}\sum _{i=1}^{N}\sum _{j=1}^{M}y_{ij}log(p_{ij})} Here N is the number of samples, M is the number of classes, y i j {\displaystyle y_{ij}} is the indicator function which equals 1 when i t h {\displaystyle ith} observation is in class j, equals 0 when in other classes. p i j {\displaystyle p_{ij}} is the predicted probability of i t h {\displaystyle ith} observation in class j {\displaystyle j} .This method is used in Kaggle These two methods are very similar. == Modification for bias == When using Monte Carlo MSEs for estimating V I J ∞ {\displaystyle V_{IJ}^{\infty }} and V J ∞ {\displaystyle V_{J}^{\infty }} , a problem about the Monte Carlo bias should be considered, especially when n is large, the bias is getting large: E [ V ^ I J B ] − V ^ I J ∞ ≈ n ∑ b = 1 B ( t b ⋆ − t ¯ ⋆ ) 2 B {\displaystyle E[{\hat {V}}_{IJ}^{B}]-{\hat {V}}_{IJ}^{\infty }\approx {\frac {n\sum _{b=1}^{B}(t_{b}^{\star }-{\bar {t}}^{\star })^{2}}{B}}} To eliminate this influence, bias-corrected modifications are suggested: V ^ I J − U B = V ^ I J B − n ∑ b = 1 B ( t b ⋆ − t ¯ ⋆ ) 2 B {\displaystyle {\hat {V}}_{IJ-U}^{B}={\hat {V}}_{IJ}^{B}-{\frac {n\sum _{b=1}^{B}(t_{b}^{\star }-{\bar {t}}^{\star })^{2}}{B}}} V ^ J − U B = V ^ J B − ( e − 1 ) n ∑ b = 1 B ( t b ⋆ − t ¯ ⋆ ) 2 B {\displaystyle {\hat {V}}_{J-U}^{B}={\hat {V}}_{J}^{B}-(e-1){\frac {n\sum _{b=1}^{B}(t_{b}^{\star }-{\bar {t}}^{\star })^{2}}{B}}}

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  • Quadratic classifier

    Quadratic classifier

    In statistics, a quadratic classifier is a statistical classifier that uses a quadratic decision surface to separate measurements of two or more classes of objects or events. It is a more general version of the linear classifier. == The classification problem == Statistical classification considers a set of vectors of observations x of an object or event, each of which has a known type y. This set is referred to as the training set. The problem is then to determine, for a given new observation vector, what the best class should be. For a quadratic classifier, the correct solution is assumed to be quadratic in the measurements, so y will be decided based on x T A x + b T x + c {\displaystyle \mathbf {x^{T}Ax} +\mathbf {b^{T}x} +c} In the special case where each observation consists of two measurements, this means that the surfaces separating the classes will be conic sections (i.e., either a line, a circle or ellipse, a parabola or a hyperbola). In this sense, we can state that a quadratic model is a generalization of the linear model, and its use is justified by the desire to extend the classifier's ability to represent more complex separating surfaces. == Quadratic discriminant analysis == Quadratic discriminant analysis (QDA) is closely related to linear discriminant analysis (LDA), where it is assumed that the measurements from each class are normally distributed. Unlike LDA however, in QDA there is no assumption that the covariance of each of the classes is identical. When the normality assumption is true, the best possible test for the hypothesis that a given measurement is from a given class is the likelihood ratio test. Suppose there are only two groups, with means μ 0 , μ 1 {\displaystyle \mu _{0},\mu _{1}} and covariance matrices Σ 0 , Σ 1 {\displaystyle \Sigma _{0},\Sigma _{1}} corresponding to y = 0 {\displaystyle y=0} and y = 1 {\displaystyle y=1} respectively. Then the likelihood ratio is given by Likelihood ratio = | 2 π Σ 1 | − 1 exp ⁡ ( − 1 2 ( x − μ 1 ) T Σ 1 − 1 ( x − μ 1 ) ) | 2 π Σ 0 | − 1 exp ⁡ ( − 1 2 ( x − μ 0 ) T Σ 0 − 1 ( x − μ 0 ) ) < t {\displaystyle {\text{Likelihood ratio}}={\frac {{\sqrt {|2\pi \Sigma _{1}|}}^{-1}\exp \left(-{\frac {1}{2}}(\mathbf {x} -{\boldsymbol {\mu }}_{1})^{T}\Sigma _{1}^{-1}(\mathbf {x} -{\boldsymbol {\mu }}_{1})\right)}{{\sqrt {|2\pi \Sigma _{0}|}}^{-1}\exp \left(-{\frac {1}{2}}(\mathbf {x} -{\boldsymbol {\mu }}_{0})^{T}\Sigma _{0}^{-1}(\mathbf {x} -{\boldsymbol {\mu }}_{0})\right)}} Read more →

  • Oja's rule

    Oja's rule

    Oja's learning rule, or simply Oja's rule, named after Finnish computer scientist Erkki Oja (Finnish pronunciation: [ˈojɑ], AW-yuh), is a model of how neurons in the brain or in artificial neural networks change connection strength, or learn, over time. It is a modification of the standard Hebb's Rule that, through multiplicative normalization, solves all stability problems and generates an algorithm for principal components analysis. This is a computational form of an effect which is believed to happen in biological neurons. == Theory == Oja's rule requires a number of simplifications to derive, but in its final form it is demonstrably stable, unlike Hebb's rule. It is a single-neuron special case of the Generalized Hebbian Algorithm. However, Oja's rule can also be generalized in other ways to varying degrees of stability and success. === Formula === Consider a simplified model of a neuron y {\displaystyle y} that returns a linear combination of its inputs x using presynaptic weights w: y ( x ) = ∑ j = 1 m x j w j {\displaystyle \,y(\mathbf {x} )~=~\sum _{j=1}^{m}x_{j}w_{j}} Oja's rule defines the change in presynaptic weights w given the output response y {\displaystyle y} of a neuron to its inputs x to be Δ w = w n + 1 − w n = η y n ( x n − y n w n ) , {\displaystyle \,\Delta \mathbf {w} ~=~\mathbf {w} _{n+1}-\mathbf {w} _{n}~=~\eta \,y_{n}(\mathbf {x} _{n}-y_{n}\mathbf {w} _{n}),} where η is the learning rate which can also change with time. Note that the bold symbols are vectors and n defines a discrete time iteration. The rule can also be made for continuous iterations as d w d t = η y ( t ) ( x ( t ) − y ( t ) w ( t ) ) . {\displaystyle \,{\frac {d\mathbf {w} }{dt}}~=~\eta \,y(t)(\mathbf {x} (t)-y(t)\mathbf {w} (t)).} === Derivation === The simplest learning rule known is Hebb's rule, which states in conceptual terms that neurons that fire together, wire together. In component form as a difference equation, it is written Δ w = η y ( x n ) x n {\displaystyle \,\Delta \mathbf {w} ~=~\eta \,y(\mathbf {x} _{n})\mathbf {x} _{n}} , or in scalar form with implicit n-dependence, w i ( n + 1 ) = w i ( n ) + η y ( x ) x i {\displaystyle \,w_{i}(n+1)~=~w_{i}(n)+\eta \,y(\mathbf {x} )x_{i}} , where y(xn) is again the output, this time explicitly dependent on its input vector x. Hebb's rule has synaptic weights approaching infinity with a positive learning rate. We can stop this by normalizing the weights so that each weight's magnitude is restricted between 0, corresponding to no weight, and 1, corresponding to being the only input neuron with any weight. We do this by normalizing the weight vector to be of length one: w i ( n + 1 ) = w i ( n ) + η y ( x ) x i ( ∑ j = 1 m [ w j ( n ) + η y ( x ) x j ] p ) 1 / p {\displaystyle \,w_{i}(n+1)~=~{\frac {w_{i}(n)+\eta \,y(\mathbf {x} )x_{i}}{\left(\sum _{j=1}^{m}[w_{j}(n)+\eta \,y(\mathbf {x} )x_{j}]^{p}\right)^{1/p}}}} . Note that in Oja's original paper, p=2, corresponding to quadrature (root sum of squares), which is the familiar Cartesian normalization rule. However, any type of normalization, even linear, will give the same result without loss of generality. For a small learning rate | η | ≪ 1 {\displaystyle |\eta |\ll 1} the equation can be expanded as a Power series in η {\displaystyle \eta } . w i ( n + 1 ) = w i ( n ) ( ∑ j w j p ( n ) ) 1 / p + η ( y x i ( ∑ j w j p ( n ) ) 1 / p − w i ( n ) ∑ j y x j w j p − 1 ( n ) ( ∑ j w j p ( n ) ) ( 1 + 1 / p ) ) + O ( η 2 ) {\displaystyle \,w_{i}(n+1)~=~{\frac {w_{i}(n)}{\left(\sum _{j}w_{j}^{p}(n)\right)^{1/p}}}~+~\eta \left({\frac {yx_{i}}{\left(\sum _{j}w_{j}^{p}(n)\right)^{1/p}}}-{\frac {w_{i}(n)\sum _{j}yx_{j}w_{j}^{p-1}(n)}{\left(\sum _{j}w_{j}^{p}(n)\right)^{(1+1/p)}}}\right)~+~O(\eta ^{2})} . For small η, our higher-order terms O(η2) go to zero. We again make the specification of a linear neuron, that is, the output of the neuron is equal to the sum of the product of each input and its synaptic weight to the power of p-1, which in the case of p=2 is synaptic weight itself, or y ( x ) = ∑ j = 1 m x j w j p − 1 {\displaystyle \,y(\mathbf {x} )~=~\sum _{j=1}^{m}x_{j}w_{j}^{p-1}} . We also specify that our weights normalize to 1, which will be a necessary condition for stability, so | w | = ( ∑ j = 1 m w j p ) 1 / p = 1 {\displaystyle \,|\mathbf {w} |~=~\left(\sum _{j=1}^{m}w_{j}^{p}\right)^{1/p}~=~1} , which, when substituted into our expansion, gives Oja's rule, or w i ( n + 1 ) = w i ( n ) + η y ( x i − w i ( n ) y ) {\displaystyle \,w_{i}(n+1)~=~w_{i}(n)+\eta \,y(x_{i}-w_{i}(n)y)} . === Stability and PCA === In analyzing the convergence of a single neuron evolving by Oja's rule, one extracts the first principal component, or feature, of a data set. Furthermore, with extensions using the Generalized Hebbian Algorithm, one can create a multi-Oja neural network that can extract as many features as desired, allowing for principal components analysis. A principal component aj is extracted from a dataset x through some associated vector qj, or aj = qj⋅x, and we can restore our original dataset by taking x = ∑ j a j q j {\displaystyle \mathbf {x} ~=~\sum _{j}a_{j}\mathbf {q} _{j}} . In the case of a single neuron trained by Oja's rule, we find the weight vector converges to q1, or the first principal component, as time or number of iterations approaches infinity. We can also define, given a set of input vectors Xi, that its correlation matrix Rij = XiXj has an associated eigenvector given by qj with eigenvalue λj. The variance of outputs of our Oja neuron σ2(n) = ⟨y2(n)⟩ then converges with time iterations to the principal eigenvalue, or lim n → ∞ σ 2 ( n ) = λ 1 {\displaystyle \lim _{n\rightarrow \infty }\sigma ^{2}(n)~=~\lambda _{1}} . These results are derived using Lyapunov function analysis, and they show that Oja's neuron necessarily converges on strictly the first principal component if certain conditions are met in our original learning rule. Most importantly, our learning rate η is allowed to vary with time, but only such that its sum is divergent but its power sum is convergent, that is ∑ n = 1 ∞ η ( n ) = ∞ , ∑ n = 1 ∞ η ( n ) p < ∞ , p > 1 {\displaystyle \sum _{n=1}^{\infty }\eta (n)=\infty ,~~~\sum _{n=1}^{\infty }\eta (n)^{p}<\infty ,~~~p>1} . Our output activation function y(x(n)) is also allowed to be nonlinear and nonstatic, but it must be continuously differentiable in both x and w and have derivatives bounded in time. == Applications == Oja's rule was originally described in Oja's 1982 paper, but the principle of self-organization to which it is applied is first attributed to Alan Turing in 1952. PCA has also had a long history of use before Oja's rule formalized its use in network computation in 1989. The model can thus be applied to any problem of self-organizing mapping, in particular those in which feature extraction is of primary interest. Therefore, Oja's rule has an important place in image and speech processing. It is also useful as it expands easily to higher dimensions of processing, thus being able to integrate multiple outputs quickly. A canonical example is its use in binocular vision. === Biology and Oja's subspace rule === There is clear evidence for both long-term potentiation and long-term depression in biological neural networks, along with a normalization effect in both input weights and neuron outputs. However, while there is no direct experimental evidence yet of Oja's rule active in a biological neural network, a biophysical derivation of a generalization of the rule is possible. Such a derivation requires retrograde signalling from the postsynaptic neuron, which is biologically plausible (see neural backpropagation), and takes the form of Δ w i j ∝ ⟨ x i y j ⟩ − ϵ ⟨ ( c p r e ∗ ∑ k w i k y k ) ⋅ ( c p o s t ∗ y j ) ⟩ , {\displaystyle \Delta w_{ij}~\propto ~\langle x_{i}y_{j}\rangle -\epsilon \left\langle \left(c_{\mathrm {pre} }\sum _{k}w_{ik}y_{k}\right)\cdot \left(c_{\mathrm {post} }y_{j}\right)\right\rangle ,} where as before wij is the synaptic weight between the ith input and jth output neurons, x is the input, y is the postsynaptic output, and we define ε to be a constant analogous the learning rate, and cpre and cpost are presynaptic and postsynaptic functions that model the weakening of signals over time. Note that the angle brackets denote the average and the ∗ operator is a convolution. By taking the pre- and post-synaptic functions into frequency space and combining integration terms with the convolution, we find that this gives an arbitrary-dimensional generalization of Oja's rule known as Oja's Subspace, namely Δ w = C x ⋅ w − w ⋅ C y . {\displaystyle \Delta w~=~Cx\cdot w-w\cdot Cy.}

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  • Reconstruction from projections

    Reconstruction from projections

    The problem of reconstructing a multidimensional signal from its projection is uniquely multidimensional, having no 1-D counterpart. It has applications that range from computer-aided tomography to geophysical signal processing. It is a problem which can be explored from several points of view—as a deconvolution problem, a modeling problem, an estimation problem, or an interpolation problem. == Motivation and applications == Many fields in science and engineering use reconstruction from projections, especially in imaging. It is widely applied geophysical tomography, medical imaging and industrial radiography. For example, in a CT scanner, the 3D structure of the patient’s body being scanned is measured with beams going through the tissue and hitting a detector, giving a flat projection of the body from that angle. Multiple projections are put together to get an image of the position and shape of structures inside in 3D. == Problem statement and basics == A projection is a linear mapping of an M {\displaystyle M} dimensional signal into an N {\displaystyle N} dimensional one, where N ≤ M {\displaystyle N\leq M} . And the objective of reconstruction is to restore the M {\displaystyle M} dimensional signal based on the N {\displaystyle N} dimensional signal. The following case is a 2-D signal projected into 1D signal. The signal in the original coordinate is denoted as d ( u , v ) {\displaystyle d(u,v)} . Now consider a collimated beam of radiation coming from the opposite orientation of v ^ {\displaystyle {\hat {v}}} , producing a projection along u ^ {\displaystyle {\hat {u}}} . v ^ {\displaystyle {\hat {v}}} and u ^ {\displaystyle {\hat {u}}} are normal to each other, and the angle between u {\displaystyle u} and u ^ {\displaystyle {\hat {u}}} is theta. The signal obtained along u ^ {\displaystyle {\hat {u}}} axis is defined to be p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . The relationship between the original coordinate and the rotated coordinate is given by [ u ^ v ^ ] = [ cos ⁡ θ sin ⁡ θ − sin ⁡ θ cos ⁡ θ ] [ u v ] {\displaystyle {\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}={\begin{bmatrix}\cos \theta &\sin \theta \\-\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}u\\v\end{bmatrix}}} or inversely, [ u v ] = [ cos ⁡ θ − sin ⁡ θ sin ⁡ θ cos ⁡ θ ] [ u ^ v ^ ] {\displaystyle {\begin{bmatrix}u\\v\end{bmatrix}}={\begin{bmatrix}\cos \theta &-\sin \theta \\\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}} Then we have p θ ( u ^ ) = ∫ − ∞ ∞ d ( u , v ) d v ^ = ∫ − ∞ ∞ d ( u ^ cos ⁡ ( θ ) − v ^ sin ⁡ ( θ ) , u ^ sin ⁡ ( θ ) + v ^ cos ⁡ ( θ ) ) d v ^ {\displaystyle p_{\theta }({\hat {u}})=\int _{-\infty }^{\infty }d(u,v)\,\mathrm {d} {\hat {v}}=\int _{-\infty }^{\infty }d({\hat {u}}\cos(\theta )-{\hat {v}}\sin(\theta ),{\hat {u}}\sin(\theta )+{\hat {v}}\cos(\theta ))\,\mathrm {d} {\hat {v}}} By varying theta, a large number of projections can be obtained. Given the projection-slice theorem, D ( Ω , θ ) {\displaystyle D(\Omega ,\theta )} ,the slice of the Fourier transform of d ( u , v ) {\displaystyle d(u,v)} at angle theta, is equivalent to P θ ( Ω ) {\displaystyle P_{\theta }(\Omega )} , the Fourier Transform of the projection p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . Therefore, the unknown d ( u , v ) {\displaystyle d(u,v)} can be obtained from its Fourier transform by means of the Fourier transform inversion integral d ( u , v ) = 1 4 π 2 ∫ − ∞ ∞ ∫ − ∞ ∞ D ( Ω 1 , Ω 2 ) e j Ω 1 u e j Ω 2 v d Ω 1 , Ω 2 {\displaystyle \mathrm {d} (u,v)={\frac {1}{4\pi ^{2}}}\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }D(\Omega _{1},\Omega _{2})e^{j\Omega _{1}u}e^{j\Omega _{2}v}\,\mathrm {d} \Omega _{1},\Omega _{2}} = 1 4 π 2 ∫ 0 ∞ ∫ − π π D ( Ω , θ ) e j Ω u cos ⁡ ( θ ) e j Ω v s i n θ | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\infty }\int _{-\pi }^{\pi }D(\Omega ,\theta )e^{j\Omega u\cos(\theta )}e^{j\Omega vsin\theta }{\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ − π π ∫ 0 ∞ P θ ( Ω ) e j Ω ( u cos ⁡ θ + v sin ⁡ θ ) | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{-\pi }^{\pi }\int _{0}^{\infty }P_{\theta }(\Omega )e^{j}\Omega (u\cos \theta +v\sin \theta ){\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ 0 π ( ∫ − ∞ ∞ P θ ( Ω ) | Ω | {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\pi }(\int _{-\infty }^{\infty }P_{\theta }(\Omega ){\begin{vmatrix}\Omega \end{vmatrix}}} e j Ω u ^ d Ω ) d θ {\displaystyle e^{j\Omega {\hat {u}}}\mathrm {d} \Omega )\mathrm {d} \theta } By taking the inverse Fourier Transform and assuming g ( u ^ ) = F − 1 ( | Ω | 2 ) {\displaystyle g({\hat {u}})={\mathcal {F}}^{-1}({{\begin{vmatrix}\Omega \end{vmatrix}}^{2}})} , we get d ( u , v ) = ∑ i △ θ i [ p θ ( u ^ ) ∗ g θ i ( u ^ ) ] {\displaystyle d(u,v)=\sum _{i}\vartriangle \theta _{i}[p_{\theta }({\hat {u}})g_{\theta i}({\hat {u}})]} == Approaches == In practice, there are a wide variety of methods that are utilized, most of which are reconstruct 3-D information (volume) from 2-D signals (image). Typically used methods are CT, MRI, PET and SPECT. And the filtered back projection based on the principles introduced above are commonly applied. === Computed Tomography (CT) === In CT, a volume is formed by stacking the axial slices. The software cuts the volume in a different plane (usually orthogonal). Commonly, slice data is generated using an X-ray source that rotates around the object. X-ray sensors are positioned on the opposite side of the circle from the X-ray source. === Magnetic resonance imaging (MRI) === In MRI, energy from an oscillating magnetic field is temporarily applied to the patient at the appropriate resonance frequency. The protons (hydrogen atoms) emit a radio frequency signal which is measured by a receiving coil. The radio signal can be made to encode position information by varying the main magnetic field using gradient coils. === Positron emission tomography (PET) === The system detects pairs of gamma rays emitted indirectly by a positron-emitting radionuclide (tracer), which is introduced into the body on a biologically active molecule. Three-dimensional images of tracer concentration within the body are then constructed by computer analysis. In modern PET-CT scanners, three dimensional imaging is often accomplished with the aid of a CT X-ray scan performed on the patient during the same session, in the same machine. === Single-photon emission computed tomography (SPECT) === SPECT imaging is performed by using a gamma camera to acquire multiple 2-D images (projections) from multiple angles. Multiple projections are used to yield a 3-D data set. This data set may then be manipulated to show thin slices along any chosen axis of the body. SPECT is similar to PET in its use of radioactive tracer material and detection of gamma rays, while the tracers used in SPECT emit gamma radiation that is measured more directly.

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  • GNU Octave

    GNU Octave

    GNU Octave is a scientific programming language for scientific computing and numerical computation. Among other things, Octave can be used to solve linear and nonlinear problems numerically and to perform other numerical experiments using a language that is mostly compatible with MATLAB. It may also be used as a batch-oriented language. As part of the GNU Project, it is free software under the terms of the GNU General Public License. == History == The project was conceived around 1988. At first it was intended to be a companion to a chemical reactor design course. Full development was started by John W. Eaton in 1992. The first alpha release dates back to 4 January 1993 and on 17 February 1994 version 1.0 was released. Version 9.2.0 was released on 7 June 2024. The program is named after Octave Levenspiel, a former professor of the principal author. Levenspiel was known for his ability to perform quick back-of-the-envelope calculations. == Development history == == Developments == In addition to use on desktops for personal scientific computing, Octave is used in academia and industry. For example, Octave was used on a massive parallel computer at Pittsburgh Supercomputing Center to find vulnerabilities related to guessing social security numbers. Acceleration with OpenCL or CUDA is also possible with use of GPUs. == Technical details == Octave is written in C++ using the C++ standard library. Octave uses an interpreter to execute the Octave scripting language. Octave is extensible using dynamically loadable modules. Octave interpreter has an OpenGL-based graphics engine to create plots, graphs and charts and to save or print them. Alternatively, gnuplot can be used for the same purpose. Octave includes a graphical user interface (GUI) in addition to the traditional command-line interface (CLI); see #User interfaces for details. == Octave, the language == The Octave language is an interpreted programming language. It is a structured programming language (similar to C) and supports many common C standard library functions, and also certain UNIX system calls and functions. However, it does not support passing arguments by reference although function arguments are copy-on-write to avoid unnecessary duplication. Octave programs consist of a list of function calls or a script. The syntax is matrix-based and provides various functions for matrix operations. It supports various data structures and allows object-oriented programming. Its syntax is very similar to MATLAB, and careful programming of a script will allow it to run on both Octave and MATLAB. Because Octave is made available under the GNU General Public License, it may be freely changed, copied and used. The program runs on Microsoft Windows and most Unix and Unix-like operating systems, including Linux, Android, and macOS. == Notable features == === Command and variable name completion === Typing a TAB character on the command line causes Octave to attempt to complete variable, function, and file names (similar to Bash's tab completion). Octave uses the text before the cursor as the initial portion of the name to complete. === Command history === When running interactively, Octave saves the commands typed in an internal buffer so that they can be recalled and edited. === Data structures === Octave includes a limited amount of support for organizing data in structures. In this example, we see a structure x with elements a, b, and c, (an integer, an array, and a string, respectively): === Short-circuit Boolean operators === Octave's && and || logical operators are evaluated in a short-circuit fashion (like the corresponding operators in the C language), in contrast to the element-by-element operators & and |. === Increment and decrement operators === Octave includes the C-like increment and decrement operators ++ and -- in both their prefix and postfix forms. Octave also does augmented assignment, e.g. x += 5. === Unwind-protect === Octave supports a limited form of exception handling modelled after the unwind_protect of Lisp. The general form of an unwind_protect block looks like this: As a general rule, GNU Octave recognizes as termination of a given block either the keyword end (which is compatible with the MATLAB language) or a more specific keyword endblock or, in some cases, end_block. As a consequence, an unwind_protect block can be terminated either with the keyword end_unwind_protect as in the example, or with the more portable keyword end. The cleanup part of the block is always executed. In case an exception is raised by the body part, cleanup is executed immediately before propagating the exception outside the block unwind_protect. GNU Octave also supports another form of exception handling (compatible with the MATLAB language): This latter form differs from an unwind_protect block in two ways. First, exception_handling is only executed when an exception is raised by body. Second, after the execution of exception_handling the exception is not propagated outside the block (unless a rethrow( lasterror ) statement is explicitly inserted within the exception_handling code). === Variable-length argument lists === Octave has a mechanism for handling functions that take an unspecified number of arguments without explicit upper limit. To specify a list of zero or more arguments, use the special argument varargin as the last (or only) argument in the list. varargin is a cell array containing all the input arguments. === Variable-length return lists === A function can be set up to return any number of values by using the special return value varargout. For example: === C++ integration === It is also possible to execute Octave code directly in a C++ program. For example, here is a code snippet for calling rand([10,1]): C and C++ code can be integrated into GNU Octave by creating oct files, or using the MATLAB compatible MEX files. == MATLAB compatibility == Octave has been built with MATLAB compatibility in mind, and shares many features with MATLAB: % Script: myscript.m a = 5; b = a 2 % Function: myfunc.m function result = myfunc(x) result = x^2 + 3; end Matrices as fundamental data type. Built-in support for complex numbers. Powerful built-in math functions and extensive function libraries. Extensibility in the form of user-defined functions. Octave treats incompatibility with MATLAB as a bug; therefore, it could be considered a software clone, which does not infringe software copyright as per Lotus v. Borland court case. MATLAB scripts from the MathWorks' FileExchange repository in principle are compatible with Octave. However, while they are often provided and uploaded by users under an Octave compatible and proper open source BSD license, the FileExchange Terms of use prohibit any usage beside MathWorks' proprietary MATLAB. === Syntax compatibility === There are a few purposeful, albeit minor, syntax additions Archived 2012-04-26 at the Wayback Machine: Comment lines can be prefixed with the # character as well as the % character; Various C-based operators ++, --, +=, =, /= are supported; Elements can be referenced without creating a new variable by cascaded indexing, e.g. [1:10](3); Strings can be defined with the double-quote " character as well as the single-quote ' character; When the variable type is single (a single-precision floating-point number), Octave calculates the "mean" in the single-domain (MATLAB in double-domain) which is faster but gives less accurate results; Blocks can also be terminated with more specific Control structure keywords, i.e., endif, endfor, endwhile, etc.; Functions can be defined within scripts and at the Octave prompt; Presence of a do-until loop (similar to do-while in C). === Function compatibility === Many, but not all, of the numerous MATLAB functions are available in GNU Octave, some of them accessible through packages in Octave Forge. The functions available as part of either core Octave or Forge packages are listed online Archived 2024-03-14 at the Wayback Machine. A list of unavailable functions is included in the Octave function __unimplemented.m__. Unimplemented functions are also listed under many Octave Forge packages in the Octave Wiki. When an unimplemented function is called the following error message is shown: == User interfaces == Octave comes with an official graphical user interface (GUI) and an integrated development environment (IDE) based on Qt. It has been available since Octave 3.8, and has become the default interface (over the command-line interface) with the release of Octave 4.0. It was well-received by an EDN contributor, who wrote "[Octave] now has a very workable GUI" in reviewing the then-new GUI in 2014. Several 3rd-party graphical front-ends have also been developed, like ToolboX for coding education. == GUI applications == With Octave code, the user can create GUI applications. See GUI Development (GNU Octave (version 7.1.0)). Below are some examples: Button, edit control, checkboxTextboxListbox wit

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  • Moral graph

    Moral graph

    In graph theory, a moral graph is used to find the equivalent undirected form of a directed acyclic graph. It is a key step of the junction tree algorithm, used in belief propagation on graphical models. The moralized counterpart of a directed acyclic graph is formed by adding edges between all pairs of non-adjacent nodes that have a common child, and then making all edges in the graph undirected. Equivalently, a moral graph of a directed acyclic graph G is an undirected graph in which each node of the original G is now connected to its Markov blanket. The name stems from the fact that, in a moral graph, two nodes that have a common child are required to be married by sharing an edge. Moralization may also be applied to mixed graphs, called in this context "chain graphs". In a chain graph, a connected component of the undirected subgraph is called a chain. Moralization adds an undirected edge between any two vertices that both have outgoing edges to the same chain, and then forgets the orientation of the directed edges of the graph. == Weakly recursively simplicial == A graph is weakly recursively simplicial if it has a simplicial vertex and the subgraph after removing a simplicial vertex and some edges (possibly none) between its neighbours is weakly recursively simplicial. A graph is moral if and only if it is weakly recursively simplicial. A chordal graph (a.k.a., recursive simplicial) is a special case of weakly recursively simplicial when no edge is removed during the elimination process. Therefore, a chordal graph is also moral. But a moral graph is not necessarily chordal. == Recognising moral graphs == Unlike chordal graphs that can be recognised in polynomial time, Verma & Pearl (1993) proved that deciding whether or not a graph is moral is NP-complete.

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  • Variational message passing

    Variational message passing

    Variational message passing (VMP) is an approximate inference technique for continuous- or discrete-valued Bayesian networks, with conjugate-exponential parents, developed by John Winn. VMP was developed as a means of generalizing the approximate variational methods used by such techniques as latent Dirichlet allocation, and works by updating an approximate distribution at each node through messages in the node's Markov blanket. == Likelihood lower bound == Given some set of hidden variables H {\displaystyle H} and observed variables V {\displaystyle V} , the goal of approximate inference is to maximize a lower-bound on the probability that a graphical model is in the configuration V {\displaystyle V} . Over some probability distribution Q {\displaystyle Q} (to be defined later), ln ⁡ P ( V ) = ∑ H Q ( H ) ln ⁡ P ( H , V ) P ( H | V ) = ∑ H Q ( H ) [ ln ⁡ P ( H , V ) Q ( H ) − ln ⁡ P ( H | V ) Q ( H ) ] {\displaystyle \ln P(V)=\sum _{H}Q(H)\ln {\frac {P(H,V)}{P(H|V)}}=\sum _{H}Q(H){\Bigg [}\ln {\frac {P(H,V)}{Q(H)}}-\ln {\frac {P(H|V)}{Q(H)}}{\Bigg ]}} . So, if we define our lower bound to be L ( Q ) = ∑ H Q ( H ) ln ⁡ P ( H , V ) Q ( H ) {\displaystyle L(Q)=\sum _{H}Q(H)\ln {\frac {P(H,V)}{Q(H)}}} , then the likelihood is simply this bound plus the relative entropy between P {\displaystyle P} and Q {\displaystyle Q} . Because the relative entropy is non-negative, the function L {\displaystyle L} defined above is indeed a lower bound of the log likelihood of our observation V {\displaystyle V} . The distribution Q {\displaystyle Q} will have a simpler character than that of P {\displaystyle P} because marginalizing over P {\displaystyle P} is intractable for all but the simplest of graphical models. In particular, VMP uses a factorized distribution Q ( H ) = ∏ i Q i ( H i ) , {\displaystyle Q(H)=\prod _{i}Q_{i}(H_{i}),} where H i {\displaystyle H_{i}} is a disjoint part of the graphical model. == Determining the update rule == The likelihood estimate needs to be as large as possible; because it's a lower bound, getting closer log ⁡ P {\displaystyle \log P} improves the approximation of the log likelihood. By substituting in the factorized version of Q {\displaystyle Q} , L ( Q ) {\displaystyle L(Q)} , parameterized over the hidden nodes H i {\displaystyle H_{i}} as above, is simply the negative relative entropy between Q j {\displaystyle Q_{j}} and Q j ∗ {\displaystyle Q_{j}^{}} plus other terms independent of Q j {\displaystyle Q_{j}} if Q j ∗ {\displaystyle Q_{j}^{}} is defined as Q j ∗ ( H j ) = 1 Z e E − j { ln ⁡ P ( H , V ) } {\displaystyle Q_{j}^{}(H_{j})={\frac {1}{Z}}e^{\mathbb {E} _{-j}\{\ln P(H,V)\}}} , where E − j { ln ⁡ P ( H , V ) } {\displaystyle \mathbb {E} _{-j}\{\ln P(H,V)\}} is the expectation over all distributions Q i {\displaystyle Q_{i}} except Q j {\displaystyle Q_{j}} . Thus, if we set Q j {\displaystyle Q_{j}} to be Q j ∗ {\displaystyle Q_{j}^{}} , the bound L {\displaystyle L} is maximized. == Messages in variational message passing == Parents send their children the expectation of their sufficient statistic while children send their parents their natural parameter, which also requires messages to be sent from the co-parents of the node. == Relationship to exponential families == Because all nodes in VMP come from exponential families and all parents of nodes are conjugate to their children nodes, the expectation of the sufficient statistic can be computed from the normalization factor. == VMP algorithm == The algorithm begins by computing the expected value of the sufficient statistics for that vector. Then, until the likelihood converges to a stable value (this is usually accomplished by setting a small threshold value and running the algorithm until it increases by less than that threshold value), do the following at each node: Get all messages from parents. Get all messages from children (this might require the children to get messages from the co-parents). Compute the expected value of the nodes sufficient statistics. == Constraints == Because every child must be conjugate to its parent, this has limited the types of distributions that can be used in the model. For example, the parents of a Gaussian distribution must be a Gaussian distribution (corresponding to the Mean) and a gamma distribution (corresponding to the precision, or one over σ {\displaystyle \sigma } in more common parameterizations). Discrete variables can have Dirichlet parents, and Poisson and exponential nodes must have gamma parents. More recently, VMP has been extended to handle models that violate this conditional conjugacy constraint. == Literature == John Winn; Christopher M. Bishop (2005). "Variational Message Passing" (PDF). Journal of Machine Learning Research. 6: 661–694. ISSN 1533-7928. Wikidata Q139488859. Beal, M.J. (2003). Variational Algorithms for Approximate Bayesian Inference (PDF) (PhD). Gatsby Computational Neuroscience Unit, University College London. Archived from the original (PDF) on 2005-04-28. Retrieved 2007-02-15.

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  • Pyramid (image processing)

    Pyramid (image processing)

    Pyramid, or pyramid representation, is a type of multi-scale signal representation developed by the computer vision, image processing and signal processing communities, in which a signal or an image is subject to repeated smoothing and subsampling. Pyramid representation is a predecessor to scale-space representation and multiresolution analysis. == Pyramid generation == There are two main types of pyramids: lowpass and bandpass. A lowpass pyramid is made by smoothing the image with an appropriate smoothing filter and then subsampling the smoothed image, usually by a factor of 2 along each coordinate direction. The resulting image is then subjected to the same procedure, and the cycle is repeated multiple times. Each cycle of this process results in a smaller image with increased smoothing, but with decreased spatial sampling density (that is, decreased image resolution). If illustrated graphically, the entire multi-scale representation will look like a pyramid, with the original image on the bottom and each cycle's resulting smaller image stacked one atop the other. A bandpass pyramid is made by forming the difference between images at adjacent levels in the pyramid and performing image interpolation between adjacent levels of resolution, to enable computation of pixelwise differences. == Pyramid generation kernels == A variety of different smoothing kernels have been proposed for generating pyramids. Among the suggestions that have been given, the binomial kernels arising from the binomial coefficients stand out as a particularly useful and theoretically well-founded class. Thus, given a two-dimensional image, we may apply the (normalized) binomial filter (1/4, 1/2, 1/4) typically twice or more along each spatial dimension and then subsample the image by a factor of two. This operation may then proceed as many times as desired, leading to a compact and efficient multi-scale representation. If motivated by specific requirements, intermediate scale levels may also be generated where the subsampling stage is sometimes left out, leading to an oversampled or hybrid pyramid. With the increasing computational efficiency of CPUs available today, it is in some situations also feasible to use wider supported Gaussian filters as smoothing kernels in the pyramid generation steps. === Gaussian pyramid === In a Gaussian pyramid, subsequent images are weighted down using a Gaussian average (Gaussian blur) and scaled down. Each pixel containing a local average corresponds to a neighborhood pixel on a lower level of the pyramid. This technique is used especially in texture synthesis. === Laplacian pyramid === A Laplacian pyramid is very similar to a Gaussian pyramid but saves the difference image of the blurred versions between each levels. Only the smallest level is not a difference image to enable reconstruction of the high resolution image using the difference images on higher levels. This technique can be used in image compression. === Steerable pyramid === A steerable pyramid, developed by Simoncelli and others, is an implementation of a multi-scale, multi-orientation band-pass filter bank used for applications including image compression, texture synthesis, and object recognition. It can be thought of as an orientation selective version of a Laplacian pyramid, in which a bank of steerable filters are used at each level of the pyramid instead of a single Laplacian or Gaussian filter. == Applications of pyramids == === Alternative representation === In the early days of computer vision, pyramids were used as the main type of multi-scale representation for computing multi-scale image features from real-world image data. More recent techniques include scale-space representation, which has been popular among some researchers due to its theoretical foundation, the ability to decouple the subsampling stage from the multi-scale representation, the more powerful tools for theoretical analysis as well as the ability to compute a representation at any desired scale, thus avoiding the algorithmic problems of relating image representations at different resolution. Nevertheless, pyramids are still frequently used for expressing computationally efficient approximations to scale-space representation. === Detail manipulation === Levels of a Laplacian pyramid can be added to or removed from the original image to amplify or reduce detail at different scales. However, detail manipulation of this form is known to produce halo artifacts in many cases, leading to the development of alternatives such as the bilateral filter. Some image compression file formats use the Adam7 algorithm or some other interlacing technique. These can be seen as a kind of image pyramid. Because those file format store the "large-scale" features first, and fine-grain details later in the file, a particular viewer displaying a small "thumbnail" or on a small screen can quickly download just enough of the image to display it in the available pixels—so one file can support many viewer resolutions, rather than having to store or generate a different file for each resolution.

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  • Artificial development

    Artificial development

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

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  • Multidimensional scaling

    Multidimensional scaling

    Multidimensional scaling (MDS) is a means of visualizing the level of similarity of individual cases of a data set. MDS is used to translate distances between each pair of n {\textstyle n} objects in a set into a configuration of n {\textstyle n} points mapped into an abstract Cartesian space. More technically, MDS refers to a set of related ordination techniques used in information visualization, in particular to display the information contained in a distance matrix. It is a form of non-linear dimensionality reduction. Given a distance matrix with the distances between each pair of objects in a set, and a chosen number of dimensions, N, an MDS algorithm places each object into N-dimensional space (a lower-dimensional representation) such that the between-object distances are preserved as well as possible. For N = 1, 2, and 3, the resulting points can be visualized on a scatter plot. Core theoretical contributions to MDS were made by James O. Ramsay of McGill University, who is also regarded as the founder of functional data analysis. == Types == MDS algorithms fall into a taxonomy, depending on the meaning of the input matrix: === Classical multidimensional scaling === It is also known as Principal Coordinates Analysis (PCoA), Torgerson Scaling or Torgerson–Gower scaling. It takes an input matrix giving dissimilarities between pairs of items and outputs a coordinate matrix whose configuration minimizes a loss function called strain, which is given by Strain D ( x 1 , x 2 , . . . , x n ) = ( ∑ i , j ( b i j − x i T x j ) 2 ∑ i , j b i j 2 ) 1 / 2 , {\displaystyle {\text{Strain}}_{D}(x_{1},x_{2},...,x_{n})={\Biggl (}{\frac {\sum _{i,j}{\bigl (}b_{ij}-x_{i}^{T}x_{j}{\bigr )}^{2}}{\sum _{i,j}b_{ij}^{2}}}{\Biggr )}^{1/2},} where x i {\displaystyle x_{i}} denote vectors in N-dimensional space, x i T x j {\displaystyle x_{i}^{T}x_{j}} denotes the scalar product between x i {\displaystyle x_{i}} and x j {\displaystyle x_{j}} , and b i j {\displaystyle b_{ij}} are the elements of the matrix B {\displaystyle B} defined on step 2 of the following algorithm, which are computed from the distances. Steps of a Classical MDS algorithm: Classical MDS uses the fact that the coordinate matrix X {\displaystyle X} can be derived by eigenvalue decomposition from B = X X ′ {\textstyle B=XX'} . And the matrix B {\textstyle B} can be computed from proximity matrix D {\textstyle D} by using double centering. Set up the squared proximity matrix D ( 2 ) = [ d i j 2 ] {\textstyle D^{(2)}=[d_{ij}^{2}]} Apply double centering: B = − 1 2 C D ( 2 ) C {\textstyle B=-{\frac {1}{2}}CD^{(2)}C} using the centering matrix C = I − 1 n J n {\textstyle C=I-{\frac {1}{n}}J_{n}} , where n {\textstyle n} is the number of objects, I {\textstyle I} is the n × n {\textstyle n\times n} identity matrix, and J n {\textstyle J_{n}} is an n × n {\textstyle n\times n} matrix of all ones. Determine the m {\textstyle m} largest eigenvalues λ 1 , λ 2 , . . . , λ m {\textstyle \lambda _{1},\lambda _{2},...,\lambda _{m}} and corresponding eigenvectors e 1 , e 2 , . . . , e m {\textstyle e_{1},e_{2},...,e_{m}} of B {\textstyle B} (where m {\textstyle m} is the number of dimensions desired for the output). Now, X = E m Λ m 1 / 2 {\textstyle X=E_{m}\Lambda _{m}^{1/2}} , where E m {\textstyle E_{m}} is the matrix of m {\textstyle m} eigenvectors and Λ m {\textstyle \Lambda _{m}} is the diagonal matrix of m {\textstyle m} eigenvalues of B {\textstyle B} . Classical MDS assumes metric distances. So this is not applicable for direct dissimilarity ratings. === Metric multidimensional scaling (mMDS) === It is a superset of classical MDS that generalizes the optimization procedure to a variety of loss functions and input matrices of known distances with weights and so on. A useful loss function in this context is called stress, which is often minimized using a procedure called stress majorization. Metric MDS minimizes the cost function called “stress” which is a residual sum of squares: Stress D ( x 1 , x 2 , . . . , x n ) = ∑ i ≠ j = 1 , . . . , n ( d i j − ‖ x i − x j ‖ ) 2 . {\displaystyle {\text{Stress}}_{D}(x_{1},x_{2},...,x_{n})={\sqrt {\sum _{i\neq j=1,...,n}{\bigl (}d_{ij}-\|x_{i}-x_{j}\|{\bigr )}^{2}}}.} Metric scaling uses a power transformation with a user-controlled exponent p {\textstyle p} : d i j p {\textstyle d_{ij}^{p}} and − d i j 2 p {\textstyle -d_{ij}^{2p}} for distance. In classical scaling p = 1. {\textstyle p=1.} Non-metric scaling is defined by the use of isotonic regression to nonparametrically estimate a transformation of the dissimilarities. === Non-metric multidimensional scaling (NMDS) === In contrast to metric MDS, non-metric MDS finds both a non-parametric monotonic relationship between the dissimilarities in the item-item matrix and the Euclidean distances between items, and the location of each item in the low-dimensional space. Let d i j {\displaystyle d_{ij}} be the dissimilarity between points i , j {\displaystyle i,j} . Let d ^ i j = ‖ x i − x j ‖ {\displaystyle {\hat {d}}_{ij}=\|x_{i}-x_{j}\|} be the Euclidean distance between embedded points x i , x j {\displaystyle x_{i},x_{j}} . Now, for each choice of the embedded points x i {\displaystyle x_{i}} and is a monotonically increasing function f {\displaystyle f} , define the "stress" function: S ( x 1 , . . . , x n ; f ) = ∑ i < j ( f ( d i j ) − d ^ i j ) 2 ∑ i < j d ^ i j 2 . {\displaystyle S(x_{1},...,x_{n};f)={\sqrt {\frac {\sum _{i Read more →