AI Chatbot In Discord

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  • EasyChair

    EasyChair

    EasyChair is a web-based conference management software system. It has been used since 2002 in the scientific community for tasks such as organising research paper submission and review. In 2012, EasyChair added an open access online publication service for conference proceedings. == Description == EasyChair is a paid web-based conference management software system used, among other tasks, to organize paper submission and review, similar to other event management system software such as OpenConf. EasyChair used to be run by the Department of Computer Science at the University of Manchester but now it is a commercial service, owned by EasyChair Ltd. in Stockport (established 2016). EasyChair used to be free, for standard service, but as of 2022, only minimal services are free. The EasyChair website also provides an open access online publication service for conference proceedings. When launched in 2012, the service was for computer science only, but in 2016 it was expanded to all sciences. == History == The EasyChair software has been in continuous development since 2002. As of 2015, the code base consists of nearly 300,000 lines of code, and it has been used by more than 41,000 conferences. More than two and a half million users in the scientific community reported using it in 2019.

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  • AIXI

    AIXI

    AIXI is a theoretical mathematical formalism for artificial general intelligence. It combines Solomonoff induction with sequential decision theory. AIXI was first proposed by Marcus Hutter in 2000 and several results regarding AIXI are proved in Hutter's 2005 book Universal Artificial Intelligence. AIXI is a reinforcement learning (RL) agent. It maximizes the expected total rewards received from the environment. Intuitively, it simultaneously considers every computable hypothesis (or environment). In each time step, it looks at every possible program and evaluates how many rewards that program generates depending on the next action taken. The promised rewards are then weighted by the subjective belief that this program constitutes the true environment. This belief is computed from the length of the program: longer programs are considered less likely, in line with Occam's razor. AIXI then selects the action that has the highest expected total reward in the weighted sum of all these programs. == Etymology == According to Hutter, the word "AIXI" can have several interpretations. AIXI can stand for AI based on Solomonoff's distribution, denoted by ξ {\displaystyle \xi } (which is the Greek letter xi), or e.g. it can stand for AI "crossed" (X) with induction (I). There are other interpretations. == Definition == AIXI is a reinforcement learning agent that interacts with some stochastic and unknown but computable environment μ {\displaystyle \mu } . The interaction proceeds in time steps, from t = 1 {\displaystyle t=1} to t = m {\displaystyle t=m} , where m ∈ N {\displaystyle m\in \mathbb {N} } is the lifespan of the AIXI agent. At time step t, the agent chooses an action a t ∈ A {\displaystyle a_{t}\in {\mathcal {A}}} (e.g. a limb movement) and executes it in the environment, and the environment responds with a "percept" e t ∈ E = O × R {\displaystyle e_{t}\in {\mathcal {E}}={\mathcal {O}}\times \mathbb {R} } , which consists of an "observation" o t ∈ O {\displaystyle o_{t}\in {\mathcal {O}}} (e.g., a camera image) and a reward r t ∈ R {\displaystyle r_{t}\in \mathbb {R} } , distributed according to the conditional probability μ ( o t r t | a 1 o 1 r 1 . . . a t − 1 o t − 1 r t − 1 a t ) {\displaystyle \mu (o_{t}r_{t}|a_{1}o_{1}r_{1}...a_{t-1}o_{t-1}r_{t-1}a_{t})} , where a 1 o 1 r 1 . . . a t − 1 o t − 1 r t − 1 a t {\displaystyle a_{1}o_{1}r_{1}...a_{t-1}o_{t-1}r_{t-1}a_{t}} is the "history" of actions, observations and rewards. The environment μ {\displaystyle \mu } is thus mathematically represented as a probability distribution over "percepts" (observations and rewards) which depend on the full history, so there is no Markov assumption (as opposed to other RL algorithms). Note again that this probability distribution is unknown to the AIXI agent. Furthermore, note again that μ {\displaystyle \mu } is computable, that is, the observations and rewards received by the agent from the environment μ {\displaystyle \mu } can be computed by some program (which runs on a Turing machine), given the past actions of the AIXI agent. The only goal of the AIXI agent is to maximize ∑ t = 1 m r t {\displaystyle \sum _{t=1}^{m}r_{t}} , that is, the sum of rewards from time step 1 to m. The AIXI agent is associated with a stochastic policy π : ( A × E ) ∗ → A {\displaystyle \pi :({\mathcal {A}}\times {\mathcal {E}})^{}\rightarrow {\mathcal {A}}} , which is the function it uses to choose actions at every time step, where A {\displaystyle {\mathcal {A}}} is the space of all possible actions that AIXI can take and E {\displaystyle {\mathcal {E}}} is the space of all possible "percepts" that can be produced by the environment. The environment (or probability distribution) μ {\displaystyle \mu } can also be thought of as a stochastic policy (which is a function): μ : ( A × E ) ∗ × A → E {\displaystyle \mu :({\mathcal {A}}\times {\mathcal {E}})^{}\times {\mathcal {A}}\rightarrow {\mathcal {E}}} , where the ∗ {\displaystyle } is the Kleene star operation. In general, at time step t {\displaystyle t} (which ranges from 1 to m), AIXI, having previously executed actions a 1 … a t − 1 {\displaystyle a_{1}\dots a_{t-1}} (which is often abbreviated in the literature as a < t {\displaystyle a_{ Read more →

  • Problem solving

    Problem solving

    Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to get from point A to B) to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles. Another classification of problem-solving tasks is into well-defined problems with specific obstacles and goals, and ill-defined problems in which the current situation is troublesome but it is not clear what kind of resolution to aim for. Similarly, one may distinguish formal or fact-based problems requiring psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as tactful behavior, fashion, or gift choices. Solutions require sufficient resources and knowledge to attain the goal. Professionals such as lawyers, doctors, programmers, and consultants are largely problem solvers for issues that require technical skills and knowledge beyond general competence. Many businesses have found profitable markets by recognizing a problem and creating a solution: the more widespread and inconvenient the problem, the greater the opportunity to develop a scalable solution. There are many specialized problem-solving techniques and methods in fields such as science, engineering, business, medicine, mathematics, computer science, philosophy, and social organization. The mental techniques to identify, analyze, and solve problems are studied in psychology and cognitive sciences. Also widely researched are the mental obstacles that prevent people from finding solutions; problem-solving impediments include confirmation bias, mental set, and functional fixedness. == Definition == The term problem solving has a slightly different meaning depending on the discipline. For instance, it is a mental process in psychology and a computerized process in computer science. There are two different types of problems: ill-defined and well-defined; different approaches are used for each. Well-defined problems have specific end goals and clearly expected solutions, while ill-defined problems do not. Well-defined problems allow for more initial planning than ill-defined problems. Solving problems sometimes involves dealing with pragmatics (the way that context contributes to meaning) and semantics (the interpretation of the problem). The ability to understand what the end goal of the problem is, and what rules could be applied, represents the key to solving the problem. Sometimes a problem requires abstract thinking or coming up with a creative solution. Problem solving has two major domains: mathematical problem solving and personal problem solving. Each concerns some difficulty or barrier that is encountered. === Psychology === Problem solving in psychology refers to the process of finding solutions to problems encountered in life. Solutions to these problems are usually situation- or context-specific. The process starts with problem finding and problem shaping, in which the problem is discovered and simplified. The next step is to generate possible solutions and evaluate them. Finally a solution is selected to be implemented and verified. Problems have an end goal to be reached; how you get there depends upon problem orientation (problem-solving coping style and skills) and systematic analysis. Mental health professionals study the human problem-solving processes using methods such as introspection, behaviorism, simulation, computer modeling, and experiment. Social psychologists look into the person-environment relationship aspect of the problem and independent and interdependent problem-solving methods. Problem solving has been defined as a higher-order cognitive process and intellectual function that requires the modulation and control of more routine or fundamental skills. Empirical research shows many different strategies and factors influence everyday problem solving. Rehabilitation psychologists studying people with frontal lobe injuries have found that deficits in emotional control and reasoning can be re-mediated with effective rehabilitation and could improve the capacity of injured persons to resolve everyday problems. Interpersonal everyday problem solving is dependent upon personal motivational and contextual components. One such component is the emotional valence of "real-world" problems, which can either impede or aid problem-solving performance. Researchers have focused on the role of emotions in problem solving, demonstrating that poor emotional control can disrupt focus on the target task, impede problem resolution, and lead to negative outcomes such as fatigue, depression, and inertia. In conceptualization,human problem solving consists of two related processes: problem orientation, and the motivational/attitudinal/affective approach to problematic situations and problem-solving skills. People's strategies cohere with their goals and stem from the process of comparing oneself with others. === Cognitive sciences === Among the first experimental psychologists to study problem solving were the Gestaltists in Germany, such as Karl Duncker in The Psychology of Productive Thinking (1935). Perhaps best known is the work of Allen Newell and Herbert A. Simon. Experiments in the 1960s and early 1970s asked participants to solve relatively simple, well-defined, but not previously seen laboratory tasks. These simple problems, such as the Tower of Hanoi, admitted optimal solutions that could be found quickly, allowing researchers to observe the full problem-solving process. Researchers assumed that these model problems would elicit the characteristic cognitive processes by which more complex "real world" problems are solved. An outstanding problem-solving technique found by this research is the principle of decomposition. === Computer science === Much of computer science and artificial intelligence involves designing automated systems to solve a specified type of problem: to accept input data and calculate a correct or adequate response, reasonably quickly. Algorithms are recipes or instructions that direct such systems, written into computer programs. Steps for designing such systems include problem determination, heuristics, root cause analysis, de-duplication, analysis, diagnosis, and repair. Analytic techniques include linear and nonlinear programming, queuing systems, and simulation. A large, perennial obstacle is to find and fix errors in computer programs: debugging. === Logic === Formal logic concerns issues like validity, truth, inference, argumentation, and proof. In a problem-solving context, it can be used to formally represent a problem as a theorem to be proved, and to represent the knowledge needed to solve the problem as the premises to be used in a proof that the problem has a solution. The use of computers to prove mathematical theorems using formal logic emerged as the field of automated theorem proving in the 1950s. It included the use of heuristic methods designed to simulate human problem solving, as in the Logic Theory Machine, developed by Allen Newell, Herbert A. Simon and J. C. Shaw, as well as algorithmic methods such as the resolution principle developed by John Alan Robinson. In addition to its use for finding proofs of mathematical theorems, automated theorem-proving has also been used for program verification in computer science. In 1958, John McCarthy proposed the advice taker, to represent information in formal logic and to derive answers to questions using automated theorem-proving. An important step in this direction was made by Cordell Green in 1969, who used a resolution theorem prover for question-answering and for such other applications in artificial intelligence as robot planning. The resolution theorem-prover used by Cordell Green bore little resemblance to human problem solving methods. In response to criticism of that approach from researchers at MIT, Robert Kowalski developed logic programming and SLD resolution, which solves problems by problem decomposition. He has advocated logic for both computer and human problem solving and computational logic to improve human thinking. === Engineering === When products or processes fail, problem solving techniques can be used to develop corrective actions that can be taken to prevent further failures. Such techniques can also be applied to a product or process prior to an actual failure event—to predict, analyze, and mitigate a potential problem in advance. Techniques such as failure mode and effects analysis can proactively reduce the likelihood of problems. In either the reactive or the proactive case, it is necessary to build a causal explanation through a process of diagnosis. In deriving an explanation of effects in terms of causes, abduction generates new ideas or hypothes

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  • Algorithmic inference

    Algorithmic inference

    Algorithmic inference gathers new developments in the statistical inference methods made feasible by the powerful computing devices widely available to any data analyst. Cornerstones in this field are computational learning theory, granular computing, bioinformatics, and, long ago, structural probability (Fraser 1966). The main focus is on the algorithms which compute statistics rooting the study of a random phenomenon, along with the amount of data they must feed on to produce reliable results. This shifts the interest of mathematicians from the study of the distribution laws to the functional properties of the statistics, and the interest of computer scientists from the algorithms for processing data to the information they process. == The Fisher parametric inference problem == Concerning the identification of the parameters of a distribution law, the mature reader may recall lengthy disputes in the mid 20th century about the interpretation of their variability in terms of fiducial distribution (Fisher 1956), structural probabilities (Fraser 1966), priors/posteriors (Ramsey 1925), and so on. From an epistemology viewpoint, this entailed a companion dispute as to the nature of probability: is it a physical feature of phenomena to be described through random variables or a way of synthesizing data about a phenomenon? Opting for the latter, Fisher defines a fiducial distribution law of parameters of a given random variable that he deduces from a sample of its specifications. With this law he computes, for instance "the probability that μ (mean of a Gaussian variable – omeur note) is less than any assigned value, or the probability that it lies between any assigned values, or, in short, its probability distribution, in the light of the sample observed". == The classic solution == Fisher fought hard to defend the difference and superiority of his notion of parameter distribution in comparison to analogous notions, such as Bayes' posterior distribution, Fraser's constructive probability and Neyman's confidence intervals. For half a century, Neyman's confidence intervals won out for all practical purposes, crediting the phenomenological nature of probability. With this perspective, when you deal with a Gaussian variable, its mean μ is fixed by the physical features of the phenomenon you are observing, where the observations are random operators, hence the observed values are specifications of a random sample. Because of their randomness, you may compute from the sample specific intervals containing the fixed μ with a given probability that you denote confidence. === Example === Let X be a Gaussian variable with parameters μ {\displaystyle \mu } and σ 2 {\displaystyle \sigma ^{2}} and { X 1 , … , X m } {\displaystyle \{X_{1},\ldots ,X_{m}\}} a sample drawn from it. Working with statistics S μ = ∑ i = 1 m X i {\displaystyle S_{\mu }=\sum _{i=1}^{m}X_{i}} and S σ 2 = ∑ i = 1 m ( X i − X ¯ ) 2 , where X ¯ = S μ m {\displaystyle S_{\sigma ^{2}}=\sum _{i=1}^{m}(X_{i}-{\overline {X}})^{2},{\text{ where }}{\overline {X}}={\frac {S_{\mu }}{m}}} is the sample mean, we recognize that T = S μ − m μ S σ 2 m − 1 m = X ¯ − μ S σ 2 / ( m ( m − 1 ) ) {\displaystyle T={\frac {S_{\mu }-m\mu }{\sqrt {S_{\sigma ^{2}}}}}{\sqrt {\frac {m-1}{m}}}={\frac {{\overline {X}}-\mu }{\sqrt {S_{\sigma ^{2}}/(m(m-1))}}}} follows a Student's t distribution (Wilks 1962) with parameter (degrees of freedom) m − 1, so that f T ( t ) = Γ ( m / 2 ) Γ ( ( m − 1 ) / 2 ) 1 π ( m − 1 ) ( 1 + t 2 m − 1 ) m / 2 . {\displaystyle f_{T}(t)={\frac {\Gamma (m/2)}{\Gamma ((m-1)/2)}}{\frac {1}{\sqrt {\pi (m-1)}}}\left(1+{\frac {t^{2}}{m-1}}\right)^{m/2}.} Gauging T between two quantiles and inverting its expression as a function of μ {\displaystyle \mu } you obtain confidence intervals for μ {\displaystyle \mu } . With the sample specification: x = { 7.14 , 6.3 , 3.9 , 6.46 , 0.2 , 2.94 , 4.14 , 4.69 , 6.02 , 1.58 } {\displaystyle \mathbf {x} =\{7.14,6.3,3.9,6.46,0.2,2.94,4.14,4.69,6.02,1.58\}} having size m = 10, you compute the statistics s μ = 43.37 {\displaystyle s_{\mu }=43.37} and s σ 2 = 46.07 {\displaystyle s_{\sigma ^{2}}=46.07} , and obtain a 0.90 confidence interval for μ {\displaystyle \mu } with extremes (3.03, 5.65). == Inferring functions with the help of a computer == From a modeling perspective the entire dispute looks like a chicken-egg dilemma: either fixed data by first and probability distribution of their properties as a consequence, or fixed properties by first and probability distribution of the observed data as a corollary. The classic solution has one benefit and one drawback. The former was appreciated particularly back when people still did computations with sheet and pencil. Per se, the task of computing a Neyman confidence interval for the fixed parameter θ is hard: you do not know θ, but you look for disposing around it an interval with a possibly very low probability of failing. The analytical solution is allowed for a very limited number of theoretical cases. Vice versa a large variety of instances may be quickly solved in an approximate way via the central limit theorem in terms of confidence interval around a Gaussian distribution – that's the benefit. The drawback is that the central limit theorem is applicable when the sample size is sufficiently large. Therefore, it is less and less applicable with the sample involved in modern inference instances. The fault is not in the sample size on its own part. Rather, this size is not sufficiently large because of the complexity of the inference problem. With the availability of large computing facilities, scientists refocused from isolated parameters inference to complex functions inference, i.e. re sets of highly nested parameters identifying functions. In these cases we speak about learning of functions (in terms for instance of regression, neuro-fuzzy system or computational learning) on the basis of highly informative samples. A first effect of having a complex structure linking data is the reduction of the number of sample degrees of freedom, i.e. the burning of a part of sample points, so that the effective sample size to be considered in the central limit theorem is too small. Focusing on the sample size ensuring a limited learning error with a given confidence level, the consequence is that the lower bound on this size grows with complexity indices such as VC dimension or detail of a class to which the function we want to learn belongs. === Example === A sample of 1,000 independent bits is enough to ensure an absolute error of at most 0.081 on the estimation of the parameter p of the underlying Bernoulli variable with a confidence of at least 0.99. The same size cannot guarantee a threshold less than 0.088 with the same confidence 0.99 when the error is identified with the probability that a 20-year-old man living in New York does not fit the ranges of height, weight and waistline observed on 1,000 Big Apple inhabitants. The accuracy shortage occurs because both the VC dimension and the detail of the class of parallelepipeds, among which the one observed from the 1,000 inhabitants' ranges falls, are equal to 6. == The general inversion problem solving the Fisher question == With insufficiently large samples, the approach: fixed sample – random properties suggests inference procedures in three steps: === Definition === For a random variable and a sample drawn from it a compatible distribution is a distribution having the same sampling mechanism M X = ( Z , g θ ) {\displaystyle {\mathcal {M}}_{X}=(Z,g_{\boldsymbol {\theta }})} of X with a value θ {\displaystyle {\boldsymbol {\theta }}} of the random parameter Θ {\displaystyle \mathbf {\Theta } } derived from a master equation rooted on a well-behaved statistic s. === Example === You may find the distribution law of the Pareto parameters A and K as an implementation example of the population bootstrap method as in the figure on the left. Implementing the twisting argument method, you get the distribution law F M ( μ ) {\displaystyle F_{M}(\mu )} of the mean M of a Gaussian variable X on the basis of the statistic s M = ∑ i = 1 m x i {\textstyle s_{M}=\sum _{i=1}^{m}x_{i}} when Σ 2 {\displaystyle \Sigma ^{2}} is known to be equal to σ 2 {\displaystyle \sigma ^{2}} (Apolloni, Malchiodi & Gaito 2006). Its expression is: F M ( μ ) = Φ ( m μ − s M σ m ) , {\displaystyle F_{M}(\mu )=\Phi {\left({\frac {m\mu -s_{M}}{\sigma {\sqrt {m}}}}\right)},} shown in the figure on the right, where Φ {\displaystyle \Phi } is the cumulative distribution function of a standard normal distribution. Computing a confidence interval for M given its distribution function is straightforward: we need only find two quantiles (for instance δ / 2 {\displaystyle \delta /2} and 1 − δ / 2 {\displaystyle 1-\delta /2} quantiles in case we are interested in a confidence interval of level δ symmetric in the tail's probabilities) as indicated on the left in the diagram showing the behavior of

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  • Neural style transfer

    Neural style transfer

    Neural style transfer (NST) software algorithms are able to manipulate digital images, or videos, in order to adopt the appearance or visual style of another image. NST algorithms are characterized by their use of deep neural networks for the sake of image transformation. Common uses for NST are the creation of artificial artwork from photographs, for example by transferring the appearance of famous paintings to user-supplied photographs. Several notable mobile apps use NST techniques for this purpose, including DeepArt and Prisma. This method has been used by artists and designers around the globe to develop new artwork based on existent style(s). == History == NST is an example of image stylization, a problem studied for over two decades within the field of non-photorealistic rendering. The first two example-based style transfer algorithms were image analogies and image quilting. Both of these methods were based on patch-based texture synthesis algorithms. Given a training pair of images–a photo and an artwork depicting that photo–a transformation could be learned and then applied to create new artwork from a new photo, by analogy. If no training photo was available, it would need to be produced by processing the input artwork; image quilting did not require this processing step, though it was demonstrated on only one style. NST was first published in the paper "A Neural Algorithm of Artistic Style" by Leon Gatys et al., originally released to ArXiv 2015, and subsequently accepted by the peer-reviewed CVPR conference in 2016. The original paper used a VGG-19 architecture that has been pre-trained to perform object recognition using the ImageNet dataset. In 2017, Google AI introduced a method that allows a single deep convolutional style transfer network to learn multiple styles at the same time. This algorithm permits style interpolation in real-time, even when done on video media. == Mathematics == This section closely follows the original paper. === Overview === The idea of Neural Style Transfer (NST) is to take two images—a content image p → {\displaystyle {\vec {p}}} and a style image a → {\displaystyle {\vec {a}}} —and generate a third image x → {\displaystyle {\vec {x}}} that minimizes a weighted combination of two loss functions: a content loss L content ( p → , x → ) {\displaystyle {\mathcal {L}}_{\text{content }}({\vec {p}},{\vec {x}})} and a style loss L style ( a → , x → ) {\displaystyle {\mathcal {L}}_{\text{style }}({\vec {a}},{\vec {x}})} . The total loss is a linear sum of the two: L NST ( p → , a → , x → ) = α L content ( p → , x → ) + β L style ( a → , x → ) {\displaystyle {\mathcal {L}}_{\text{NST}}({\vec {p}},{\vec {a}},{\vec {x}})=\alpha {\mathcal {L}}_{\text{content}}({\vec {p}},{\vec {x}})+\beta {\mathcal {L}}_{\text{style}}({\vec {a}},{\vec {x}})} By jointly minimizing the content and style losses, NST generates an image that blends the content of the content image with the style of the style image. Both the content loss and the style loss measures the similarity of two images. The content similarity is the weighted sum of squared-differences between the neural activations of a single convolutional neural network (CNN) on two images. The style similarity is the weighted sum of Gram matrices within each layer (see below for details). The original paper used a VGG-19 CNN, but the method works for any CNN. === Symbols === Let x → {\textstyle {\vec {x}}} be an image input to a CNN. Let F l ∈ R N l × M l {\textstyle F^{l}\in \mathbb {R} ^{N_{l}\times M_{l}}} be the matrix of filter responses in layer l {\textstyle l} to the image x → {\textstyle {\vec {x}}} , where: N l {\textstyle N_{l}} is the number of filters in layer l {\textstyle l} ; M l {\textstyle M_{l}} is the height times the width (i.e. number of pixels) of each filter in layer l {\textstyle l} ; F i j l ( x → ) {\textstyle F_{ij}^{l}({\vec {x}})} is the activation of the i th {\textstyle i^{\text{th}}} filter at position j {\textstyle j} in layer l {\textstyle l} . A given input image x → {\textstyle {\vec {x}}} is encoded in each layer of the CNN by the filter responses to that image, with higher layers encoding more global features, but losing details on local features. === Content loss === Let p → {\textstyle {\vec {p}}} be an original image. Let x → {\textstyle {\vec {x}}} be an image that is generated to match the content of p → {\textstyle {\vec {p}}} . Let P l {\textstyle P^{l}} be the matrix of filter responses in layer l {\textstyle l} to the image p → {\textstyle {\vec {p}}} . The content loss is defined as the squared-error loss between the feature representations of the generated image and the content image at a chosen layer l {\displaystyle l} of a CNN: L content ( p → , x → , l ) = 1 2 ∑ i , j ( A i j l ( x → ) − A i j l ( p → ) ) 2 {\displaystyle {\mathcal {L}}_{\text{content }}({\vec {p}},{\vec {x}},l)={\frac {1}{2}}\sum _{i,j}\left(A_{ij}^{l}({\vec {x}})-A_{ij}^{l}({\vec {p}})\right)^{2}} where A i j l ( x → ) {\displaystyle A_{ij}^{l}({\vec {x}})} and A i j l ( p → ) {\displaystyle A_{ij}^{l}({\vec {p}})} are the activations of the i th {\displaystyle i^{\text{th}}} filter at position j {\displaystyle j} in layer l {\displaystyle l} for the generated and content images, respectively. Minimizing this loss encourages the generated image to have similar content to the content image, as captured by the feature activations in the chosen layer. The total content loss is a linear sum of the content losses of each layer: L content ( p → , x → ) = ∑ l v l L content ( p → , x → , l ) {\displaystyle {\mathcal {L}}_{\text{content }}({\vec {p}},{\vec {x}})=\sum _{l}v_{l}{\mathcal {L}}_{\text{content }}({\vec {p}},{\vec {x}},l)} , where the v l {\displaystyle v_{l}} are positive real numbers chosen as hyperparameters. === Style loss === The style loss is based on the Gram matrices of the generated and style images, which capture the correlations between different filter responses at different layers of the CNN: L style ( a → , x → ) = ∑ l = 0 L w l E l , {\displaystyle {\mathcal {L}}_{\text{style }}({\vec {a}},{\vec {x}})=\sum _{l=0}^{L}w_{l}E_{l},} where E l = 1 4 N l 2 M l 2 ∑ i , j ( G i j l ( x → ) − G i j l ( a → ) ) 2 . {\displaystyle E_{l}={\frac {1}{4N_{l}^{2}M_{l}^{2}}}\sum _{i,j}\left(G_{ij}^{l}({\vec {x}})-G_{ij}^{l}({\vec {a}})\right)^{2}.} Here, G i j l ( x → ) {\displaystyle G_{ij}^{l}({\vec {x}})} and G i j l ( a → ) {\displaystyle G_{ij}^{l}({\vec {a}})} are the entries of the Gram matrices for the generated and style images at layer l {\displaystyle l} . Explicitly, G i j l ( x → ) = ∑ k F i k l ( x → ) F j k l ( x → ) {\displaystyle G_{ij}^{l}({\vec {x}})=\sum _{k}F_{ik}^{l}({\vec {x}})F_{jk}^{l}({\vec {x}})} Minimizing this loss encourages the generated image to have similar style characteristics to the style image, as captured by the correlations between feature responses in each layer. The idea is that activation pattern correlations between filters in a single layer captures the "style" on the order of the receptive fields at that layer. Similarly to the previous case, the w l {\displaystyle w_{l}} are positive real numbers chosen as hyperparameters. === Hyperparameters === In the original paper, they used a particular choice of hyperparameters. The style loss is computed by w l = 0.2 {\displaystyle w_{l}=0.2} for the outputs of layers conv1_1, conv2_1, conv3_1, conv4_1, conv5_1 in the VGG-19 network, and zero otherwise. The content loss is computed by w l = 1 {\displaystyle w_{l}=1} for conv4_2, and zero otherwise. The ratio α / β ∈ [ 5 , 50 ] × 10 − 4 {\displaystyle \alpha /\beta \in [5,50]\times 10^{-4}} . === Training === Image x → {\displaystyle {\vec {x}}} is initially approximated by adding a small amount of white noise to input image p → {\displaystyle {\vec {p}}} and feeding it through the CNN. Then we successively backpropagate this loss through the network with the CNN weights fixed in order to update the pixels of x → {\displaystyle {\vec {x}}} . After several thousand epochs of training, an x → {\displaystyle {\vec {x}}} (hopefully) emerges that matches the style of a → {\displaystyle {\vec {a}}} and the content of p → {\displaystyle {\vec {p}}} . As of 2017, when implemented on a GPU, it takes a few minutes to converge. == Extensions == In some practical implementations, it is noted that the resulting image has too much high-frequency artifact, which can be suppressed by adding the total variation to the total loss. Compared to VGGNet, AlexNet does not work well for neural style transfer. NST has also been extended to videos. Subsequent work improved the speed of NST for images by using special-purpose normalizations. In a paper by Fei-Fei Li et al. adopted a different regularized loss metric and accelerated method for training to produce results in real-time (three orders of magnitude faster than Gatys). Their idea was to use not the pixel-based loss defined above but rather a 'perceptual loss' measuring t

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  • Bag-of-words model

    Bag-of-words model

    The bag-of-words (BoW) model is a model of text which uses an unordered collection (a "bag") of words. It is used in natural language processing and information retrieval (IR). It disregards word order (and thus most of syntax or grammar) but captures multiplicity. The bag-of-words model is commonly used in methods of document classification where, for example, the (frequency of) occurrence of each word is used as a feature for training a classifier. It has also been used for computer vision. An early reference to "bag of words" in a linguistic context can be found in Zellig Harris's 1954 article on Distributional Structure. == Definition == The following models a text document using bag-of-words. Here are two simple text documents: Based on these two text documents, a list is constructed as follows for each document: Representing each bag-of-words as a JSON object, and attributing to the respective JavaScript variable: Each key is the word, and each value is the number of occurrences of that word in the given text document. The order of elements is free, so, for example {"too":1,"Mary":1,"movies":2,"John":1,"watch":1,"likes":2,"to":1} is also equivalent to BoW1. It is also what we expect from a strict JSON object representation. Note: if another document is like a union of these two, its JavaScript representation will be: So, as we see in the bag algebra, the "union" of two documents in the bags-of-words representation is, formally, the disjoint union, summing the multiplicities of each element. === Word order === The BoW representation of a text removes all word ordering. For example, the BoW representation of "man bites dog" and "dog bites man" are the same, so any algorithm that operates with a BoW representation of text must treat them in the same way. Despite this lack of syntax or grammar, BoW representation is fast and may be sufficient for simple tasks that do not require word order. For instance, for document classification, if the words "stocks" "trade" "investors" appears multiple times, then the text is likely a financial report, even though it would be insufficient to distinguish between Yesterday, investors were rallying, but today, they are retreating.andYesterday, investors were retreating, but today, they are rallying.and so the BoW representation would be insufficient to determine the detailed meaning of the document. == Implementations == Implementations of the bag-of-words model might involve using frequencies of words in a document to represent its contents. The frequencies can be "normalized" by the inverse of document frequency, or tf–idf. Additionally, for the specific purpose of classification, supervised alternatives have been developed to account for the class label of a document. Lastly, binary (presence/absence or 1/0) weighting is used in place of frequencies for some problems (e.g., this option is implemented in the WEKA machine learning software system). == Hashing trick == A common alternative to using dictionaries is the hashing trick, where words are mapped directly to indices with a hash function. When using a hash function, no memory is required to store a dictionary. In practice, hashing simplifies the implementation of bag-of-words models and improves scalability. Collisions can occur when two words are hashed to the same index, but this happens infrequently and may function as a form of regularization.

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  • Isotropic position

    Isotropic position

    In the fields of machine learning, the theory of computation, and random matrix theory, a probability distribution over vectors is said to be in isotropic position if its covariance matrix is proportional to the identity matrix. == Formal definitions == Let D {\textstyle D} be a distribution over vectors in the vector space R n {\textstyle \mathbb {R} ^{n}} . Then D {\textstyle D} is in isotropic position if, for vector v {\textstyle v} sampled from the distribution, E v v T = I d . {\displaystyle \mathbb {E} \,vv^{\mathsf {T}}=\mathrm {Id} .} A set of vectors is said to be in isotropic position if the uniform distribution over that set is in isotropic position. In particular, every orthonormal set of vectors is isotropic. As a related definition, a convex body K {\textstyle K} in R n {\textstyle \mathbb {R} ^{n}} is called isotropic if it has volume | K | = 1 {\textstyle |K|=1} , center of mass at the origin, and there is a constant α > 0 {\textstyle \alpha >0} such that ∫ K ⟨ x , y ⟩ 2 d x = α 2 | y | 2 , {\displaystyle \int _{K}\langle x,y\rangle ^{2}dx=\alpha ^{2}|y|^{2},} for all vectors y {\textstyle y} in R n {\textstyle \mathbb {R} ^{n}} ; here | ⋅ | {\textstyle |\cdot |} stands for the standard Euclidean norm.

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  • Cognitive computing

    Cognitive computing

    Cognitive computing refers to technology platforms that, broadly speaking, are based on the scientific disciplines of artificial intelligence and signal processing. These platforms encompass machine learning, reasoning, natural language processing, speech recognition and vision (object recognition), human–computer interaction, dialog and narrative generation, among other technologies. == Definition == At present, there is no widely agreed upon definition for cognitive computing in either academia or industry. In general, the term cognitive computing has been used to refer to new hardware and/or software that mimics the functioning of the human brain (2004). In this sense, cognitive computing is a new type of computing with the goal of more accurate models of how the human brain/mind senses, reasons, and responds to stimulus. Cognitive computing applications link data analysis and adaptive page displays (AUI) to adjust content for a particular type of audience. As such, cognitive computing hardware and applications strive to be more affective and more influential by design. The term "cognitive system" also applies to any artificial construct able to perform a cognitive process where a cognitive process is the transformation of data, information, knowledge, or wisdom to a new level in the DIKW Pyramid. While many cognitive systems employ techniques having their origination in artificial intelligence research, cognitive systems, themselves, may not be artificially intelligent. For example, a neural network trained to recognize cancer on an MRI scan may achieve a higher success rate than a human doctor. This system is certainly a cognitive system but is not artificially intelligent. Cognitive systems may be engineered to feed on dynamic data in real-time, or near real-time, and may draw on multiple sources of information, including both structured and unstructured digital information, as well as sensory inputs (visual, gestural, auditory, or sensor-provided). == Cognitive analytics == Cognitive computing-branded technology platforms typically specialize in the processing and analysis of large, unstructured datasets. == Applications == Education Even if cognitive computing can not take the place of teachers, it can still be a heavy driving force in the education of students. Cognitive computing being used in the classroom is applied by essentially having an assistant that is personalized for each individual student. This cognitive assistant can relieve the stress that teachers face while teaching students, while also enhancing the student's learning experience over all. Teachers may not be able to pay each and every student individual attention, this being the place that cognitive computers fill the gap. Some students may need a little more help with a particular subject. For many students, Human interaction between student and teacher can cause anxiety and can be uncomfortable. With the help of Cognitive Computer tutors, students will not have to face their uneasiness and can gain the confidence to learn and do well in the classroom. While a student is in class with their personalized assistant, this assistant can develop various techniques, like creating lesson plans, to tailor and aid the student and their needs. Healthcare Numerous tech companies are in the process of developing technology that involves cognitive computing that can be used in the medical field. The ability to classify and identify is one of the main goals of these cognitive devices. This trait can be very helpful in the study of identifying carcinogens. This cognitive system that can detect would be able to assist the examiner in interpreting countless numbers of documents in a lesser amount of time than if they did not use Cognitive Computer technology. This technology can also evaluate information about the patient, looking through every medical record in depth, searching for indications that can be the source of their problems. Commerce Together with Artificial Intelligence, it has been used in warehouse management systems to collect, store, organize and analyze all related supplier data. All these aims at improving efficiency, enabling faster decision-making, monitoring inventory and fraud detection Human Cognitive Augmentation In situations where humans are using or working collaboratively with cognitive systems, called a human/cog ensemble, results achieved by the ensemble are superior to results obtainable by the human working alone. Therefore, the human is cognitively augmented. In cases where the human/cog ensemble achieves results at, or superior to, the level of a human expert then the ensemble has achieved synthetic expertise. In a human/cog ensemble, the "cog" is a cognitive system employing virtually any kind of cognitive computing technology. Other use cases Speech recognition Sentiment analysis Face detection Risk assessment Fraud detection Behavioral recommendations == Industry work == Cognitive computing in conjunction with big data and algorithms that comprehend customer needs, can be a major advantage in economic decision making. The powers of cognitive computing and artificial intelligence hold the potential to affect almost every task that humans are capable of performing. This can negatively affect employment for humans, as there would be no such need for human labor anymore. It would also increase the inequality of wealth; the people at the head of the cognitive computing industry would grow significantly richer, while workers without ongoing, reliable employment would become less well off. The more industries start to use cognitive computing, the more difficult it will be for humans to compete. Increased use of the technology will also increase the amount of work that AI-driven robots and machines can perform. The influence of competitive individuals in conjunction with artificial intelligence/cognitive computing has the potential to change the course of humankind.

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  • Visual Expert

    Visual Expert

    Visual Expert is a static code analysis tool, extracting design and technical information from software source code by reverse-engineering, used by programmers for software maintenance, modernization or optimization. It is designed to parse several programming languages at the same time (PL/SQL, Transact-SQL, PowerBuilder...) and analyze cross-language dependencies, in addition to each language's source code. Visual Expert checks source code against hundreds of code inspection rules for vulnerability assessment, bug fix, and maintenance issues. == Features == Cross-references exploration: Impact Analysis, E/R diagrams, call graphs, CRUD matrix, dependency graphs. Software documentation: a documentation generator produces technical documentation and low-level design descriptions. Inspect the code to detect bugs, security vulnerabilities and maintainability issues. Native integration with Jenkins. Reports on duplicate code, unused objects and methods and naming conventions. Calculates software metrics and source lines of code. Code comparison: finds differences between several versions of the same code. Performance analysis: identifies code parts that slow down the application because of their syntax - it extracts statistics about code execution from the database and combines it with the static analysis of the code. == Usage == Visual Expert is used in several contexts: Change impact analysis: evaluating the consequences of a change in the code or in a database. Avoiding negative side effects when evolving a system. Static Application Security Testing (SAST): detecting and removing security issues. Continuous Integration / Continuous Inspection : adding a static code analysis job in a CI/CD workflow to automatically verify the quality and security of a new build when it is released. Program comprehension: helping programmers understand and maintain existing code, or modernize legacy systems. Transferring knowledge of the code, from one programmer to another. Software sizing: calculating the size of an application, or a piece of code, in order to estimate development efforts. Code review: improving the code by finding and removing code smells, dead code, code causing poor performances or violations of coding conventions. == Limitations == As a static code analyzer, Visual Expert is limited to the programming languages supported by its code parsers - Oracle PL/SQL, SQL Server Transact-SQL, PowerBuilder. A preliminary reverse engineering is required. Visual Expert does it automatically, but its duration depends on the size of the code parsed. Users must wait for the parsing completion prior to using the features, or schedule it in advance. They must also allocate sufficient hardware resources to support their volume of code. Visual Expert is based on a client/server architecture: the code analysis is running on a Windows PC - preferably a server. The information extracted from the code is stored in a RDBMS, communicating with a client application installed on the programmer's computer - no web client is available. This requires that the code, the parsers, the RDBMS and the programmers’ computers are connected to the same LAN or VPN. == History == 1995- 1998 - Prog and Doc - Initial version distributed on the French market 2001 - Visual Expert 4.5 2003 - Visual Expert 5 2007 - Visual Expert 5.7 2010 - Visual Expert 6.0 2015 - Visual Expert 2015 - Server component added to schedule code analyses 2016 - Visual Expert 2016 - Oracle PL/SQL code parser, code inventory (lines of code, number of objects…) 2017 - Visual Expert 2017 - SQL Server T-SQL code parser, Code comparison, CRUD matrix 2018 - Visual Expert 2018 - DB Code Performance Analysis, integration with TFS 2019 - Visual Expert 2019 - Generation of E/R diagrams from the code 2020 - Visual Expert 2020 - Object dependency matrix, naming consistency verification, integration with GIT and SVN 2021 - Visual Expert 2021 - Continuous Code Inspection, integration with Jenkins 2022 - Visual Expert 2022 - Support for cloud-based repositories and large volumes of code 2023 - Visual Expert 2023 - Performance tuning for PowerBuilder 2024 - Visual Expert 2024 - New web UI to simplify deployment and use among large teams. 2025 - Visual Expert 2025 - AI-based features to explain code, generate comments, and optimize queries

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  • Learning rate

    Learning rate

    In machine learning and statistics, the learning rate is a tuning parameter in an optimization algorithm that determines the step size at each iteration while moving toward a minimum of a loss function. Since it influences to what extent newly acquired information overrides old information, it metaphorically represents the speed at which a machine learning model "learns". In the adaptive control literature, the learning rate is commonly referred to as gain. In setting a learning rate, there is a trade-off between the rate of convergence and overshooting. While the descent direction is usually determined from the gradient of the loss function, the learning rate determines how big a step is taken in that direction. Too high a learning rate will make the learning jump over minima, but too low a learning rate will either take too long to converge or get stuck in an undesirable local minimum. In order to achieve faster convergence, prevent oscillations and getting stuck in undesirable local minima the learning rate is often varied during training either in accordance to a learning rate schedule or by using an adaptive learning rate. The learning rate and its adjustments may also differ per parameter, in which case it is a diagonal matrix that can be interpreted as an approximation to the inverse of the Hessian matrix in Newton's method. The learning rate is related to the step length determined by inexact line search in quasi-Newton methods and related optimization algorithms. == Learning rate schedule == Initial rate can be left as system default or can be selected using a range of techniques. A learning rate schedule changes the learning rate during learning and is most often changed between epochs/iterations. This is mainly done with two parameters: decay and momentum. There are many different learning rate schedules but the most common are time-based, step-based and exponential. Decay serves to settle the learning in a nice place and avoid oscillations, a situation that may arise when too high a constant learning rate makes the learning jump back and forth over a minimum, and is controlled by a hyperparameter. Momentum is analogous to a ball rolling down a hill; we want the ball to settle at the lowest point of the hill (corresponding to the lowest error). Momentum both speeds up the learning (increasing the learning rate) when the error cost gradient is heading in the same direction for a long time and also avoids local minima by 'rolling over' small bumps. Momentum is controlled by a hyperparameter analogous to a ball's mass which must be chosen manually—too high and the ball will roll over minima which we wish to find, too low and it will not fulfil its purpose. The formula for factoring in the momentum is more complex than for decay but is most often built in with deep learning libraries such as Keras. Time-based learning schedules alter the learning rate depending on the learning rate of the previous time iteration. Factoring in the decay the mathematical formula for the learning rate is: η n + 1 = η 0 1 + d n {\displaystyle \eta _{n+1}={\frac {\eta _{0}}{1+dn}}} where η {\displaystyle \eta } is the learning rate, η 0 {\displaystyle \eta _{0}} is the original learning rate, d {\displaystyle d} is a decay parameter and n {\displaystyle n} is the iteration step. Step-based learning schedules changes the learning rate according to some predefined steps. The decay application formula is here defined as: η n = η 0 d ⌊ 1 + n r ⌋ {\displaystyle \eta _{n}=\eta _{0}d^{\left\lfloor {\frac {1+n}{r}}\right\rfloor }} where η n {\displaystyle \eta _{n}} is the learning rate at iteration n {\displaystyle n} , η 0 {\displaystyle \eta _{0}} is the initial learning rate, d {\displaystyle d} is how much the learning rate should change at each drop (0.5 corresponds to a halving) and r {\displaystyle r} corresponds to the drop rate, or how often the rate should be dropped (10 corresponds to a drop every 10 iterations). The floor function ( ⌊ … ⌋ {\displaystyle \lfloor \dots \rfloor } ) here drops the value of its input to 0 for all values smaller than 1. Exponential learning schedules are similar to step-based, but instead of steps, a decreasing exponential function is used. The mathematical formula for factoring in the decay is: η n = η 0 e − d n {\displaystyle \eta _{n}=\eta _{0}e^{-dn}} where d {\displaystyle d} is a decay parameter. == Adaptive learning rate == The issue with learning rate schedules is that they all depend on hyperparameters that must be manually chosen for each given learning session and may vary greatly depending on the problem at hand or the model used. To combat this, there are many different types of adaptive gradient descent algorithms such as Adagrad, Adadelta, RMSprop, and Adam which are generally built into deep learning libraries such as Keras.

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  • Artificial intelligence controversies

    Artificial intelligence controversies

    The controversies surrounding artificial intelligence encompass a broad range of public, academic, and political debates regarding the societal effects of artificial intelligence (AI). These debates intensified particularly in the late 2010s and 2020s, coinciding with an accelerated period of development known as the AI boom. While advocates emphasize the technology's potential to solve complex problems and enhance human quality of life, detractors highlight a wide array of dangers and challenges. These include concerns over ethics, plagiarism and theft, fraud, safety and alignment, environmental impacts, technological unemployment, and the spread of misinformation. It also covers severe future or theoretical challenges, such as the emergence of artificial superintelligence and existential risks. == 2016 == === Microsoft Tay chatbot (2016) === On March 23, 2016, Microsoft released Tay, a chatbot designed to mimic the language patterns of a 19-year-old American girl and learn from interactions with Twitter users. Soon after its launch, Tay began posting racist, sexist, and otherwise inflammatory tweets after Twitter users deliberately taught it offensive phrases and exploited its "repeat after me" capability. Examples of controversial outputs included Holocaust denial and calls for genocide using racial slurs. Within 16 hours of its release, Microsoft suspended the Twitter account, deleted the offensive tweets, and stated that Tay had suffered from a "coordinated attack by a subset of people" that "exploited a vulnerability." Tay was briefly and accidentally re-released on March 30 during testing, after which it was permanently shut down. Microsoft CEO Satya Nadella later stated that Tay "has had a great influence on how Microsoft is approaching AI" and taught the company the importance of taking accountability. == 2022 == === Voiceverse NFT plagiarism scandal (2022) === On January 14, 2022, voice actor Troy Baker announced a partnership with Voiceverse, a blockchain-based company that marketed proprietary AI voice cloning technology as non-fungible tokens (NFT), triggering immediate backlash over environmental concerns, fears that AI could displace human voice actors, and concerns about fraud. Later that same day, the pseudonymous creator of 15.ai—a free, non-commercial AI voice synthesis research project—revealed through server logs that Voiceverse had used 15.ai to generate voice samples, pitch-shifted them to make them unrecognizable, and falsely marketed them as their own proprietary technology before selling them as NFTs; the developer of 15.ai had previously stated that they had no interest in incorporating NFTs into their work. Voiceverse confessed within an hour and stated that their marketing team had used 15.ai without attribution while rushing to create a demo. News publications and AI watchdog groups universally characterized the incident as theft stemming from generative artificial intelligence. === Théâtre D'opéra Spatial (2022) === On August 29, 2022, Jason Michael Allen won first place in the "emerging artist" (non-professional) division of the "Digital Arts/Digitally-Manipulated Photography" category of the Colorado State Fair's fine arts competition with Théâtre D'opéra Spatial, a digital artwork created using the AI image generator Midjourney, Adobe Photoshop, and AI upscaling tools, becoming one of the first images made using generative AI to win such a prize. Allen disclosed his use of Midjourney when submitting, though the judges did not know it was an AI tool but stated they would have awarded him first place regardless. While there was little contention about the image at the fair, reactions to the win on social media were negative. On September 5, 2023, the United States Copyright Office ruled that the work was not eligible for copyright protection as the human creative input was de minimis and that copyright rules "exclude works produced by non-humans." == 2023 == === Statements on AI risk (2023) === On March 22, 2023, the Future of Life Institute published an open letter calling on "all AI labs to immediately pause for at least 6 months the training of AI systems more powerful than GPT-4", citing risks such as AI-generated propaganda, extreme automation of jobs, human obsolescence, and a society-wide loss of control. The letter, published a week after the release of OpenAI's GPT-4, asserted that current large language models were "becoming human-competitive at general tasks". It received more than 30,000 signatures, including academic AI researchers and industry CEOs such as Yoshua Bengio, Stuart Russell, Elon Musk, Steve Wozniak and Yuval Noah Harari. The letter was criticized for diverting attention from more immediate societal risks such as algorithmic biases, with Timnit Gebru and others arguing that it amplified "some futuristic, dystopian sci-fi scenario" instead of current problems with AI. On May 30, 2023, the Center for AI Safety released a one-sentence statement signed by hundreds of artificial intelligence experts and other notable figures: "Mitigating the risk of extinction from AI should be a global priority alongside other societal-scale risks such as pandemics and nuclear war." Signatories included Turing laureates Geoffrey Hinton and Yoshua Bengio, as well as the scientific and executive leaders of several major AI companies, including Sam Altman, Demis Hassabis, and Bill Gates. The statement prompted responses from political leaders, including UK Prime Minister Rishi Sunak, who retweeted it with a statement that the UK government would look carefully into it, and White House Press Secretary Karine Jean-Pierre, who commented that AI "is one of the most powerful technologies that we see currently in our time." Skeptics, including from Human Rights Watch, argued that scientists should focus on known risks of AI instead of speculative future risks. === Removal of Sam Altman from OpenAI (2023) === On November 17, 2023, OpenAI's board of directors ousted co-founder and chief executive Sam Altman, stating that "the board no longer has confidence in his ability to continue leading OpenAI." The removal was precipitated by employee concerns about his handling of artificial intelligence safety and allegations of abusive behavior. Altman was reinstated on November 22 after pressure from employees and investors, including a letter signed by 745 of OpenAI's 770 employees threatening mass resignations if the board did not resign. The removal and subsequent reinstatement caused widespread reactions, including Microsoft's stock falling nearly three percent following the initial announcement and then rising over two percent to an all-time high after Altman was hired to lead a Microsoft AI research team before his reinstatement. The incident also prompted investigations from the Competition and Markets Authority and the Federal Trade Commission into Microsoft's relationship with OpenAI. == 2024 == === Taylor Swift deepfake pornography controversy (2024) === In late January 2024, sexually explicit AI-generated deepfake images of Taylor Swift were proliferated on X, with one post reported to have been seen over 47 million times before its removal. Disinformation research firm Graphika traced the images back to 4chan, while members of a Telegram group had discussed ways to circumvent censorship safeguards of AI image generators to create pornographic images of celebrities. The images prompted responses from anti-sexual assault advocacy groups, US politicians, and Swifties. Microsoft CEO Satya Nadella called the incident "alarming and terrible." X briefly blocked searches of Swift's name on January 27, 2024, and Microsoft enhanced its text-to-image model safeguards to prevent future abuse. On January 30, US senators Dick Durbin, Lindsey Graham, Amy Klobuchar, and Josh Hawley introduced a bipartisan bill that would allow victims to sue individuals who produced or possessed "digital forgeries" with intent to distribute, or those who received the material knowing it was made without consent. === Google Gemini image generation controversy (2024) === In February 2024, social media users reported that Google's Gemini chatbot was generating images that featured people of color and women in historically inaccurate contexts—such as Vikings, Nazi soldiers, and the Founding Fathers—and refusing prompts to generate images of white people. The images were derided on social media, including by conservatives who cited them as evidence of Google's "wokeness", and criticized by Elon Musk, who denounced Google's products as biased and racist. In response, Google paused Gemini's ability to generate images of people. Google executive Prabhakar Raghavan released a statement explaining that Gemini had "overcompensate[d]" in its efforts to strive for diversity and acknowledging that the images were "embarrassing and wrong". Google CEO Sundar Pichai called the incident offensive and unacceptable in an internal memo, promising struc

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  • Active learning (machine learning)

    Active learning (machine learning)

    Active learning is a special case of machine learning in which a learning algorithm can interactively query a human user (or some other information source) to label new data points with the desired outputs. The human user must possess expertise in the problem domain, including the ability to consult authoritative sources when necessary. In statistics literature, it is sometimes also called optimal experimental design. The information source is also called teacher or oracle. There are situations in which unlabeled data is abundant but manual labeling is expensive. In such a scenario, learning algorithms can actively query the teacher for labels. Since the learner chooses the examples, the number of examples to learn a concept can often be much lower than the number required in normal supervised learning. However, there is a risk that the algorithm is overwhelmed by uninformative examples. Recent developments are dedicated to multi-label active learning, hybrid active learning and active learning in a single-pass (on-line) context, combining concepts from the field of machine learning (e.g. conflict and ignorance) with adaptive, incremental learning policies in the field of online machine learning. Using active learning allows for faster development of a machine learning algorithm, when comparative updates would require a quantum or super computer. Large-scale active learning projects may benefit from crowdsourcing frameworks such as Amazon Mechanical Turk that include many humans in the active learning loop. == Definitions == Let T be the total set of all data under consideration. For example, in a protein engineering problem, T would include all proteins that are known to have a certain interesting activity and all additional proteins that one might want to test for that activity. During each iteration, i, T is broken up into three subsets T K , i {\displaystyle \mathbf {T} _{K,i}} : Data points where the label is known. T U , i {\displaystyle \mathbf {T} _{U,i}} : Data points where the label is unknown. T C , i {\displaystyle \mathbf {T} _{C,i}} : A subset of TU,i that is chosen to be labeled. Most of the current research in active learning involves the best method to choose the data points for TC,i. == Scenarios == Pool-based sampling: In this approach, which is the most well known scenario, the learning algorithm attempts to evaluate the entire dataset before selecting data points (instances) for labeling. It is often initially trained on a fully labeled subset of the data using a machine-learning method such as logistic regression or SVM that yields class-membership probabilities for individual data instances. The candidate instances are those for which the prediction is most ambiguous. Instances are drawn from the entire data pool and assigned a confidence score, a measurement of how well the learner "understands" the data. The system then selects the instances for which it is the least confident and queries the teacher for the labels. The theoretical drawback of pool-based sampling is that it is memory-intensive and is therefore limited in its capacity to handle enormous datasets, but in practice, the rate-limiting factor is that the teacher is typically a (fatiguable) human expert who must be paid for their effort, rather than computer memory. Stream-based selective sampling: Here, each consecutive unlabeled instance is examined one at a time with the machine evaluating the informativeness of each item against its query parameters. The learner decides for itself whether to assign a label or query the teacher for each datapoint. As contrasted with Pool-based sampling, the obvious drawback of stream-based methods is that the learning algorithm does not have sufficient information, early in the process, to make a sound assign-label-vs ask-teacher decision, and it does not capitalize as efficiently on the presence of already labeled data. Therefore, the teacher is likely to spend more effort in supplying labels than with the pool-based approach. Membership query synthesis: This is where the learner generates synthetic data from an underlying natural distribution. For example, if the dataset are pictures of humans and animals, the learner could send a clipped image of a leg to the teacher and query if this appendage belongs to an animal or human. This is particularly useful if the dataset is small. The challenge here, as with all synthetic-data-generation efforts, is in ensuring that the synthetic data is consistent in terms of meeting the constraints on real data. As the number of variables/features in the input data increase, and strong dependencies between variables exist, it becomes increasingly difficult to generate synthetic data with sufficient fidelity. For example, to create a synthetic data set for human laboratory-test values, the sum of the various white blood cell (WBC) components in a white blood cell differential must equal 100, since the component numbers are really percentages. Similarly, the enzymes alanine transaminase (ALT) and aspartate transaminase (AST) measure liver function (though AST is also produced by other tissues, e.g., lung, pancreas) A synthetic data point with AST at the lower limit of normal range (8–33 units/L) with an ALT several times above normal range (4–35 units/L) in a simulated chronically ill patient would be physiologically impossible. == Query strategies == Algorithms for determining which data points should be labeled can be organized into a number of different categories, based upon their purpose: Balance exploration and exploitation: the choice of examples to label is seen as a dilemma between the exploration and the exploitation over the data space representation. This strategy manages this compromise by modelling the active learning problem as a contextual bandit problem. For example, Bouneffouf et al. propose a sequential algorithm named Active Thompson Sampling (ATS), which, in each round, assigns a sampling distribution on the pool, samples one point from this distribution, and queries the oracle for this sample point label. Expected model change: label those points that would most change the current model. Expected error reduction: label those points that would most reduce the model's generalization error. Exponentiated Gradient Exploration for Active Learning: In this paper, the author proposes a sequential algorithm named exponentiated gradient (EG)-active that can improve any active learning algorithm by an optimal random exploration. Uncertainty sampling: label those points for which the current model is least certain as to what the correct output should be. Query by committee: a variety of models are trained on the current labeled data, and vote on the output for unlabeled data; label those points for which the "committee" disagrees the most Querying from diverse subspaces or partitions: When the underlying model is a forest of trees, the leaf nodes might represent (overlapping) partitions of the original feature space. This offers the possibility of selecting instances from non-overlapping or minimally overlapping partitions for labeling. Variance reduction: label those points that would minimize output variance, which is one of the components of error. Conformal prediction: predicts that a new data point will have a label similar to old data points in some specified way and degree of the similarity within the old examples is used to estimate the confidence in the prediction. Mismatch-first farthest-traversal: The primary selection criterion is the prediction mismatch between the current model and nearest-neighbour prediction. It targets on wrongly predicted data points. The second selection criterion is the distance to previously selected data, the farthest first. It aims at optimizing the diversity of selected data. User-centered labeling strategies: Learning is accomplished by applying dimensionality reduction to graphs and figures like scatter plots. Then the user is asked to label the compiled data (categorical, numerical, relevance scores, relation between two instances). A wide variety of algorithms have been studied that fall into these categories. While the traditional AL strategies can achieve remarkable performance, it is often challenging to predict in advance which strategy is the most suitable in a particular situation. In recent years, meta-learning algorithms have been gaining in popularity. Some of them have been proposed to tackle the problem of learning AL strategies instead of relying on manually designed strategies. A benchmark which compares 'meta-learning approaches to active learning' to 'traditional heuristic-based Active Learning' may give intuitions if 'Learning active learning' is at the crossroads == Minimum marginal hyperplane == Some active learning algorithms are built upon support-vector machines (SVMs) and exploit the structure of the SVM to determine which data points to label. Such methods usually calculate the margin, W, of each u

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  • Yap (company)

    Yap (company)

    Yap Speech Cloud was a multimodal speech recognition system developed by American technology company Yap Inc. It offered a fully cloud-based speech-to-text transcription platform that was used by customers such as Microsoft. The Company was a contestant at the inaugural TechCrunch conference and was subsequently acquired by Amazon in September 2011 to help develop products such as Alexa Voice Service, Echo, and Fire TV.

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  • Granular computing

    Granular computing

    Granular computing is an emerging computing paradigm of information processing that concerns the processing of complex information entities called "information granules", which arise in the process of data abstraction and derivation of knowledge from information or data. Generally speaking, information granules are collections of entities that usually originate at the numeric level and are arranged together due to their similarity, functional or physical adjacency, indistinguishability, coherency, or the like. At present, granular computing is more a theoretical perspective than a coherent set of methods or principles. As a theoretical perspective, it encourages an approach to data that recognizes and exploits the knowledge present in data at various levels of resolution or scales. In this sense, it encompasses all methods which provide flexibility and adaptability in the resolution at which knowledge or information is extracted and represented. == Types of granulation == As mentioned above, granular computing is not an algorithm or process; there is no particular method that is called "granular computing". It is rather an approach to looking at data that recognizes how different and interesting regularities in the data can appear at different levels of granularity, much as different features become salient in satellite images of greater or lesser resolution. On a low-resolution satellite image, for example, one might notice interesting cloud patterns representing cyclones or other large-scale weather phenomena, while in a higher-resolution image, one misses these large-scale atmospheric phenomena but instead notices smaller-scale phenomena, such as the interesting pattern that is the streets of Manhattan. The same is generally true of all data: At different resolutions or granularities, different features and relationships emerge. The aim of granular computing is to try to take advantage of this fact in designing more effective machine-learning and reasoning systems. There are several types of granularity that are often encountered in data mining and machine learning, and we review them below: === Value granulation (discretization/quantization) === One type of granulation is the quantization of variables. It is very common that in data mining or machine-learning applications the resolution of variables needs to be decreased in order to extract meaningful regularities. An example of this would be a variable such as "outside temperature" (temp), which in a given application might be recorded to several decimal places of precision (depending on the sensing apparatus). However, for purposes of extracting relationships between "outside temperature" and, say, "number of health-club applications" (club), it will generally be advantageous to quantize "outside temperature" into a smaller number of intervals. ==== Motivations ==== There are several interrelated reasons for granulating variables in this fashion: Based on prior domain knowledge, there is no expectation that minute variations in temperature (e.g., the difference between 80–80.7 °F (26.7–27.1 °C)) could have an influence on behaviors driving the number of health-club applications. For this reason, any "regularity" which our learning algorithms might detect at this level of resolution would have to be spurious, as an artifact of overfitting. By coarsening the temperature variable into intervals the difference between which we do anticipate (based on prior domain knowledge) might influence number of health-club applications, we eliminate the possibility of detecting these spurious patterns. Thus, in this case, reducing resolution is a method of controlling overfitting. By reducing the number of intervals in the temperature variable (i.e., increasing its grain size), we increase the amount of sample data indexed by each interval designation. Thus, by coarsening the variable, we increase sample sizes and achieve better statistical estimation. In this sense, increasing granularity provides an antidote to the so-called curse of dimensionality, which relates to the exponential decrease in statistical power with increase in number of dimensions or variable cardinality. Independent of prior domain knowledge, it is often the case that meaningful regularities (i.e., which can be detected by a given learning methodology, representational language, etc.) may exist at one level of resolution and not at another. For example, a simple learner or pattern recognition system may seek to extract regularities satisfying a conditional probability threshold such as p ( Y = y j | X = x i ) ≥ α . {\displaystyle p(Y=y_{j}|X=x_{i})\geq \alpha .} In the special case where α = 1 , {\displaystyle \alpha =1,} this recognition system is essentially detecting logical implication of the form X = x i → Y = y j {\displaystyle X=x_{i}\rightarrow Y=y_{j}} or, in words, "if X = x i , {\displaystyle X=x_{i},} then Y = y j {\displaystyle Y=y_{j}} ". The system's ability to recognize such implications (or, in general, conditional probabilities exceeding threshold) is partially contingent on the resolution with which the system analyzes the variables. As an example of this last point, consider the feature space shown to the right. The variables may each be regarded at two different resolutions. Variable X {\displaystyle X} may be regarded at a high (quaternary) resolution wherein it takes on the four values { x 1 , x 2 , x 3 , x 4 } {\displaystyle \{x_{1},x_{2},x_{3},x_{4}\}} or at a lower (binary) resolution wherein it takes on the two values { X 1 , X 2 } . {\displaystyle \{X_{1},X_{2}\}.} Similarly, variable Y {\displaystyle Y} may be regarded at a high (quaternary) resolution or at a lower (binary) resolution, where it takes on the values { y 1 , y 2 , y 3 , y 4 } {\displaystyle \{y_{1},y_{2},y_{3},y_{4}\}} or { Y 1 , Y 2 } , {\displaystyle \{Y_{1},Y_{2}\},} respectively. At the high resolution, there are no detectable implications of the form X = x i → Y = y j , {\displaystyle X=x_{i}\rightarrow Y=y_{j},} since every x i {\displaystyle x_{i}} is associated with more than one y j , {\displaystyle y_{j},} and thus, for all x i , {\displaystyle x_{i},} p ( Y = y j | X = x i ) < 1. {\displaystyle p(Y=y_{j}|X=x_{i})<1.} However, at the low (binary) variable resolution, two bilateral implications become detectable: X = X 1 ↔ Y = Y 1 {\displaystyle X=X_{1}\leftrightarrow Y=Y_{1}} and X = X 2 ↔ Y = Y 2 {\displaystyle X=X_{2}\leftrightarrow Y=Y_{2}} , since every X 1 {\displaystyle X_{1}} occurs iff Y 1 {\displaystyle Y_{1}} and X 2 {\displaystyle X_{2}} occurs iff Y 2 . {\displaystyle Y_{2}.} Thus, a pattern recognition system scanning for implications of this kind would find them at the binary variable resolution, but would fail to find them at the higher quaternary variable resolution. ==== Issues and methods ==== It is not feasible to exhaustively test all possible discretization resolutions on all variables in order to see which combination of resolutions yields interesting or significant results. Instead, the feature space must be preprocessed (often by an entropy analysis of some kind) so that some guidance can be given as to how the discretization process should proceed. Moreover, one cannot generally achieve good results by naively analyzing and discretizing each variable independently, since this may obliterate the very interactions that we had hoped to discover. A sample of papers that address the problem of variable discretization in general, and multiple-variable discretization in particular, is as follows: Chiu, Wong & Cheung (1991), Bay (2001), Liu et al. (2002), Wang & Liu (1998), Zighed, Rabaséda & Rakotomalala (1998), Catlett (1991), Dougherty, Kohavi & Sahami (1995), Monti & Cooper (1999), Fayyad & Irani (1993), Chiu, Cheung & Wong (1990), Nguyen & Nguyen (1998), Grzymala-Busse & Stefanowski (2001), Ting (1994), Ludl & Widmer (2000), Pfahringer (1995), An & Cercone (1999), Chiu & Cheung (1989), Chmielewski & Grzymala-Busse (1996), Lee & Shin (1994), Liu & Wellman (2002), Liu & Wellman (2004). === Variable granulation (clustering/aggregation/transformation) === Variable granulation is a term that could describe a variety of techniques, most of which are aimed at reducing dimensionality, redundancy, and storage requirements. We briefly describe some of the ideas here, and present pointers to the literature. ==== Variable transformation ==== A number of classical methods, such as principal component analysis, multidimensional scaling, factor analysis, and structural equation modeling, and their relatives, fall under the genus of "variable transformation." Also in this category are more modern areas of study such as dimensionality reduction, projection pursuit, and independent component analysis. The common goal of these methods in general is to find a representation of the data in terms of new variables, which are a linear or nonlinear transformation of the original variables, and in which important stati

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  • Action model learning

    Action model learning

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

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