AI Chatbot In Discord

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  • Shader lamps

    Shader lamps

    Shader lamps is a computer graphic technique used to change the appearance of physical objects. The still or moving objects are illuminated, using one or more video projectors, by static or animated texture or video stream. The method was invented at University of North Carolina at Chapel Hill by Ramesh Raskar, Greg Welch, Kok-lim Low and Deepak Bandyopadhyay in 1999 [1] as a follow on to Spatial Augmented Reality [2] also invented at University of North Carolina at Chapel Hill in 1998 by Ramesh Raskar, Greg Welch and Henry Fuchs. A 3D graphic rendering software is typically used to compute the deformation caused by the non perpendicular, non-planar or even complex projection surface. Complex objects (or aggregation of multiple simple objects) create self shadows that must be compensated by using several projectors. The objects are typically replaced by neutral color ones, the projection giving all its visual properties, thus the name shader lamps. The technique can be used to create a sense of invisibility, by rendering transparency. The object is illuminated not by a replacement of its own visual properties, but by the corresponding visual surface placed behind the object as seen from an arbitrary viewing point.

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  • Homogeneity blockmodeling

    Homogeneity blockmodeling

    In mathematics applied to analysis of social structures, homogeneity blockmodeling is an approach in blockmodeling, which is best suited for a preliminary or main approach to valued networks, when a prior knowledge about these networks is not available. This is because homogeneity blockmodeling emphasizes the similarity of link (tie) strengths within the blocks over the pattern of links. In this approach, tie (link) values (or statistical data computed on them) are assumed to be equal (homogenous) within blocks. This approach to the generalized blockmodeling of valued networks was first proposed by Aleš Žiberna in 2007 with the basic idea, "that the inconsistency of an empirical block with its ideal block can be measured by within block variability of appropriate values". The newly–formed ideal blocks, which are appropriate for blockmodeling of valued networks, are then presented together with the definitions of their block inconsistencies. Similar approach to the homogeneity blockmodeling, dealing with direct approach for structural equivalence, was previously suggested by Stephen P. Borgatti and Martin G. Everett (1992).

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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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  • 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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  • Instance (computer science)

    Instance (computer science)

    In computer science, an instance or token (from metalogic and metamathematics) is a specific occurrence of a software element that is based on a type definition. When created, an occurrence is said to have been instantiated, and both the creation process and the result of creation are called instantiation. == Examples == Chat AI instance In chat-based AI systems, an assistant can be invoked across many independent conversation sessions (often called a thread), each with its own message history. A specific execution of the assistant over that session may be represented as a run (an execution on a thread). Class instance In object-oriented programming, an object created from a class type. Each instance of a class shares the class-defined structure and behavior but has its own identity and state. Procedural instance In some contexts (including Simula), each procedure call can be viewed as an instance of that procedure—an activation with its own parameters and local variables. Computer instance In cloud computing and virtualization, an instance commonly refers to a provisioned virtual machine or virtual server with an allocated combination of compute, memory, network, and storage resources. Polygonal model In computer graphics, a model may be instanced so it can be drawn multiple times with different transforms and parameters, improving performance by reusing shared geometry data. Program instance In a POSIX-oriented operating system, a running process is an instance of a program. It can be instantiated via system calls such as fork() and exec(). Each executing process is an instance of a program it has been instantiated from.

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  • PVLV

    PVLV

    The primary value learned value (PVLV) model is a possible explanation for the reward-predictive firing properties of dopamine (DA) neurons. It simulates behavioral and neural data on Pavlovian conditioning and the midbrain dopaminergic neurons that fire in proportion to unexpected rewards. It is an alternative to the temporal-differences (TD) algorithm. It is used as part of Leabra.

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  • Bioz

    Bioz

    Bioz is a search engine for life science experimentation. == History == Bioz was founded by Karin Lachmi and Daniel Levitt. Lachmi is a scientist who completed her postdoc in molecular and cellular biology at the Stanford University School of Medicine. During her lab work she found little available data regarding preferable lab tools, reagents and related products for experimentation. There are 50,000 vendors selling 300 million scientific products. She decided to start the company in order to provide researchers with adequate information for that purpose. Co-founder Daniel Levitt is an entrepreneur who sold his company WebAppoint to Microsoft in the year 2000. He also co-founded the company StemRad. At Bioz, Lachmi serves as the Chief Scientific Officer and Levitt serves as the chief executive officer. Bioz claims to have over a million researcher-users from 196 countries. Among the investors are Esther Dyson and the Stanford-StartX Fund. The company's advisory board includes Nobel Laureates in Chemistry Michael Levitt, Roger Kornberg, and Ada Yonath. == Technology == The company uses artificial intelligence, machine learning and natural language processing in order to extract experimentation data from scientific articles, such as the products that researchers used, the companies that supply the products, the protocol conditions that researchers selected, and the types of experiments and techniques. The algorithm ranks products based on how frequently they were used by researchers in their experiments, how recently a product was used, and the impact factor of the journal. The algorithm's output is a Bioz stars score for each product that was mentioned in an article. Bioz is a data-driven platform for product recommendations, which is contrary to platforms such as TripAdvisor and OpenTable that are based on user-generated reviews and ratings. The recommendations and scoring system that the company has developed are meant to assist researchers with the process of developing future medications and finding cures for diseases. They are guided towards products and techniques that were previously used by other researchers when planning and performing experiments. The company's revenue is based on selling SaaS subscriptions to researchers in biopharma companies. They also charge product suppliers for content syndication.

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  • Generalized iterative scaling

    Generalized iterative scaling

    In statistics, generalized iterative scaling (GIS) and improved iterative scaling (IIS) are two early algorithms used to fit log-linear models, notably multinomial logistic regression (MaxEnt) classifiers and extensions of it such as MaxEnt Markov models and conditional random fields. These algorithms have been largely surpassed by gradient-based methods such as L-BFGS and coordinate descent algorithms.

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  • CloudPassage

    CloudPassage

    CloudPassage is a company that provides an automation platform, delivered via software as a service, that improves security for private, public, and hybrid cloud computing environments. CloudPassage is headquartered in San Francisco. == History == CloudPassage was founded by Carson Sweet, Talli Somekh, and Vitaliy Geraymovych in 2010. The company used cloud computing and big data analytics to implement security monitoring and control in a platform called Halo. CloudPassage spent a year in stealth developing the Halo technology, coming out of stealth mode to a closed beta in January 2011. In June 2012, the company launched the commercial product that included configuration security monitoring, network microsegmentation, and two-factor authentication for privileged access management. By 2013, CloudPassage expanded Halo to support large enterprises with advanced security and compliance requirements with a product called Halo Enterprise. The first round of venture funding for the company raised $6.5 million. In April 2012, CloudPassage raised $14 million. The financing round was led by Tenaya Capital. In February 2014, CloudPassage announced that it had raised $25.5 million in funding led by Shasta Ventures. In total, the company has invested over $30 million in its technology and raised approximately $88 million in capital. == Product == The CloudPassage platform provides cloud workload security and compliance for systems hosted in public or private cloud infrastructure environments, including hybrid cloud and multi-cloud workload hosting models. The flagship product the company offers is called Halo. Halo secures virtual servers in public, private, and hybrid cloud infrastructures and provides file integrity monitoring (FIM) while also administering firewall automation, vulnerability monitoring, network access control, security event alerting, and assessment. The Halo platform also provides security applications such as privileged access management, software vulnerability scanning, multifactor authentication, and log-based IDS. In December 2013, CloudPassage set up six servers with Microsoft Windows and Linux operating systems and combinations of popular programs and invited hackers to attempt to hack into the servers. The top prize was $5,000 and the winning hacker was a novice that completed the task in four hours. CloudPassage programmed the servers to use basic default security settings to show how vulnerable cloud computing programs can be to security threats. == Awards and recognition == In May 2011, Gigaom named CloudPassage in its list of the Top 50 Cloud Innovators. That same month, eWeek recognized CloudPassage as one of 16 Hot Startup Companies Flying Under the Radar. SC Magazine named CloudPassage an Industry Innovator in the Virtualization and Cloud Security category in 2012. Also in 2012, The Wall Street Journal named CloudPassage a runner-up in the Information Security category of its Technology Innovation Awards. The CloudPassage large-scale security program, Halo, won Best Security Solution in 2014 at the SIIA Codie awards.

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  • Quadratic unconstrained binary optimization

    Quadratic unconstrained binary optimization

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

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  • Bayesian network

    Bayesian network

    A Bayesian network (also known as a Bayes network, Bayes net, belief network, or decision network) is a probabilistic graphical model that represents a set of variables and their conditional dependencies via a directed acyclic graph (DAG). While it is one of several forms of causal notation, causal networks are special cases of Bayesian networks. Bayesian networks are ideal for taking an event that occurred and predicting the likelihood that any one of several possible known causes was the contributing factor. For example, a Bayesian network could represent the probabilistic relationships between diseases and symptoms. Given symptoms, the network can be used to compute the probabilities of the presence of various diseases. Efficient algorithms can perform inference and learning in Bayesian networks. Bayesian networks that model sequences of variables (e.g. speech signals or protein sequences) are called dynamic Bayesian networks. Generalizations of Bayesian networks that can represent and solve decision problems under uncertainty are called influence diagrams. == Graphical model == Formally, Bayesian networks are directed acyclic graphs (DAGs) whose nodes represent variables in the Bayesian sense: they may be observable quantities, latent variables, unknown parameters or hypotheses. Each edge represents a direct conditional dependency. Any pair of nodes that are not connected (i.e. no path connects one node to the other) represent variables that are conditionally independent of each other. Each node is associated with a probability function that takes, as input, a particular set of values for the node's parent variables, and gives (as output) the probability (or probability distribution, if applicable) of the variable represented by the node. For example, if m {\displaystyle m} parent nodes represent m {\displaystyle m} Boolean variables, then the probability function could be represented by a table of 2 m {\displaystyle 2^{m}} entries, one entry for each of the 2 m {\displaystyle 2^{m}} possible parent combinations. Similar ideas may be applied to undirected, and possibly cyclic, graphs such as Markov networks. == Example == Suppose we want to model the dependencies between three variables: the sprinkler (or more appropriately, its state - whether it is on or not), the presence or absence of rain and whether the grass is wet or not. Observe that two events can cause the grass to become wet: an active sprinkler or rain. Rain has a direct effect on the use of the sprinkler (namely that when it rains, the sprinkler usually is not active). This situation can be modeled with a Bayesian network (shown to the right). Each variable has two possible values, T (for true) and F (for false). The joint probability function is, by the chain rule of probability, Pr ( G , S , R ) = Pr ( G ∣ S , R ) Pr ( S ∣ R ) Pr ( R ) {\displaystyle \Pr(G,S,R)=\Pr(G\mid S,R)\Pr(S\mid R)\Pr(R)} where G = "Grass wet (true/false)", S = "Sprinkler turned on (true/false)", and R = "Raining (true/false)". The model can answer questions about the presence of a cause given the presence of an effect (so-called inverse probability) like "What is the probability that it is raining, given the grass is wet?" by using the conditional probability formula and summing over all nuisance variables: Pr ( R = T ∣ G = T ) = Pr ( G = T , R = T ) Pr ( G = T ) = ∑ x ∈ { T , F } Pr ( G = T , S = x , R = T ) ∑ x , y ∈ { T , F } Pr ( G = T , S = x , R = y ) {\displaystyle \Pr(R=T\mid G=T)={\frac {\Pr(G=T,R=T)}{\Pr(G=T)}}={\frac {\sum _{x\in \{T,F\}}\Pr(G=T,S=x,R=T)}{\sum _{x,y\in \{T,F\}}\Pr(G=T,S=x,R=y)}}} Using the expansion for the joint probability function Pr ( G , S , R ) {\displaystyle \Pr(G,S,R)} and the conditional probabilities from the conditional probability tables (CPTs) stated in the diagram, one can evaluate each term in the sums in the numerator and denominator. For example, Pr ( G = T , S = T , R = T ) = Pr ( G = T ∣ S = T , R = T ) Pr ( S = T ∣ R = T ) Pr ( R = T ) = 0.99 × 0.01 × 0.2 = 0.00198. {\displaystyle {\begin{aligned}\Pr(G=T,S=T,R=T)&=\Pr(G=T\mid S=T,R=T)\Pr(S=T\mid R=T)\Pr(R=T)\\&=0.99\times 0.01\times 0.2\\&=0.00198.\end{aligned}}} Then the numerical results (subscripted by the associated variable values) are Pr ( R = T ∣ G = T ) = 0.00198 T T T + 0.1584 T F T 0.00198 T T T + 0.288 T T F + 0.1584 T F T + 0.0 T F F = 891 2491 ≈ 35.77 % . {\displaystyle \Pr(R=T\mid G=T)={\frac {0.00198_{TTT}+0.1584_{TFT}}{0.00198_{TTT}+0.288_{TTF}+0.1584_{TFT}+0.0_{TFF}}}={\frac {891}{2491}}\approx 35.77\%.} To answer an interventional question, such as "What is the probability that it would rain, given that we wet the grass?" the answer is governed by the post-intervention joint distribution function Pr ( S , R ∣ do ( G = T ) ) = Pr ( S ∣ R ) Pr ( R ) {\displaystyle \Pr(S,R\mid {\text{do}}(G=T))=\Pr(S\mid R)\Pr(R)} obtained by removing the factor Pr ( G ∣ S , R ) {\displaystyle \Pr(G\mid S,R)} from the pre-intervention distribution. The do operator forces the value of G to be true. The probability of rain is unaffected by the action: Pr ( R ∣ do ( G = T ) ) = Pr ( R ) . {\displaystyle \Pr(R\mid {\text{do}}(G=T))=\Pr(R).} To predict the impact of turning the sprinkler on: Pr ( R , G ∣ do ( S = T ) ) = Pr ( R ) Pr ( G ∣ R , S = T ) {\displaystyle \Pr(R,G\mid {\text{do}}(S=T))=\Pr(R)\Pr(G\mid R,S=T)} with the term Pr ( S = T ∣ R ) {\displaystyle \Pr(S=T\mid R)} removed, showing that the action affects the grass but not the rain. These predictions may not be feasible given unobserved variables, as in most policy evaluation problems. The effect of the action do ( x ) {\displaystyle {\text{do}}(x)} can still be predicted, however, whenever the back-door criterion is satisfied. It states that, if a set Z of nodes can be observed that d-separates (or blocks) all back-door paths from X to Y then Pr ( Y , Z ∣ do ( x ) ) = Pr ( Y , Z , X = x ) Pr ( X = x ∣ Z ) . {\displaystyle \Pr(Y,Z\mid {\text{do}}(x))={\frac {\Pr(Y,Z,X=x)}{\Pr(X=x\mid Z)}}.} A back-door path is one that ends with an arrow into X. Sets that satisfy the back-door criterion are called "sufficient" or "admissible." For example, the set Z = R is admissible for predicting the effect of S = T on G, because R d-separates the (only) back-door path S ← R → G. However, if S is not observed, no other set d-separates this path and the effect of turning the sprinkler on (S = T) on the grass (G) cannot be predicted from passive observations. In that case P(G | do(S = T)) is not "identified". This reflects the fact that, lacking interventional data, the observed dependence between S and G is due to a causal connection or is spurious (apparent dependence arising from a common cause, R). (see Simpson's paradox) To determine whether a causal relation is identified from an arbitrary Bayesian network with unobserved variables, one can use the three rules of "do-calculus" and test whether all do terms can be removed from the expression of that relation, thus confirming that the desired quantity is estimable from frequency data. Using a Bayesian network can save considerable amounts of memory over exhaustive probability tables, if the dependencies in the joint distribution are sparse. For example, a naive way of storing the conditional probabilities of 10 two-valued variables as a table requires storage space for 2 10 = 1024 {\displaystyle 2^{10}=1024} values. If no variable's local distribution depends on more than three parent variables, the Bayesian network representation stores at most 10 ⋅ 2 3 = 80 {\displaystyle 10\cdot 2^{3}=80} values. One advantage of Bayesian networks is that it is intuitively easier for a human to understand (a sparse set of) direct dependencies and local distributions than complete joint distributions. == Inference and learning == Bayesian networks perform three main inference tasks: Inferring unobserved variables Parameter learning for the probability distributions of each node in the network Structure learning of the graphical network === Inferring unobserved variables === Because a Bayesian network is a complete model for its variables and their relationships, it can be used to answer probabilistic queries about them. For example, the network can be used to update knowledge of the state of a subset of variables when other variables (the evidence variables) are observed. This process of computing the posterior distribution of variables given evidence is called probabilistic inference. The posterior gives a universal sufficient statistic for detection applications, when choosing values for the variable subset that minimize some expected loss function, for instance the probability of decision error. A Bayesian network can thus be considered a mechanism for automatically applying Bayes' theorem to complex problems. The most common exact inference methods are: variable elimination, which eliminates (by integration or summation) the non-observed non-query variables one by one by distributing the sum over the prod

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  • Semantic mapping (statistics)

    Semantic mapping (statistics)

    Semantic mapping (SM) is a statistical method for dimensionality reduction (the transformation of data from a high-dimensional space into a low-dimensional space). SM can be used in a set of multidimensional vectors of features to extract a few new features that preserves the main data characteristics. SM performs dimensionality reduction by clustering the original features in semantic clusters and combining features mapped in the same cluster to generate an extracted feature. Given a data set, this method constructs a projection matrix that can be used to map a data element from a high-dimensional space into a reduced dimensional space. SM can be applied in construction of text mining and information retrieval systems, as well as systems managing vectors of high dimensionality. SM is an alternative to random mapping, principal components analysis and latent semantic indexing methods.

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  • Exploration–exploitation dilemma

    Exploration–exploitation dilemma

    The exploration–exploitation dilemma, also known as the explore–exploit tradeoff, is a fundamental concept in decision-making that arises in many domains. It is depicted as the balancing act between two opposing strategies. Exploitation involves choosing the best option based on current knowledge of the system (which may be incomplete or misleading), while exploration involves trying out new options that may lead to better outcomes in the future at the expense of an exploitation opportunity. Finding the optimal balance between these two strategies is a crucial challenge in many decision-making problems whose goal is to maximize long-term benefits. == Application in machine learning == In the context of machine learning, the exploration–exploitation tradeoff is fundamental in reinforcement learning (RL), a type of machine learning that involves training agents to make decisions based on feedback from the environment. Crucially, this feedback may be incomplete or delayed. The agent must decide whether to exploit the current best-known policy or explore new policies to improve its performance. === Multi-armed bandit methods === The multi-armed bandit (MAB) problem was a classic example of the tradeoff, and many methods were developed for it, such as epsilon-greedy, Thompson sampling, and the upper confidence bound (UCB). See the page on MAB for details. In more complex RL situations than the MAB problem, the agent can treat each choice as a MAB, where the payoff is the expected future reward. For example, if the agent performs an epsilon-greedy method, then the agent will often "pull the best lever" by picking the action that had the best predicted expected reward (exploit). However, it would pick a random action with probability epsilon (explore). Monte Carlo tree search, for example, uses a variant of the UCB method. === Exploration problems === There are some problems that make exploration difficult. Sparse reward. If rewards occur only once a long while, then the agent might not persist in exploring. Furthermore, if the space of actions is large, then the sparse reward would mean the agent would not be guided by the reward to find a good direction for deeper exploration. A standard example is Montezuma's Revenge. Deceptive reward. If some early actions give immediate small reward, but other actions give later large reward, then the agent might be lured away from exploring the other actions. Noisy TV problem. If certain observations are irreducibly noisy (such as a television showing random images), then the agent might be trapped exploring those observations (watching the television). === Exploration reward === This section based on. The exploration reward (also called exploration bonus) methods convert the exploration-exploitation dilemma into a balance of exploitations. That is, instead of trying to get the agent to balance exploration and exploitation, exploration is simply treated as another form of exploitation, and the agent simply attempts to maximize the sum of rewards from exploration and exploitation. The exploration reward can be treated as a form of intrinsic reward. We write these as r t i , r t e {\displaystyle r_{t}^{i},r_{t}^{e}} , meaning the intrinsic and extrinsic rewards at time step t {\displaystyle t} . However, exploration reward is different from exploitation in two regards: The reward of exploitation is not freely chosen, but given by the environment, but the reward of exploration may be picked freely. Indeed, there are many different ways to design r t i {\displaystyle r_{t}^{i}} described below. The reward of exploitation is usually stationary (i.e. the same action in the same state gives the same reward), but the reward of exploration is non-stationary (i.e. the same action in the same state should give less and less reward). Count-based exploration uses N n ( s ) {\displaystyle N_{n}(s)} , the number of visits to a state s {\displaystyle s} during the time-steps 1 : n {\displaystyle 1:n} , to calculate the exploration reward. This is only possible in small and discrete state space. Density-based exploration extends count-based exploration by using a density model ρ n ( s ) {\displaystyle \rho _{n}(s)} . The idea is that, if a state has been visited, then nearby states are also partly-visited. In maximum entropy exploration, the entropy of the agent's policy π {\displaystyle \pi } is included as a term in the intrinsic reward. That is, r t i = − ∑ a π ( a | s t ) ln ⁡ π ( a | s t ) + ⋯ {\displaystyle r_{t}^{i}=-\sum _{a}\pi (a|s_{t})\ln \pi (a|s_{t})+\cdots } . === Prediction-based === This section based on. The forward dynamics model is a function for predicting the next state based on the current state and the current action: f : ( s t , a t ) ↦ s t + 1 {\displaystyle f:(s_{t},a_{t})\mapsto s_{t+1}} . The forward dynamics model is trained as the agent plays. The model becomes better at predicting state transition for state-action pairs that had been done many times. A forward dynamics model can define an exploration reward by r t i = ‖ f ( s t , a t ) − s t + 1 ‖ 2 2 {\displaystyle r_{t}^{i}=\|f(s_{t},a_{t})-s_{t+1}\|_{2}^{2}} . That is, the reward is the squared-error of the prediction compared to reality. This rewards the agent to perform state-action pairs that had not been done many times. This is however susceptible to the noisy TV problem. Dynamics model can be run in latent space. That is, r t i = ‖ f ( s t , a t ) − ϕ ( s t + 1 ) ‖ 2 2 {\displaystyle r_{t}^{i}=\|f(s_{t},a_{t})-\phi (s_{t+1})\|_{2}^{2}} for some featurizer ϕ {\displaystyle \phi } . The featurizer can be the identity function (i.e. ϕ ( x ) = x {\displaystyle \phi (x)=x} ), randomly generated, the encoder-half of a variational autoencoder, etc. A good featurizer improves forward dynamics exploration. The Intrinsic Curiosity Module (ICM) method trains simultaneously a forward dynamics model and a featurizer. The featurizer is trained by an inverse dynamics model, which is a function for predicting the current action based on the features of the current and the next state: g : ( ϕ ( s t ) , ϕ ( s t + 1 ) ) ↦ a t {\displaystyle g:(\phi (s_{t}),\phi (s_{t+1}))\mapsto a_{t}} . By optimizing the inverse dynamics, both the inverse dynamics model and the featurizer are improved. Then, the improved featurizer improves the forward dynamics model, which improves the exploration of the agent. Random Network Distillation (RND) method attempts to solve this problem by teacher–student distillation. Instead of a forward dynamics model, it has two models f , f ′ {\displaystyle f,f'} . The f ′ {\displaystyle f'} teacher model is fixed, and the f {\displaystyle f} student model is trained to minimize ‖ f ( s ) − f ′ ( s ) ‖ 2 2 {\displaystyle \|f(s)-f'(s)\|_{2}^{2}} on states s {\displaystyle s} . As a state is visited more and more, the student network becomes better at predicting the teacher. Meanwhile, the prediction error is also an exploration reward for the agent, and so the agent learns to perform actions that result in higher prediction error. Thus, we have a student network attempting to minimize the prediction error, while the agent attempting to maximize it, resulting in exploration. The states are normalized by subtracting a running average and dividing a running variance, which is necessary since the teacher model is frozen. The rewards are normalized by dividing with a running variance. Exploration by disagreement trains an ensemble of forward dynamics models, each on a random subset of all ( s t , a t , s t + 1 ) {\displaystyle (s_{t},a_{t},s_{t+1})} tuples. The exploration reward is the variance of the models' predictions. === Noise === For neural network–based agents, the NoisyNet method changes some of its neural network modules by noisy versions. That is, some network parameters are random variables from a probability distribution. The parameters of the distribution are themselves learnable. For example, in a linear layer y = W x + b {\displaystyle y=Wx+b} , both W , b {\displaystyle W,b} are sampled from Gaussian distributions N ( μ W , Σ W ) , N ( μ b , Σ b ) {\displaystyle {\mathcal {N}}(\mu _{W},\Sigma _{W}),{\mathcal {N}}(\mu _{b},\Sigma _{b})} at every step, and the parameters μ W , Σ W , μ b , Σ b {\displaystyle \mu _{W},\Sigma _{W},\mu _{b},\Sigma _{b}} are learned via the reparameterization trick.

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  • Computational learning theory

    Computational learning theory

    In computer science, computational learning theory (or just learning theory) is a subfield of artificial intelligence devoted to studying the design and analysis of machine learning algorithms. == Overview == Theoretical results in machine learning often focus on a type of inductive learning known as supervised learning. In supervised learning, an algorithm is provided with labeled samples. For instance, the samples might be descriptions of mushrooms, with labels indicating whether they are edible or not. The algorithm uses these labeled samples to create a classifier. This classifier assigns labels to new samples, including those it has not previously encountered. The goal of the supervised learning algorithm is to optimize performance metrics, such as minimizing errors on new samples. In addition to performance bounds, computational learning theory studies the time complexity and feasibility of learning . In computational learning theory, a computation is considered feasible if it can be done in polynomial time . There are two kinds of time complexity results: Positive results – Showing that a certain class of functions is learnable in polynomial time. Negative results – Showing that certain classes cannot be learned in polynomial time. Negative results often rely on commonly believed, but yet unproven assumptions, such as: Computational complexity – P ≠ NP (the P versus NP problem); Cryptographic – One-way functions exist. There are several different approaches to computational learning theory based on making different assumptions about the inference principles used to generalise from limited data. This includes different definitions of probability (see frequency probability, Bayesian probability) and different assumptions on the generation of samples. The different approaches include: Exact learning, proposed by Dana Angluin; Probably approximately correct learning (PAC learning), proposed by Leslie Valiant; VC theory, proposed by Vladimir Vapnik and Alexey Chervonenkis; Inductive inference as developed by Ray Solomonoff; Algorithmic learning theory, from the work of E. Mark Gold; Online machine learning, from the work of Nick Littlestone. While its primary goal is to understand learning abstractly, computational learning theory has led to the development of practical algorithms. For example, PAC theory inspired boosting, VC theory led to support vector machines, and Bayesian inference led to belief networks.

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  • Stochastic gradient descent

    Stochastic gradient descent

    Stochastic gradient descent (often abbreviated SGD) is an iterative method for optimizing an objective function with suitable smoothness properties (e.g. differentiable or subdifferentiable). It can be regarded as a stochastic approximation of gradient descent optimization, since it replaces the actual gradient (calculated from the entire data set) by an estimate thereof (calculated from a randomly selected subset of the data). Especially in high-dimensional optimization problems this reduces the very high computational burden, achieving faster iterations in exchange for a lower convergence rate. The basic idea behind stochastic approximation can be traced back to the Robbins–Monro algorithm of the 1950s. Today, stochastic gradient descent has become an important optimization method in machine learning. == Background == Both statistical estimation and machine learning consider the problem of minimizing an objective function that has the form of a sum: Q ( w ) = 1 n ∑ i = 1 n Q i ( w ) , {\displaystyle Q(w)={\frac {1}{n}}\sum _{i=1}^{n}Q_{i}(w),} where the parameter w {\displaystyle w} that minimizes Q ( w ) {\displaystyle Q(w)} is to be estimated. Each summand function Q i {\displaystyle Q_{i}} is typically associated with the i {\displaystyle i} -th observation in the data set (used for training). In classical statistics, sum-minimization problems arise in least squares and in maximum-likelihood estimation (for independent observations). The general class of estimators that arise as minimizers of sums are called M-estimators. However, in statistics, it has been long recognized that requiring even local minimization is too restrictive for some problems of maximum-likelihood estimation. Therefore, contemporary statistical theorists often consider stationary points of the likelihood function (or zeros of its derivative, the score function, and other estimating equations). The sum-minimization problem also arises for empirical risk minimization. There, Q i ( w ) {\displaystyle Q_{i}(w)} is the value of the loss function at i {\displaystyle i} -th example, and Q ( w ) {\displaystyle Q(w)} is the empirical risk. When used to minimize the above function, a standard (or "batch") gradient descent method would perform the following iterations: w := w − η ∇ Q ( w ) = w − η n ∑ i = 1 n ∇ Q i ( w ) . {\displaystyle w:=w-\eta \,\nabla Q(w)=w-{\frac {\eta }{n}}\sum _{i=1}^{n}\nabla Q_{i}(w).} The step size is denoted by η {\displaystyle \eta } (sometimes called the learning rate in machine learning) and here " := {\displaystyle :=} " denotes the update of a variable in the algorithm. In many cases, the summand functions have a simple form that enables inexpensive evaluations of the sum-function and the sum gradient. For example, in statistics, one-parameter exponential families allow economical function-evaluations and gradient-evaluations. However, in other cases, evaluating the sum-gradient may require expensive evaluations of the gradients from all summand functions. When the training set is enormous and no simple formulas exist, evaluating the sums of gradients becomes very expensive, because evaluating the gradient requires evaluating all the summand functions' gradients. To economize on the computational cost at every iteration, stochastic gradient descent samples a subset of summand functions at every step. This is very effective in the case of large-scale machine learning problems. == Iterative method == In stochastic (or "on-line") gradient descent, the true gradient of Q ( w ) {\displaystyle Q(w)} is approximated by a gradient at a single sample: w := w − η ∇ Q i ( w ) . {\displaystyle w:=w-\eta \,\nabla Q_{i}(w).} As the algorithm sweeps through the training set, it performs the above update for each training sample. Several passes can be made over the training set until the algorithm converges. If this is done, the data can be shuffled for each pass to prevent cycles. Typical implementations may use an adaptive learning rate so that the algorithm converges. In pseudocode, stochastic gradient descent can be presented as : A compromise between computing the true gradient and the gradient at a single sample is to compute the gradient against more than one training sample (called a "mini-batch") at each step. This can perform significantly better than "true" stochastic gradient descent described, because the code can make use of vectorization libraries rather than computing each step separately as was first shown in where it was called "the bunch-mode back-propagation algorithm". It may also result in smoother convergence, as the gradient computed at each step is averaged over more training samples. The convergence of stochastic gradient descent has been analyzed using the theories of convex minimization and of stochastic approximation. Briefly, when the learning rates η {\displaystyle \eta } decrease with an appropriate rate, and subject to relatively mild assumptions, stochastic gradient descent converges almost surely to a global minimum when the objective function is convex or pseudoconvex, and otherwise converges almost surely to a local minimum. This is in fact a consequence of the Robbins–Siegmund theorem. == Linear regression == Suppose we want to fit a straight line y ^ = w 1 + w 2 x {\displaystyle {\hat {y}}=w_{1}+w_{2}x} to a training set with observations ( ( x 1 , y 1 ) , ( x 2 , y 2 ) … , ( x n , y n ) ) {\displaystyle ((x_{1},y_{1}),(x_{2},y_{2})\ldots ,(x_{n},y_{n}))} and corresponding estimated responses ( y ^ 1 , y ^ 2 , … , y ^ n ) {\displaystyle ({\hat {y}}_{1},{\hat {y}}_{2},\ldots ,{\hat {y}}_{n})} using least squares. The objective function to be minimized is Q ( w ) = ∑ i = 1 n Q i ( w ) = ∑ i = 1 n ( y ^ i − y i ) 2 = ∑ i = 1 n ( w 1 + w 2 x i − y i ) 2 . {\displaystyle Q(w)=\sum _{i=1}^{n}Q_{i}(w)=\sum _{i=1}^{n}\left({\hat {y}}_{i}-y_{i}\right)^{2}=\sum _{i=1}^{n}\left(w_{1}+w_{2}x_{i}-y_{i}\right)^{2}.} The last line in the above pseudocode for this specific problem will become: [ w 1 w 2 ] ← [ w 1 w 2 ] − η [ ∂ ∂ w 1 ( w 1 + w 2 x i − y i ) 2 ∂ ∂ w 2 ( w 1 + w 2 x i − y i ) 2 ] = [ w 1 w 2 ] − η [ 2 ( w 1 + w 2 x i − y i ) 2 x i ( w 1 + w 2 x i − y i ) ] . {\displaystyle {\begin{bmatrix}w_{1}\\w_{2}\end{bmatrix}}\leftarrow {\begin{bmatrix}w_{1}\\w_{2}\end{bmatrix}}-\eta {\begin{bmatrix}{\frac {\partial }{\partial w_{1}}}(w_{1}+w_{2}x_{i}-y_{i})^{2}\\{\frac {\partial }{\partial w_{2}}}(w_{1}+w_{2}x_{i}-y_{i})^{2}\end{bmatrix}}={\begin{bmatrix}w_{1}\\w_{2}\end{bmatrix}}-\eta {\begin{bmatrix}2(w_{1}+w_{2}x_{i}-y_{i})\\2x_{i}(w_{1}+w_{2}x_{i}-y_{i})\end{bmatrix}}.} Note that in each iteration or update step, the gradient is only evaluated at a single x i {\displaystyle x_{i}} . This is the key difference between stochastic gradient descent and batched gradient descent. In general, given a linear regression y ^ = ∑ k ∈ 1 : m w k x k {\displaystyle {\hat {y}}=\sum _{k\in 1:m}w_{k}x_{k}} problem, stochastic gradient descent behaves differently when m < n {\displaystyle m