AI Chatbot Quill

AI Chatbot Quill — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Multi-agent reinforcement learning

    Multi-agent reinforcement learning

    Multi-agent reinforcement learning (MARL) is a sub-field of reinforcement learning. It focuses on studying the behavior of multiple learning agents that coexist in a shared environment. Each agent is motivated by its own rewards, and does actions to advance its own interests; in some environments these interests are opposed to the interests of other agents, resulting in complex group dynamics. Multi-agent reinforcement learning is closely related to game theory and especially repeated games, as well as multi-agent systems. Its study combines the pursuit of finding ideal algorithms that maximize rewards with a more sociological set of concepts. While research in single-agent reinforcement learning is concerned with finding the algorithm that gets the biggest number of points for one agent, research in multi-agent reinforcement learning evaluates and quantifies social metrics, such as cooperation, reciprocity, equity, social influence, language and discrimination. == Definition == Similarly to single-agent reinforcement learning, multi-agent reinforcement learning is modeled as some form of a Markov decision process (MDP). Fix a set of agents I = { 1 , . . . , N } {\displaystyle I=\{1,...,N\}} . We then define: A set S {\displaystyle S} of environment states. One set A i {\displaystyle {\mathcal {A}}_{i}} of actions for each of the agents i ∈ I = { 1 , … , N } {\displaystyle i\in I=\{1,\dots ,N\}} . P a → ( s , s ′ ) = Pr ( s t + 1 = s ′ ∣ s t = s , a → t = a → ) {\displaystyle P_{\vec {a}}(s,s')=\Pr(s_{t+1}=s'\mid s_{t}=s,{\vec {a}}_{t}={\vec {a}})} is the probability of transition (at time t {\displaystyle t} ) from state s {\displaystyle s} to state s ′ {\displaystyle s'} under joint action a → {\displaystyle {\vec {a}}} . R → a → ( s , s ′ ) {\displaystyle {\vec {R}}_{\vec {a}}(s,s')} is the immediate joint reward after the transition from s {\displaystyle s} to s ′ {\displaystyle s'} with joint action a → {\displaystyle {\vec {a}}} . In settings with perfect information, such as the games of chess and Go, the MDP would be fully observable. In settings with imperfect information, especially in real-world applications like self-driving cars, each agent would access an observation that only has part of the information about the current state. In the partially observable setting, the core model is the partially observable stochastic game in the general case, and the decentralized POMDP in the cooperative case. == Cooperation vs. competition == When multiple agents are acting in a shared environment their interests might be aligned or misaligned. MARL allows exploring all the different alignments and how they affect the agents' behavior: In pure competition settings, the agents' rewards are exactly opposite to each other, and therefore they are playing against each other. Pure cooperation settings are the other extreme, in which agents get the exact same rewards, and therefore they are playing with each other. Mixed-sum settings cover all the games that combine elements of both cooperation and competition. === Pure competition settings === When two agents are playing a zero-sum game, they are in pure competition with each other. Many traditional games such as chess and Go fall under this category, as do two-player variants of video games like StarCraft. Because each agent can only win at the expense of the other agent, many complexities are stripped away. There is no prospect of communication or social dilemmas, as neither agent is incentivized to take actions that benefit its opponent. The Deep Blue and AlphaGo projects demonstrate how to optimize the performance of agents in pure competition settings. One complexity that is not stripped away in pure competition settings is autocurricula. As the agents' policy is improved using self-play, multiple layers of learning may occur. === Pure cooperation settings === MARL is used to explore how separate agents with identical interests can communicate and work together. Pure cooperation settings are explored in recreational cooperative games such as Overcooked, as well as real-world scenarios in robotics. In pure cooperation settings all the agents get identical rewards, which means that social dilemmas do not occur. In pure cooperation settings, oftentimes there are an arbitrary number of coordination strategies, and agents converge to specific "conventions" when coordinating with each other. The notion of conventions has been studied in language and also alluded to in more general multi-agent collaborative tasks. === Mixed-sum settings === Most real-world scenarios involving multiple agents have elements of both cooperation and competition. For example, when multiple self-driving cars are planning their respective paths, each of them has interests that are diverging but not exclusive: Each car is minimizing the amount of time it's taking to reach its destination, but all cars have the shared interest of avoiding a traffic collision. Zero-sum settings with three or more agents often exhibit similar properties to mixed-sum settings, since each pair of agents might have a non-zero utility sum between them. Mixed-sum settings can be explored using classic matrix games such as prisoner's dilemma, more complex sequential social dilemmas, and recreational games such as Among Us, Diplomacy and StarCraft II. Mixed-sum settings can give rise to communication and social dilemmas. == Social dilemmas == As in game theory, much of the research in MARL revolves around social dilemmas, such as prisoner's dilemma, chicken and stag hunt. While game theory research might focus on Nash equilibria and what an ideal policy for an agent would be, MARL research focuses on how the agents would learn these ideal policies using a trial-and-error process. The reinforcement learning algorithms that are used to train the agents are maximizing the agent's own reward; the conflict between the needs of the agents and the needs of the group is a subject of active research. Various techniques have been explored in order to induce cooperation in agents: Modifying the environment rules, adding intrinsic rewards, and more. === Sequential social dilemmas === Social dilemmas like prisoner's dilemma, chicken and stag hunt are "matrix games". Each agent takes only one action from a choice of two possible actions, and a simple 2x2 matrix is used to describe the reward that each agent will get, given the actions that each agent took. In humans and other living creatures, social dilemmas tend to be more complex. Agents take multiple actions over time, and the distinction between cooperating and defecting is not as clear cut as in matrix games. The concept of a sequential social dilemma (SSD) was introduced in 2017 as an attempt to model that complexity. There is ongoing research into defining different kinds of SSDs and showing cooperative behavior in the agents that act in them. == Autocurricula == An autocurriculum (plural: autocurricula) is a reinforcement learning concept that's salient in multi-agent experiments. As agents improve their performance, they change their environment; this change in the environment affects themselves and the other agents. The feedback loop results in several distinct phases of learning, each depending on the previous one. The stacked layers of learning are called an autocurriculum. Autocurricula are especially apparent in adversarial settings, where each group of agents is racing to counter the current strategy of the opposing group. The Hide and Seek game is an accessible example of an autocurriculum occurring in an adversarial setting. In this experiment, a team of seekers is competing against a team of hiders. Whenever one of the teams learns a new strategy, the opposing team adapts its strategy to give the best possible counter. When the hiders learn to use boxes to build a shelter, the seekers respond by learning to use a ramp to break into that shelter. The hiders respond by locking the ramps, making them unavailable for the seekers to use. The seekers then respond by "box surfing", exploiting a glitch in the game to penetrate the shelter. Each "level" of learning is an emergent phenomenon, with the previous level as its premise. This results in a stack of behaviors, each dependent on its predecessor. Autocurricula in reinforcement learning experiments are compared to the stages of the evolution of life on Earth and the development of human culture. A major stage in evolution happened 2-3 billion years ago, when photosynthesizing life forms started to produce massive amounts of oxygen, changing the balance of gases in the atmosphere. In the next stages of evolution, oxygen-breathing life forms evolved, eventually leading up to land mammals and human beings. These later stages could only happen after the photosynthesis stage made oxygen widely available. Similarly, human culture could not have gone through the Industrial Revolution in the 18th century without the resources and insights gaine

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  • SNNS

    SNNS

    SNNS (Stuttgart Neural Network Simulator) is a neural network simulator originally developed at the University of Stuttgart. While it was originally built for X11 under Unix, there are Windows ports. Its successor JavaNNS never reached the same popularity. == Features == SNNS is written around a simulation kernel to which user written activation functions, learning procedures and output functions can be added. It has support for arbitrary network topologies and the standard release contains support for a number of standard neural network architectures and training algorithms. == Status == There is currently no ongoing active development of SNNS. In July 2008 the license was changed to the GNU LGPL.

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  • Ziad Obermeyer

    Ziad Obermeyer

    Ziad Obermeyer (Arabic: زياد أوبرماير) is a Lebanese American physician and researcher whose work focuses on machine learning, health policy, and clinical decision-making in medicine. He is the Blue Cross of California Distinguished Associate Professor at the UC Berkeley School of Public Health, a Chan Zuckerberg Biohub investigator, and a research associate at the National Bureau of Economic Research. He is known for his research on racial bias in health care algorithms and the use of artificial intelligence in health care. == Early life and education == Obermeyer was born in Beirut, Lebanon, and raised in Cambridge, Massachusetts. He earned a Bachelor of Arts degree from Harvard College and a Master of Philosophy (M.Phil.) in History and Science from the University of Cambridge. He received his Doctor of Medicine (M.D.) from Harvard Medical School in 2008. Before pursuing medicine, Obermeyer worked as a consultant at McKinsey & Company, advising pharmaceutical and global health clients in New Jersey, Geneva, and Tokyo. After completing his medical degree, he trained as an emergency physician at Mass General Brigham (MGB) in Boston, Massachusetts. He later continued practicing emergency medicine at the Fort Defiance Indian Hospital on the Navajo Nation in Arizona. == Academic career == Obermeyer served as an Assistant Professor at Harvard Medical School from 2014 to 2020. In 2020, he joined the University of California, Berkeley as an Associate Professor and the Blue Cross of California Distinguished Professor at the School of Public Health. == Research focus == === Algorithmic racial bias in healthcare === In 2019, Obermeyer and economist Sendhil Mullainathan examined a commercial healthcare algorithm by UnitedHealth Group, used in hospitals and by insurers to identify patients with complex health needs. The study found that the algorithm underestimated the health needs of Black patients compared to white patients with similar conditions and that reformulating it would reduce racial bias. In 2020, Obermeyer analyzed an algorithm used to allocate CARE Act relief funding to hospitals. The study identified allocation patterns that favored hospitals with higher revenues over hospitals serving larger numbers of COVID-19 patients who are predominantly Black. === Clinical decision-making === In 2021, Obermeyer and colleagues examined physician decision-making in cardiac care using machine learning models. The study found that physicians misdiagnose cases when they rely on symptoms representative of a heart attack, such as chest pain, over other symptoms. === Pain assessment === Obermeyer developed a deep learning approach to investigate the severity of osteoarthritis in underserved communities. == Policy and regulatory work == Following the publication of the 2019 algorithmic racial bias study, the New York Department of Financial Services and Department of Health launched an investigation into UnitedHealth Group's algorithm, requesting that the company cease using it, citing discriminatory business practices. Also related to this study, in December 2019, Democratic Senators Cory Booker and Ron Wyden released letters to the Federal Trade Commission and Centers for Medicare and Medicaid Services asking to investigate potential discrimination in decision-making algorithms against marginalized communities in healthcare. The senators also wrote to major healthcare companies, including Aetna and Blue Cross Blue Shield, about their internal safeguards against racial bias in their technology. In 2021, Obermeyer and colleagues at the University of Chicago Booth School of Business released the Algorithmic Bias Playbook, a resource for policymakers and technical teams working in healthcare on how to measure and mitigate algorithmic racial bias. Obermeyer testified before the U.S. Senate Financial Committee in February 2024 on artificial intelligence in healthcare, recommending transparency requirements for AI developers and independent algorithm evaluations. In December 2025, he testified before the United States House Committee on Oversight and Government Reform on the role of AI in affordable healthcare and the impact of its integration on the workforce. == Organizations == In 2021, Obermeyer cofounded Nightingale Open Science, a non-profit that creates new medical imaging datasets available for research, and Dandelion Health, a health data analytics company. In June 2023, the company launched a program to audit and evaluate the performance of algorithms to identify potential racial, ethnic, and geographic bias, funded by the Gordon and Betty Moore Foundation and the SCAN Foundation. Dandelion Health partnered with the American Heart Association in 2025 to power an AI assessment lab for cardiovascular algorithms. Obermeyer is a founding faculty member of the University of California, Berkeley–University of California, San Francisco joint program in computational precision health. == Recognition == TIME magazine named Obermeyer one of the 100 most influential people in artificial intelligence in 2023. He has served as a Chan Zuckerberg Biohub Investigator since 2022, and as a Research Associate at the National Bureau of Economic Research since 2023. He was designated an Emerging Leader by the National Academy of Medicine in 2020. Obermeyer's racial bias study received the Willard G. Manning Memorial Award for the Best Research in Health Econometrics from the American Society of Health Economists (ASHEcon) in 2021 and the Responsible Business Education Award from the Financial Times in 2022.

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  • Indic OCR

    Indic OCR

    Indic OCR refers to the process of converting text images written in Indic scripts into e-text using Optical character recognition (OCR) techniques. Broadly, it can also refer to the OCR systems of Brahmic scripts for languages of South Asia and Southeast Asia, not just the scripts of the Indian subcontinent, which are all written in an abugida-based writing system. OCR for Latin characters is still not 100% accurate but a relatively high degree of accuracy in conversion has been able to be achieved. Such accuracy has not yet been able to be achieved for Indic scripts using OCR. This is due in part to the writing systems of Indic languages as well as a lack of standard representation, encoding, and support among operating systems and keyboards. The Centre for Development of Advanced Computing (C-DAC) and Technology Development for Indian Languages, the premier R&D organisation of the Ministry of Electronics and Information Technology (also known as MeitY) of India have carried out many projects relating to OCR. Their projects include OCR for Malayalam, Odia, Punjabi, Telugu and Devanagari script. == Properties of Indian writing systems == There are 22 officially recognised languages in India. Of these, Hindi, Bengali and Punjabi are the most widely spoken Indo-Aryan languages and are also the fourth, seventh and tenth most widely spoken languages in the world respectively. Two or more languages can be written with same script. For example, Devanagari is used to write Hindi, Marathi, Rajasthani, Sanskrit, Bhojpuri and others, while Eastern Nagari is used to write Bengali, Assamese, Manipuri and others. Apart from basic characters as consonants and vowels, most Indic languages combine 2 or more basic characters to form compound characters. The shape of a compound character is more complex than the constituent basic characters. Some Indo-Aryan languages (including Hindi and Punjabi) have a horizontal line over the characters, while other languages (including Gujarati) and Dravidian languages (Malayalam, Kannada, Tamil, and Telugu) do not. These are some of the main challenges for creating a single OCR for all Indic languages. Indic OCR also generally includes support for recently invented scripts in India like Ol Chiki, Warang Citi, Mundari Bani, etc. which are mainly created for writing Munda languages of Austroasiatic family. The concept of upper/lower case is absent in Indic scripts. Apart from Urdu, Sindhi, Kashmiri and Thaana, all other Indic languages are written from left to right. == Examples == SanskritOCR - OCR software for Sanskrit, Hindi and other Indo-Aryan languages based on the Devanagari script. Sanskrit OCR is developed by a Sanskrit scholar from Germany - Dr. Oliver Hellwig of Department for Languages and Cultures of Southern Asia, Freie Universität Berlin. The official website is in German. The interface of earlier versions of the software was also in German, but later versions have an English interface too. E-aksharayan - Optical character recognition engine for Indian languages Chitrankan - This technology was developed by ISI, Kolkata, and transferred to C-DAC. It processes printed Hindi text from a scanner or from an image. Indic OCR models for Tesseract (software) == OCR in use == OCR has been used for Wikisource and other projects.

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  • Machine learning in video games

    Machine learning in video games

    Artificial intelligence and machine learning techniques are used in video games for a wide variety of applications such as non-player character (NPC) control, procedural content generation (PCG) and deep learning-based content generation. Machine learning is a subset of artificial intelligence that uses historical data to build predictive and analytical models. This is in sharp contrast to traditional methods of artificial intelligence such as search trees and expert systems. Information on machine learning techniques in the field of games is mostly known to public through research projects as most gaming companies choose not to publish specific information about their intellectual property. The most publicly known application of machine learning in games is likely the use of deep learning agents that compete with professional human players in complex strategy games. There has been a significant application of machine learning on games such as Atari/ALE, Doom, Minecraft, StarCraft, and car racing. Other games that did not originally exists as video games, such as chess and Go have also been affected by the machine learning. == Overview of relevant machine learning techniques == === Deep learning === Deep learning is a subset of machine learning which focuses heavily on the use of artificial neural networks (ANN) that learn to solve complex tasks. Deep learning uses multiple layers of ANN and other techniques to progressively extract information from an input. Due to this complex layered approach, deep learning models often require powerful machines to train and run on. ==== Convolutional neural networks ==== Convolutional neural networks (CNN) are specialized ANNs that are often used to analyze image data. These types of networks are able to learn translation invariant patterns, which are patterns that are not dependent on location. CNNs are able to learn these patterns in a hierarchy, meaning that earlier convolutional layers will learn smaller local patterns while later layers will learn larger patterns based on the previous patterns. A CNN's ability to learn visual data has made it a commonly used tool for deep learning in games. === Recurrent neural network === Recurrent neural networks are a type of ANN that are designed to process sequences of data in order, one part at a time rather than all at once. An RNN runs over each part of a sequence, using the current part of the sequence along with memory of previous parts of the current sequence to produce an output. These types of ANN are highly effective at tasks such as speech recognition and other problems that depend heavily on temporal order. There are several types of RNNs with different internal configurations; the basic implementation suffers from a lack of long term memory due to the vanishing gradient problem, thus it is rarely used over newer implementations. ==== Long short-term memory ==== A long short-term memory (LSTM) network is a specific implementation of a RNN that is designed to deal with the vanishing gradient problem seen in simple RNNs, which would lead to them gradually "forgetting" about previous parts of an inputted sequence when calculating the output of a current part. LSTMs solve this problem with the addition of an elaborate system that uses an additional input/output to keep track of long term data. LSTMs have achieved very strong results across various fields, and were used by several monumental deep learning agents in games. === Reinforcement learning === Reinforcement learning is the process of training an agent using rewards and/or punishments. The way an agent is rewarded or punished depends heavily on the problem; such as giving an agent a positive reward for winning a game or a negative one for losing. Reinforcement learning is used heavily in the field of machine learning and can be seen in methods such as Q-learning, policy search, Deep Q-networks and others. It has seen strong performance in both the field of games and robotics. === Neuroevolution === Neuroevolution involves the use of both neural networks and evolutionary algorithms. Instead of using gradient descent like most neural networks, neuroevolution models make use of evolutionary algorithms to update neurons in the network. Researchers claim that this process is less likely to get stuck in a local minimum and is potentially faster than state of the art deep learning techniques. == Deep learning agents == Machine learning agents have been used to take the place of a human player rather than function as NPCs, which are deliberately added into video games as part of designed gameplay. Deep learning agents have achieved impressive results when used in competition with both humans and other artificial intelligence agents. === Chess === Chess is a turn-based strategy game that is considered a difficult AI problem due to the computational complexity of its board space. Similar strategy games are often solved with some form of a Minimax Tree Search. These types of AI agents have been known to beat professional human players, such as the historic 1997 Deep Blue versus Garry Kasparov match. Since then, machine learning agents have shown ever greater success than previous AI agents. === Go === Go is another turn-based strategy game which is considered an even more difficult AI problem than chess. The state space of is Go is around 10^170 possible board states compared to the 10^120 board states for Chess. Prior to recent deep learning models, AI Go agents were only able to play at the level of a human amateur. ==== AlphaGo ==== Google's 2015 AlphaGo was the first AI agent to beat a professional Go player. AlphaGo used a deep learning model to train the weights of a Monte Carlo tree search (MCTS). The deep learning model consisted of 2 ANN, a policy network to predict the probabilities of potential moves by opponents, and a value network to predict the win chance of a given state. The deep learning model allows the agent to explore potential game states more efficiently than a vanilla MCTS. The network were initially trained on games of humans players and then were further trained by games against itself. ==== AlphaGo Zero ==== AlphaGo Zero, another implementation of AlphaGo, was able to train entirely by playing against itself. It was able to quickly train up to the capabilities of the previous agent. === StarCraft series === StarCraft and its sequel StarCraft II are real-time strategy (RTS) video games that have become popular environments for AI research. Blizzard and DeepMind have worked together to release a public StarCraft 2 environment for AI research to be done on. Various deep learning methods have been tested on both games, though most agents usually have trouble outperforming the default AI with cheats enabled or skilled players of the game. ==== Alphastar ==== Alphastar was the first AI agent to beat professional StarCraft 2 players without any in-game advantages. The deep learning network of the agent initially received input from a simplified zoomed out version of the gamestate, but was later updated to play using a camera like other human players. The developers have not publicly released the code or architecture of their model, but have listed several state of the art machine learning techniques such as relational deep reinforcement learning, long short-term memory, auto-regressive policy heads, pointer networks, and centralized value baseline. Alphastar was initially trained with supervised learning, it watched replays of many human games in order to learn basic strategies. It then trained against different versions of itself and was improved through reinforcement learning. The final version was hugely successful, but only trained to play on a specific map in a protoss mirror matchup. === Dota 2 === Dota 2 is a multiplayer online battle arena (MOBA) game. Like other complex games, traditional AI agents have not been able to compete on the same level as professional human player. The only widely published information on AI agents attempted on Dota 2 is OpenAI's deep learning Five agent. ==== OpenAI Five ==== OpenAI Five utilized separate long short-term memory networks to learn each hero. It trained using a reinforcement learning technique known as Proximal Policy Learning running on a system containing 256 GPUs and 128,000 CPU cores. Five trained for months, accumulating 180 years of game experience each day, before facing off with professional players. It was eventually able to beat the 2018 Dota 2 esports champion team in a 2019 series of games. === Planetary Annihilation === Planetary Annihilation is a real-time strategy game which focuses on massive scale war. The developers use ANNs in their default AI agent. === Supreme Commander 2 === Supreme Commander 2 is a real-time strategy (RTS) video game. The game uses Multilayer Perceptrons (MLPs) to control a platoon’s reaction to encountered enemy units. Total of four MLPs are used, one for each platoon type: land, naval

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  • DALL-E

    DALL-E

    DALL-E, DALL-E 2, and DALL-E 3 (stylised DALL·E) are text-to-image models developed by OpenAI using deep learning methodologies to generate digital images from natural language descriptions known as prompts. The first version of DALL-E was announced in January 2021. In the following year, its successor DALL-E 2 was released. DALL-E 3 was released natively into ChatGPT for ChatGPT Plus and ChatGPT Enterprise customers in October 2023, with availability via OpenAI's API and "Labs" platform provided in early November. Microsoft implemented the model in Bing's Image Creator tool and plans to implement it into their Designer app. With Bing's Image Creator tool, Microsoft Copilot runs on DALL-E 3. In March 2025, DALL-E-3 was replaced in ChatGPT by GPT Image's native image-generation capabilities. == History and background == DALL-E was revealed by OpenAI in a blog post on 5 January 2021, and uses a version of GPT-3 modified to generate images. On 6 April 2022, OpenAI announced DALL-E 2, a successor designed to generate more realistic images at higher resolutions that "can combine concepts, attributes, and styles". On 20 July 2022, DALL-E 2 entered into a beta phase with invitations sent to 1 million waitlisted individuals; users could generate a certain number of images for free every month and may purchase more. Access had previously been restricted to pre-selected users for a research preview due to concerns about ethics and safety. On 28 September 2022, DALL-E 2 was opened to everyone and the waitlist requirement was removed. In September 2023, OpenAI announced their latest image model, DALL-E 3, capable of understanding "significantly more nuance and detail" than previous iterations. In early November 2022, OpenAI released DALL-E 2 as an API, allowing developers to integrate the model into their own applications. Microsoft unveiled their implementation of DALL-E 2 in their Designer app and Image Creator tool included in Bing and Microsoft Edge. The API operates on a cost-per-image basis, with prices varying depending on image resolution. Volume discounts are available to companies working with OpenAI's enterprise team. The software's name is a portmanteau of the names of animated robot Pixar character WALL-E and the Spanish surrealist artist Salvador Dalí. In February 2024, OpenAI began adding watermarks to DALL-E generated images, containing metadata in the C2PA (Coalition for Content Provenance and Authenticity) standard promoted by the Content Authenticity Initiative. == Technology == The first generative pre-trained transformer (GPT) model was initially developed by OpenAI in 2018, using a Transformer architecture. The first iteration, GPT-1, was scaled up to produce GPT-2 in 2019; in 2020, it was scaled up again to produce GPT-3, with 175 billion parameters. === DALL-E === DALL-E has three components: a discrete VAE, an autoregressive decoder-only Transformer model (12 billion parameters) similar to GPT-3, and a CLIP pair of image encoder and text encoder. The discrete VAE can convert an image to a sequence of tokens, and conversely, convert a sequence of tokens back to an image. This is necessary as the Transformer model does not directly process image data. The input to the Transformer model is a sequence of tokenised image caption followed by tokenised image patches. The image caption is in English, tokenised by byte pair encoding (vocabulary size 16384), and can be up to 256 tokens long. Each image is a 256×256 RGB image, divided into 32×32 patches of 4×4 each. Each patch is then converted by a discrete variational autoencoder to a token (vocabulary size 8192). DALL-E was developed and announced to the public in conjunction with CLIP (Contrastive Language-Image Pre-training). CLIP is a separate model based on contrastive learning that was trained on 400 million pairs of images with text captions scraped from the Internet. Its role is to "understand and rank" DALL-E's output by predicting which caption from a list of 32,768 captions randomly selected from the dataset (of which one was the correct answer) is most appropriate for an image. A trained CLIP pair is used to filter a larger initial list of images generated by DALL-E to select the image that is closest to the text prompt. === DALL-E 2 === DALL-E 2 uses 3.5 billion parameters, a smaller number than its predecessor. Instead of an autoregressive Transformer, DALL-E 2 uses a diffusion model conditioned on CLIP image embeddings, which, during inference, are generated from CLIP text embeddings by a prior model. This is the same architecture as that of Stable Diffusion, released a few months later. === DALL-E 3 === While a technical report was written for DALL-E 3, it does not include training or implementation details of the model, instead focusing on the improved prompt following capabilities developed for DALL-E 3. == Capabilities == DALL-E can generate imagery in multiple styles, including photorealistic imagery, paintings, and emoji. It can "manipulate and rearrange" objects in its images, and can correctly place design elements in novel compositions without explicit instruction. Thom Dunn writing for BoingBoing remarked that "For example, when asked to draw a daikon radish blowing its nose, sipping a latte, or riding a unicycle, DALL-E often draws the handkerchief, hands, and feet in plausible locations." DALL-E showed the ability to "fill in the blanks" to infer appropriate details without specific prompts, such as adding Christmas imagery to prompts commonly associated with the celebration, and appropriately placed shadows to images that did not mention them. Furthermore, DALL-E exhibits a broad understanding of visual and design trends. DALL-E can produce images for a wide variety of arbitrary descriptions from various viewpoints with only rare failures. Mark Riedl, an associate professor at the Georgia Tech School of Interactive Computing, found that DALL-E could blend concepts (described as a key element of human creativity). Its visual reasoning ability is sufficient to solve Raven's Matrices (visual tests often administered to humans to measure intelligence). DALL-E 3 follows complex prompts with more accuracy and detail than its predecessors, and is able to generate more coherent and accurate text. DALL-E 3 is integrated into ChatGPT Plus. === Image modification === Given an existing image, DALL-E 2 and DALL-E 3 can produce "variations" of the image as individual outputs based on the original, as well as edit the image to modify or expand upon it. The "inpainting" and "outpainting" abilities of these models use context from an image to fill in missing areas using a medium consistent with the original, following a given prompt. For example, this can be used to insert a new subject into an image, or expand an image beyond its original borders. According to OpenAI, "Outpainting takes into account the image’s existing visual elements — including shadows, reflections, and textures — to maintain the context of the original image." === Technical limitations === DALL-E 2's language understanding has limits. It is sometimes unable to distinguish "A yellow book and a red vase" from "A red book and a yellow vase" or "A panda making latte art" from "Latte art of a panda". It generates images of an astronaut riding a horse when presented with the prompt "a horse riding an astronaut". It also fails to generate the correct images in a variety of circumstances. Requesting more than three objects, negation, numbers, and connected sentences may result in mistakes, and object features may appear on the wrong object. Additional limitations include generating text, ambigrams and other forms of typography, which often results in dream-like gibberish. The model also has a limited capacity to address scientific information, such as astronomy or medical imagery. == Ethical concerns == DALL-E 2's reliance on public datasets influences its results and leads to algorithmic bias in some cases, such as generating higher numbers of men than women for requests that do not mention gender. DALL-E 2's training data was filtered to remove violent and sexual imagery, but this was found to increase bias in some cases such as reducing the frequency of women being generated. OpenAI hypothesise that this may be because women were more likely to be sexualised in training data which caused the filter to influence results. In September 2022, OpenAI confirmed to The Verge that DALL-E invisibly inserts phrases into user prompts to address bias in results; for instance, "black man" and "Asian woman" are inserted into prompts that do not specify gender or race. OpenAI claims to address concerns for potential "racy content" – containing nudity or sexual content generation, with DALL-E 3 through input/output filters, blocklists, ChatGPT refusals, and model level interventions. However, DALL-E 3 continues to disproportionally represent people as White, female, and youthful. Users are able to somewhat remedy

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  • Aapo Hyvärinen

    Aapo Hyvärinen

    Aapo Johannes Hyvärinen (born 1970 in Helsinki) is a Finnish professor of computer science at the University of Helsinki and known for his research in independent component analysis. == Education and career == Hyvärinen was born in Helsinki and studied mathematics at the University of Helsinki and received his Doctor of Technology in information science in 1997 at the Helsinki University of Technology under the supervision of Erkki Oja. His doctoral thesis, titled "Independent component analysis: A neural network approach", introduced the FastICA algorithm. Since then, Hyvärinen has conducted research especially in relation to the independent component analysis, as well as score matching (also known as Hyvärinen scoring rule). In November 2007, he was appointed as a professor at the University of Helsinki. Hyvärinen has been a member of the Finnish Academy of Sciences since 2016. From August 2016 to March 2019, he held a professorship in machine learning at the Gatsby Computational Neuroscience Unit of the University College London.

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  • Markov chain Monte Carlo

    Markov chain Monte Carlo

    In statistics, Markov chain Monte Carlo (MCMC) is a class of algorithms used to draw samples from a probability distribution. Given a probability distribution, one can construct a Markov chain whose elements' distribution approximates it, i.e. the Markov chain's equilibrium distribution matches the target distribution. The more steps that are included, the more closely the distribution of the sample matches the actual desired distribution. Markov chain Monte Carlo methods are used to study probability distributions that are too complex or too high dimensional to study with analytic techniques alone. Various algorithms exist for constructing such Markov chains, including the Metropolis–Hastings algorithm. == General explanation == Markov chain Monte Carlo methods create samples from a continuous random variable, with probability density proportional to a known function. These samples can be used to evaluate an integral over that variable, as its expected value or variance. Practically, an ensemble of chains is generally developed, starting from a set of points arbitrarily chosen and sufficiently distant from each other. These chains are stochastic processes of "walkers" which move around randomly according to an algorithm that looks for places with a reasonably high contribution to the integral to move into next, assigning them higher probabilities. Random walk Monte Carlo methods are a kind of random simulation or Monte Carlo method. However, whereas the random samples of the integrand used in a conventional Monte Carlo integration are statistically independent, those used in MCMC are autocorrelated. Correlations of samples introduces the need to use the Markov chain central limit theorem when estimating the error of mean values. These algorithms create Markov chains such that they have an equilibrium distribution which is proportional to the function given. == History == The development of MCMC methods is deeply rooted in the early exploration of Monte Carlo (MC) techniques in the mid-20th century, particularly in physics. These developments were marked by the Metropolis algorithm proposed by Nicholas Metropolis, Arianna W. Rosenbluth, Marshall Rosenbluth, Augusta H. Teller, and Edward Teller in 1953, which was designed to tackle high-dimensional integration problems using early computers. Then in 1970, W. K. Hastings generalized this algorithm and inadvertently introduced the component-wise updating idea, later known as Gibbs sampling. Simultaneously, the theoretical foundations for Gibbs sampling were being developed, such as the Hammersley–Clifford theorem from Julian Besag's 1974 paper. Although the seeds of MCMC were sown earlier, including the formal naming of Gibbs sampling in image processing by Stuart Geman and Donald Geman (1984) and the data augmentation method by Martin A. Tanner and Wing Hung Wong (1987), its "revolution" in mainstream statistics largely followed demonstrations of the universality and ease of implementation of sampling methods (especially Gibbs sampling) for complex statistical (particularly Bayesian) problems, spurred by increasing computational power and software like BUGS. This transformation was accompanied by significant theoretical advancements, such as Luke Tierney's (1994) rigorous treatment of MCMC convergence, and Jun S. Liu, Wong, and Augustine Kong's (1994, 1995) analysis of Gibbs sampler structure. Subsequent developments further expanded the MCMC toolkit, including particle filters (Sequential Monte Carlo) for sequential problems, Perfect sampling aiming for exact simulation (Jim Propp and David B. Wilson, 1996), RJMCMC (Peter J. Green, 1995) for handling variable-dimension models, and deeper investigations into convergence diagnostics and the central limit theorem. Overall, the evolution of MCMC represents a paradigm shift in statistical computation, enabling the analysis of numerous previously intractable complex models and continually expanding the scope and impact of statistics. == Mathematical setting == Suppose (Xn) is a Markov Chain in the general state space X {\displaystyle {\mathcal {X}}} with specific properties. We are interested in the limiting behavior of the partial sums: S n ( h ) = 1 n ∑ i = 1 n h ( X i ) {\displaystyle S_{n}(h)={\dfrac {1}{n}}\sum _{i=1}^{n}h(X_{i})} as n goes to infinity. Particularly, we hope to establish the Law of Large Numbers and the Central Limit Theorem for MCMC. In the following, we state some definitions and theorems necessary for the important convergence results. In short, we need the existence of invariant measure and Harris recurrent to establish the Law of Large Numbers of MCMC (Ergodic Theorem). And we need aperiodicity, irreducibility and extra conditions such as reversibility to ensure the Central Limit Theorem holds in MCMC. === Irreducibility and aperiodicity === Recall that in the discrete setting, a Markov chain is said to be irreducible if it is possible to reach any state from any other state in a finite number of steps with positive probability. However, in the continuous setting, point-to-point transitions have zero probability. In this case, φ-irreducibility generalizes irreducibility by using a reference measure φ on the measurable space ( X , B ( X ) ) {\displaystyle ({\mathcal {X}},{\mathcal {B}}({\mathcal {X}}))} . Definition (φ-irreducibility) Given a measure φ {\displaystyle \varphi } defined on ( X , B ( X ) ) {\displaystyle ({\mathcal {X}},{\mathcal {B}}({\mathcal {X}}))} , the Markov chain ( X n ) {\displaystyle (X_{n})} with transition kernel K ( x , y ) {\displaystyle K(x,y)} is φ-irreducible if, for every A ∈ B ( X ) {\displaystyle A\in {\mathcal {B}}({\mathcal {X}})} with φ ( A ) > 0 {\displaystyle \varphi (A)>0} , there exists n {\displaystyle n} such that K n ( x , A ) > 0 {\displaystyle K^{n}(x,A)>0} for all x ∈ X {\displaystyle x\in {\mathcal {X}}} (Equivalently, P x ( τ A < ∞ ) > 0 {\displaystyle P_{x}(\tau _{A}<\infty )>0} , here τ A = inf { n ≥ 1 ; X n ∈ A } {\displaystyle \tau _{A}=\inf\{n\geq 1;X_{n}\in A\}} is the first n {\displaystyle n} for which the chain enters the set A {\displaystyle A} ). This is a more general definition for irreducibility of a Markov chain in non-discrete state space. In the discrete case, an irreducible Markov chain is said to be aperiodic if it has period 1. Formally, the period of a state ω ∈ X {\displaystyle \omega \in {\mathcal {X}}} is defined as: d ( ω ) := g c d { m ≥ 1 ; K m ( ω , ω ) > 0 } {\displaystyle d(\omega ):=\mathrm {gcd} \{m\geq 1\,;\,K^{m}(\omega ,\omega )>0\}} For the general (non-discrete) case, we define aperiodicity in terms of small sets: Definition (Cycle length and small sets) A φ-irreducible Markov chain ( X n ) {\displaystyle (X_{n})} has a cycle of length d if there exists a small set C {\displaystyle C} , an associated integer M {\displaystyle M} , and a probability distribution ν M {\displaystyle \nu _{M}} such that d is the greatest common divisor of: { m ≥ 1 ; ∃ δ m > 0 such that C is small for ν m ≥ δ m ν M } . {\displaystyle \{m\geq 1\,;\,\exists \,\delta _{m}>0{\text{ such that }}C{\text{ is small for }}\nu _{m}\geq \delta _{m}\nu _{M}\}.} A set C {\displaystyle C} is called small if there exists m ∈ N ∗ {\displaystyle m\in \mathbb {N} ^{}} and a nonzero measure ν m {\displaystyle \nu _{m}} such that: K m ( x , A ) ≥ ν m ( A ) , ∀ x ∈ C , ∀ A ∈ B ( X ) . {\displaystyle K^{m}(x,A)\geq \nu _{m}(A),\quad \forall x\in C,\,\forall A\in {\mathcal {B}}({\mathcal {X}}).} === Harris recurrent === Definition (Harris recurrence) A set A {\displaystyle A} is Harris recurrent if P x ( η A = ∞ ) = 1 {\displaystyle P_{x}(\eta _{A}=\infty )=1} for all x ∈ A {\displaystyle x\in A} , where η A = ∑ n = 1 ∞ I A ( X n ) {\displaystyle \eta _{A}=\sum _{n=1}^{\infty }\mathbb {I} _{A}(X_{n})} is the number of visits of the chain ( X n ) {\displaystyle (X_{n})} to the set A {\displaystyle A} . The chain ( X n ) {\displaystyle (X_{n})} is said to be Harris recurrent if there exists a measure ψ {\displaystyle \psi } such that the chain is ψ {\displaystyle \psi } -irreducible and every measurable set A {\displaystyle A} with ψ ( A ) > 0 {\displaystyle \psi (A)>0} is Harris recurrent. A useful criterion for verifying Harris recurrence is the following: Proposition If for every A ∈ B ( X ) {\displaystyle A\in {\mathcal {B}}({\mathcal {X}})} , we have P x ( τ A < ∞ ) = 1 {\displaystyle P_{x}(\tau _{A}<\infty )=1} for every x ∈ A {\displaystyle x\in A} , then P x ( η A = ∞ ) = 1 {\displaystyle P_{x}(\eta _{A}=\infty )=1} for all x ∈ X {\displaystyle x\in {\mathcal {X}}} , and the chain ( X n ) {\displaystyle (X_{n})} is Harris recurrent. This definition is only needed when the state space X {\displaystyle {\mathcal {X}}} is uncountable. In the countable case, recurrence corresponds to E x [ η x ] = ∞ {\displaystyle \mathbb {E} _{x}[\eta _{x}]=\infty } , which is equivalent to P x ( τ x < ∞ ) = 1 {\displaystyle P_{x}(\tau _{x}<\infty )=1} for all x ∈ X {\displaystyle x\i

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  • Touch 'n Go eWallet

    Touch 'n Go eWallet

    Touch 'n Go eWallet is a Malaysian digital wallet and online payment platform, established in Kuala Lumpur, Malaysia, in July 2017 as a joint venture between Touch 'n Go and Ant Financial. It allows users to make payments at over 280,000 merchant touch points via QR code, as well as perform peer-to-peer (P2P) money transfers. Since then, the e-wallet further diversified for users to pay for tolls via RFID or PayDirect, street parking and various online payment spanning e-hailing, car-sharing apps or taxis, various overhead bills; top-up for mobile prepaid or in-game currencies; purchases on e-commerce websites; food delivery; renewing motor insurance and other insurance/takaful plans; and even movie, bus, trains or airline tickets. == Background == Prior to the launch of the e-wallet service, Touch 'n Go provided stored-value physical all-in-one contactless card (namely Touch 'n Go cards or "TnG cards") that users can use to pay for toll fares, public transportation and parking lots as well as purchases in some retail stores. In 1999, Touch 'n Go also markets SmartTag devices that allow road users to pass through certain toll booths without the need to unwind the car window. The high entry cost of the device (around RM 100 each) also meant that only few can enjoy the seamless experience. In 2009, Touch 'n Go partnered with Maxis to launch FastTap, a new mobile payment service that utilised Near-Field Communication (NFC). Maxis customers can make payments by placing the phone near the card readers (that also supports physical bank cards and Touch ’N Go cards). However, the venture featured only one phone model, Nokia 6212, which greatly limited the public reach. In July 2012, Touch 'n Go announced another collaboration with CIMB and Maxis to create similar NFC-based online transaction service that runs on compatible smartphones. Touch 'n Go Wallet was launched in February 2017 as an QR code-based e-wallet application, to compete with Samsung Pay that utilizes NFC modules. In the controlled pilot test in Taman Tun Dr Ismail, the correspondents can experience basic functionalities (prepaid mobile service reload, bills payment, movie tickets and flight tickets purchase, transfer of money with another user, and payments at participating stores and restaurants). While the deployed version of the app was generally well-received, the existing process to transfer the balance to the physical TnG card stored value from the app garnered unanimous backlash. Test groups felt that the need to head to a self-service terminal named "Pick Up Device" in person within 24 hours for completion, along with the failure to do so (the balance would be credited back to the wallet after 24 hours), was not divulged clearly and also defeated the purpose of convenience, not to mention there were only 2 such terminals. The feature was eventually suspended. On 15 November 2017, Touch 'n Go was granted permission by the Central Bank of Malaysia to form a joint venture with Ant Financial, a Chinese-based financial company that operates Alipay. The partnership allowed the local e-wallet to learn from and build upon the operational model pioneered by Alipay. In June 2018, it was reported that Touch 'n Go was pilot testing the uses of the Touch 'n Go eWallet in Rapid Transit, as the ticketing system was enabled on the Kelana Jaya line in the Klang Valley. Pilot testing only applied to stations in Kelana Jaya, KL Gateway–Universiti, Kerinchi, KL Sentral, Dang Wangi, KLCC, and Ampang Park. The test was reported to be successful in February 2020 and was planned to be fully deployed on the LRT and MRT. Due to unforeseen circumstances, this feature did not come into fruition, the app merely adds in-app purchase of monthly concession cards called "My50". In August 2018, Touch 'n Go announced that selected drivers may experience first-hand a new RFID-based payment (later rebranded as "myRFID") that serves to replace SmartTag devices on closed toll roads with during pilot testing phase commencing on 3 September 2018. On 2 November 2018, participation in the ongoing pilot programme was expanded, allowing more drivers to sign up ahead of the public rollout of the RFID system. During the same period, Touch 'n Go has discontinued the sales of SmartTAG devices in favor of the RFID-based payment system. Initially, the installation of the RFID chip onto the car could only be done by Touch 'n Go staff at the RFID fitment centers, at no cost. As the pilot testing concluded on 15 February 2020, a self-installation kit are being offered to the public on Lazada and Shopee. Support for taxi-hailing mobile apps was added in November 2018 when Touch 'n Go partnered with EzCab and Public Cab, allowing users to make payments via QR code. This was later expanded to support MULA on 7 January 2020, and later MyCar on 4 April 2020. Touch 'n Go eWallet was also the first eWallet to convert Kuala Lumpur's most famous Ramadan bazaar in Kampong Bahru into "Kampong Kashless", a venue that can accept cashless QR payments. It welcomed more than 250,000 Malaysians including local celebrities and government officials. On 1 October 2019, some e-commerce websites owned by the Alibaba Group (TMall and Taobao) began to support Touch 'n Go eWallet payments, Lazada joined the list on 29 October 2019. Touch 'n Go eWallet was one of the three e-wallet services in Malaysia (the other being Boost and GrabPay) that was eligible for its users to receive an RM 30 credit in conjunction of E-Tunai Rakyat program under the Budget 2020 plan, that further normalizes adoption of cashless and mobile payment among Malaysians. Unlike Boost and GrabPay, whose P2P transfers were completely disabled until users have exhausted the RM 30 first, Touch 'n Go eWallet did not impose such measures. in 2020, Touch 'n Go eWallet joined DuitNow, an electronic transaction ecosystem in Malaysia which allows the funds from Touch 'n Go eWallet to be transferred to other competing services and vice versa, by implementing a standard DuitNow QR code deisgn. Japan become the first country outside Malaysia to support Touch 'n Go eWallet payment via Alipay Connect. During the COVID-19 pandemic and the enforcement of the movement control order, use of eWallets (including Touch 'n Go eWallet) increased tremendously among citizens due to its contactless nature of the payment and increased take-out orders at home; which in turn helped small and medium-sized enterprises to thrive. Touch 'n Go eWallet launched its loyalty programme – The Goal Hunter – in October 2020 where on monthly basis, users collect stamps by paying with the app in exchange for rewards that include lucky draws and other vouchers. == Services == Touch 'n Go eWallet app is available for download on both Google Play and Apple Appstore. It utilizes QR code technology for local in-store payments. The Touch 'n Go eWallet app also diversifies payment types, including but not limited to Utility bills Purchase of motor insurance policy Pay Later facility Prepaid reload and Postpaid payment to telecommunications companies loan repayments for courts, MBSJ payments, zakat and PTPTN payment for car parking P2P transfer airline ticket bookings; movie tickets from TGV Cinemas RFID refuelling at Shell stations (defunct after Shell launched its own payment app in 2024) User can reload the eWallet credit by setting up auto-reload, purchasing reload pins from convenience stores (such as 7-Eleven, KK Super Mart, MyNews, Family Mart etc.), reloading by FPX and credit/debit card. The PayDirect feature allows users to link their physical Touch 'n Go cards into the eWallet, where the toll fare can be debited from the eWallet balance when flashing the card near the sensor. In the circumstance of insufficient balance in the app, the toll fare will be deducted from the physical card's balance instead. This also conveniently allows users to view the card's remaining balance. Touch 'n Go eWallet is the first and only eWallet to offer a money-back guarantee when an unauthorised transaction is made on the user’s eWallet account, subject to Terms & Conditions. Payment via QR code scanning, including Touch 'n Go eWallet, becomes a norm in most of the shops/restaurants across Malaysia, including roadside hawkers/stall owners and automatic vending machines. The merchants usually display their owner's individual QR or Business account that they can apply for in-app. The popularity attributes to the low merchant onboarding cost (Unlike NFC payment and debit/credit card that requires purchase or rental of a payment terminal device at a yearly fee.) The app is also one of the few ewallet that supports bidirectional liquidity (alongside MAE developed by Maybank), where funds can be transferred two-way with bank accounts. This is not possible with the other major ewallets (GrabPay, Boost, ShopeePay etc.) where the money that is reloaded to the wallet cannot be transferred to another bank account, unless through manual req

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  • Postediting

    Postediting

    Post-editing (or postediting) is the process whereby humans amend machine-generated translation to achieve an acceptable final product. A person who post-edits is called a post-editor. The concept of post-editing is linked to that of pre-editing. In the process of translating a text via machine translation, best results may be gained by pre-editing the source text – for example by applying the principles of controlled language – and then post-editing the machine output. It is distinct from editing, which refers to the process of improving human generated text (a process which is often known as revision in the field of translation). Post-edited text may afterwards be revised to ensure the quality of the language choices are proofread to correct simple mistakes. Post-editing involves the correction of machine translation output to ensure that it meets a level of quality negotiated in advance between the client and the post-editor. Light post-editing aims at making the output simply understandable; full post-editing at making it also stylistically appropriate. With advances in machine translation full post-editing is becoming an alternative to manual translation. Practically all computer-assisted translation (CAT) tools now support post-editing of machine translated output. == Post-editing and machine translation == Machine translation left the labs to start being used for its actual purpose in the late seventies at some big institutions such as the European Commission and the Pan-American Health Organization, and then, later, at some corporations such as Caterpillar and General Motors. First studies on post-editing appeared in the eighties, linked to those implementations. To develop appropriate guidelines and training, members of the Association for Machine Translation in the Americas (AMTA) and the European Association for Machine Translation (EAMT) set a Post-editing Special Interest Group in 1999. After the nineties, advances in computer power and connectivity sped machine translation development and allowed for its deployment through the web browser, including as a free, useful adjunct to the main search engines (Google Translate, Bing Translator, Yahoo! Babel Fish). A wider acceptance of less than perfect machine translation was accompanied also by a wider acceptance of post-editing. With the demand for localisation of goods and services growing at a pace that could not be met by human translation, not even assisted by translation memory and other translation management technologies, industry bodies such as the Translation Automation Users Society (TAUS) expect machine translation and post-editing to play a much bigger role within the next few years. The use of Machine Translation suggests sometimes pre-editing. Human translators possess significantly more sophisticated cognitive abilities than machine translation (MT) systems. They leverage a wealth of life experience, common sense, and multi-sensory input to understand context, identify semantic intent, and add cultural nuances to translations. This remains true even as MT capabilities continue to improve. Unlike MT systems, which primarily focus on literal word-for-word conversion, human translators grasp the underlying meaning and intent, even when information is implicit. They "read between the lines," guided by their understanding of the world. Essentially, MT models excel at text string prediction, not true comprehension. Their success often stems from framing problems as prediction tasks, such as in self-driving cars or fraud detection. Studies have demonstrated that integrating adaptive MT with post-editing interfaces can lead to reductions in technical effort and time, improving overall translation efficiency. These systems are also supported by research that highlights the benefits of adaptive MT in real-world translation scenarios. For example, incremental adaptation in Neural Machine Translation (NMT) for professional post-editors has been shown to improve translation quality and reduce time spent on edits, showcasing how human expertise and machine assistance can complement each other effectively. == Light and full post-editing == For many years, no widely accepted, standardized post-editing guidelines existed; however, in 2017, ISO standard 18587:2017: Translation services — Post-editing of machine translation output — Requirements was published. Studies in the eighties distinguished between degrees of post-editing which, in the context of the European Commission Translation Service, were first defined as conventional and rapid or full and rapid. Light and full post-editing seems the wording most used today. Light post-editing implies minimal intervention by the post-editor, with the aim of ensuring quality is "good enough" or "understandable"; the expectation is that the client will use it for inbound purposes only, often when the text is needed urgently, or has a short time span. Full post-editing involves a greater level of intervention to achieve a degree of quality to be negotiated between client and post-editor; the expectation is that the outcome will be a text that is not only understandable but presented in some stylistically appropriate way, so it can be used for assimilation and even for dissemination, for inbound and for outbound purposes. The quality is expected to be publishable and equivalent to that of a human translation. The assumption, however, has been that it takes less effort for translators to work directly from the source text than to post-edit the machine generated version. With advances in machine translation, this may be changing. For some language pairs and for some tasks, and with engines that have been customised with domain specific good quality data, some clients are already requesting translators to post-edit instead of translating from scratch, in the belief that they will attain similar quality at a lower cost. The light/full classification, developed in the nineties when machine translation still came on a CD-ROM, may not suit advances in machine translation at the light post-editing end either. For some language pairs and some tasks, particularly if the source has been pre-edited, raw machine output may be good enough for gisting purposes without requiring subsequent human intervention. == Post-editing efficiency == Post-editing is used when raw machine translation is not good enough and human translation not required. Industry advises post-editing to be used when it can at least double the productivity of manual translation, even fourfold it in the case of light post-editing (1000 words per hour vs. 250 wph). However, post-editing efficiency is difficult to predict. Various studies from both academia and industry have claimed that post-editing is generally faster than translating from scratch, regardless of language pairs or translators' experience. There is, however, no agreement about how much time can be saved through post-editing in practice (if any at all): While the industry reports on time savings around 40%, some academic studies suggest that time savings under actual working conditions are more likely to be between 0–20%, or that it may depend on the terminological proximity between the source and target languages. Professionals have also reported negative productivity gains where corrections require more time than to translate from scratch. == Post-editing and the language industry == After some thirty years, post-editing is still "a nascent profession". What the right profile of the post-editor is, has not yet been fully studied. Post-editing overlaps with translating and editing, but only partially. Most think the ideal post-editor will be a translator keen to be trained on the specific skills required, but there are some who think a bilingual without a background in translation may be easier to train. Not much is known either on who the actual post-editors are, whether they tend to be professional translators, whether they work mostly as in-house employees or self-employed, and on which conditions. Many professional translators dislike post-editing, among other reasons because it tends to be paid at lower rates than conventional translations, with the International Association of Professional Translators and Interpreters (IAPTI) having been particularly vocal about it.

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  • Krohn–Rhodes theory

    Krohn–Rhodes theory

    In mathematics and computer science, the Krohn–Rhodes theory (or algebraic automata theory) is an approach to the study of finite semigroups and automata that seeks to decompose them in terms of elementary components. These components correspond to finite aperiodic semigroups and finite simple groups that are combined in a feedback-free manner (called a "wreath product" or "cascade"). Krohn and Rhodes found a general decomposition for finite automata. The authors discovered and proved an unexpected major result in finite semigroup theory, revealing a deep connection between finite automata and semigroups. Decidability of Krohn-Rhodes complexity long motivated much work in semigroup theory. In June 2024, Stuart Margolis, John Rhodes, and Anne Schilling announced a proof that the complexity is decidable. == Definitions and description of the Krohn–Rhodes theorem == Let T {\displaystyle T} be a semigroup. A semigroup S {\displaystyle S} that is a homomorphic image of a subsemigroup of T {\displaystyle T} is said to be a divisor of T {\displaystyle T} . The Krohn–Rhodes theorem for finite semigroups states that every finite semigroup S {\displaystyle S} is a divisor of a finite alternating wreath product of finite simple groups, each a divisor of S {\displaystyle S} , and finite aperiodic semigroups (which contain no nontrivial subgroups). In the automata formulation, the Krohn–Rhodes theorem for finite automata states that given a finite automaton A {\displaystyle A} with states Q {\displaystyle Q} and input alphabet I {\displaystyle I} , output alphabet U {\displaystyle U} , then one can expand the states to Q ′ {\displaystyle Q'} such that the new automaton A ′ {\displaystyle A'} embeds into a cascade of "simple", irreducible automata: In particular, A {\displaystyle A} is emulated by a feed-forward cascade of (1) automata whose transformation semigroups are finite simple groups and (2) automata that are banks of flip-flops running in parallel. The new automaton A ′ {\displaystyle A'} has the same input and output symbols as A {\displaystyle A} . Here, both the states and inputs of the cascaded automata have a very special hierarchical coordinate form. Moreover, each simple group (prime) or non-group irreducible semigroup (subsemigroup of the flip-flop monoid) that divides the transformation semigroup of A {\displaystyle A} must divide the transformation semigroup of some component of the cascade, and only the primes that must occur as divisors of the components are those that divide A {\displaystyle A} 's transformation semigroup. == Group complexity == The Krohn–Rhodes complexity (also called group complexity or just complexity) of a finite semigroup S is the least number of groups in a wreath product of finite groups and finite aperiodic semigroups of which S is a divisor. All finite aperiodic semigroups have complexity 0, while non-trivial finite groups have complexity 1. In fact, there are semigroups of every non-negative integer complexity. For example, for any n greater than 1, the multiplicative semigroup of all (n+1) × (n+1) upper-triangular matrices over any fixed finite field has complexity n (Kambites, 2007). A major open problem in finite semigroup theory is the decidability of complexity: is there an algorithm that will compute the Krohn–Rhodes complexity of a finite semigroup, given its multiplication table? Upper bounds and ever more precise lower bounds on complexity have been obtained (see, e.g. Rhodes & Steinberg, 2009). Rhodes has conjectured that the problem is decidable. In June 2024, Stuart Margolis, John Rhodes, and Anne Schilling announced a proof in the affirmative of the conjecture, though as of 2025 the result has yet to be confirmed. == History and applications == At a conference in 1962, Kenneth Krohn and John Rhodes announced a method for decomposing a (deterministic) finite automaton into "simple" components that are themselves finite automata. This joint work, which has implications for philosophy, comprised both Krohn's doctoral thesis at Harvard University and Rhodes' doctoral thesis at MIT. Simpler proofs, and generalizations of the theorem to infinite structures, have been published since then (see Chapter 4 of Rhodes and Steinberg's 2009 book The q-Theory of Finite Semigroups for an overview). In the 1965 paper by Krohn and Rhodes, the proof of the theorem on the decomposition of finite automata (or, equivalently sequential machines) made extensive use of the algebraic semigroup structure. Later proofs contained major simplifications using finite wreath products of finite transformation semigroups. The theorem generalizes the Jordan–Hölder decomposition for finite groups (in which the primes are the finite simple groups), to all finite transformation semigroups (for which the primes are again the finite simple groups plus all subsemigroups of the "flip-flop" (see above)). Both the group and more general finite automata decomposition require expanding the state-set of the general, but allow for the same number of input symbols. In the general case, these are embedded in a larger structure with a hierarchical "coordinate system". One must be careful in understanding the notion of "prime" as Krohn and Rhodes explicitly refer to their theorem as a "prime decomposition theorem" for automata. The components in the decomposition, however, are not prime automata (with prime defined in a naïve way); rather, the notion of prime is more sophisticated and algebraic: the semigroups and groups associated to the constituent automata of the decomposition are prime (or irreducible) in a strict and natural algebraic sense with respect to the wreath product (Eilenberg, 1976). Also, unlike earlier decomposition theorems, the Krohn–Rhodes decompositions usually require expansion of the state-set, so that the expanded automaton covers (emulates) the one being decomposed. These facts have made the theorem difficult to understand and challenging to apply in a practical way—until recently, when computational implementations became available (Egri-Nagy & Nehaniv 2005, 2008). H.P. Zeiger (1967) proved an important variant called the holonomy decomposition (Eilenberg 1976). The holonomy method appears to be relatively efficient and has been implemented computationally by A. Egri-Nagy (Egri-Nagy & Nehaniv 2005). Meyer and Thompson (1969) give a version of Krohn–Rhodes decomposition for finite automata that is equivalent to the decomposition previously developed by Hartmanis and Stearns, but for useful decompositions, the notion of expanding the state-set of the original automaton is essential (for the non-permutation automata case). Many proofs and constructions now exist of Krohn–Rhodes decompositions (e.g., [Krohn, Rhodes & Tilson 1968], [Ésik 2000], [Diekert et al. 2012]), with the holonomy method the most popular and efficient in general (although not in all cases). [Zimmermann 2010] gives an elementary proof of the theorem. Owing to the close relation between monoids and categories, a version of the Krohn–Rhodes theorem is applicable to category theory. This observation and a proof of an analogous result were offered by Wells (1980). The Krohn–Rhodes theorem for semigroups/monoids is an analogue of the Jordan–Hölder theorem for finite groups (for semigroups/monoids rather than groups). As such, the theorem is a deep and important result in semigroup/monoid theory. The theorem was also surprising to many mathematicians and computer scientists since it had previously been widely believed that the semigroup/monoid axioms were too weak to admit a structure theorem of any strength, and prior work (Hartmanis & Stearns) was only able to show much more rigid and less general decomposition results for finite automata. Work by Egri-Nagy and Nehaniv (2005, 2008–) continues to further automate the holonomy version of the Krohn–Rhodes decomposition extended with the related decomposition for finite groups (so-called Frobenius–Lagrange coordinates) using the computer algebra system GAP. Applications outside of the semigroup and monoid theories are now computationally feasible. They include computations in biology and biochemical systems (e.g. Egri-Nagy & Nehaniv 2008), artificial intelligence, finite-state physics, psychology, and game theory (see, for example, Rhodes 2009).

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  • Is an AI Avatar Generator Worth It in 2026?

    Is an AI Avatar Generator Worth It in 2026?

    Looking for the best AI avatar generator? An AI avatar generator is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI avatar generator slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • Lynda Soderholm

    Lynda Soderholm

    Lynda Soderholm is a physical chemist at the U.S. Department of Energy's (DOE) Argonne National Laboratory with a specialty in f-block elements. She is a senior scientist and the lead of the Actinide, Geochemistry & Separation Sciences Theme within Argonne's Chemical Sciences and Engineering Division. Her specific role is the Separation Science group leader within Heavy Element Chemistry and Separation Science (HESS), directing basic research focused on low-energy methods for isolating lanthanide and actinide elements from complex mixtures. She has made fundamental contributions to understanding f-block chemistry and characterizing f-block elements. Soderholm became a Fellow of the American Association for the Advancement of Science (AAAS) in 2013, and is also an Argonne Distinguished Fellow. == Early life and education == Soderholm was awarded her PhD in 1982 by McMaster University under the direction of Prof John Greedan. Her dissertation focused on characterizing the structural and magnetic properties of a series of ternary f-ion oxides. After graduating, she was awarded a NATO postdoctoral fellow at the Centre national de la recherche scientifique in France from 1982 until 1985. After a short postdoctoral appointment as an Argonne postdoctoral fellow she was promoted to staff scientist the same year. Over several years, she moved up the ranks, becoming a senior chemist in 2001. She was also an adjunct professor at the University of Notre Dame from 2003 until 2007. In 2021, Soderholm was appointed interim Division Director for the Chemical Sciences and Engineering Division. == Career and research == === Uncovering structure of Yttrium-123 Superconductor === Early in her career, Soderholm focused on the characterizing the magnetic and electronic behavior of compounds containing f-ions (lanthanides and actinides) with a focus on high-Tc materials, compounds that are superconducting under usually high temperatures. She was part of the research group that first determined the structure of YBa2Cu3O7. Their discovery formed the foundation for the further developments in the broad field of superconductivity. === Understanding f-ion speciation in solution === Continuing her interest in the f-elements, Soderholm shifted her focus from solid-state materials to nanoparticles and solutions, taking advantage of advances in X-ray structural probes made available by synchrotron facilities. Building on her earlier work using neutron scattering, her team became the first to discover that plutonium exists in solution as tiny, well-defined nanoparticles. This work solved a longstanding problem in understanding transport of plutonium in the environment and resulted in the development of a new, patented approach to separating plutonium during nuclear reprocessing. === Using machine learning to evaluate molecular structures === Soderholm's more recent projects use machine learning to understand the influence of complex molecular structuring in solutions, in connection with low-energy processes for separation of f-block elements from complex mixtures. == Awards and honors == University of Chicago Board of Governors' Distinguished Performance Award, 2009. Fellow of the American Association for the Advancement of Science, 2013. Argonne Distinguished Fellow, 2016 DOE materials sciences research competition for Outstanding Scientific Accomplishments in Solid State Physics, 1987. == Select publications == Beno, M. A.; Soderholm, L.; Capone, D. W., II; Hinks, D. G.; Jorgensen, J. D.; Grace, J. D.; Schuller, I. K.; Segre, C. U.; Zhang, K., Structure of the single-phase high-temperature superconductor yttrium barium copper oxide (YBa2Cu3O7−δ). Appl. Phys. Lett. 1987, 51 (1), 57–9. Soderholm, L.; Zhang, K.; Hinks, D. G.; Beno, M. A.; Jorgensen, J. D.; Segre, C. U.; Schuller, I. K., Incorporation of praseodymium in YBa2Cu3O7−δ: electronic effects on superconductivity. Nature (London) 1987, 328 (6131), 604–5. Antonio, M. R.; Williams, C. W.; Soderholm, L., Berkelium redox speciation. Radiochim. Acta 2002, 90 (12), 851–856. Soderholm, L.; Skanthakumar, S.; Neuefeind, J., Determination of actinide speciation in solution using high-energy X-ray scattering. Anal. Bioanal. Chem. 2005, 383 (1), 48–55. Forbes, T. Z.; Burns, P. C.; Skanthakumar, S.; Soderholm, L., Synthesis, structure, and magnetism of Np2O5. J. Am. Chem. Soc. 2007, 129 (10), 2760–2761. Soderholm, L.; Almond, P. M.; Skanthakumar, S.; Wilson, R. E.; Burns, P. C., The structure of the plutonium oxide nanocluster [Pu38O56Cl54(H2O)8]14-. Angew. Chem., Int. Ed. 2008, 47 (2), 298–302. Jensen, M. P.; Gorman-Lewis, D.; Aryal, B.; Paunesku, T.; Vogt, S.; Rickert, P. G.; Seifert, S.; Lai, B.; Woloschak, G. E.; Soderholm, L., An iron-dependent and transferrin-mediated cellular uptake pathway for plutonium. Nat. Chem. Biol. 2011, 7 (8), 560–565. Wilson, R. E.; Skanthakumar, S.; Soderholm, L., Separation of Plutonium Oxide Nanoparticles and Colloids. Angew. Chem., Int. Ed. 2011, 50 (47), 11234–11237. Knope, K. E.; Soderholm, L., Solution and solid-state structural chemistry of actinide hydrates and their hydrolysis and condensation products. Chem. Rev. 2013, 113 (2), 944–994. Luo, G.; Bu, W.; Mihaylov, M.; Kuzmenko, I.; Schlossman, M. L.; Soderholm, L., X-ray reflectivity reveals a nonmonotonic ion-density profile perpendicular to the surface of ErCl3 aqueous solutions. J. Phys. Chem. C 2013, 117 (37), 19082–19090. Jin, G. B.; Lin, J.; Estes, S. L.; Skanthakumar, S.; Soderholm, L., Influence of countercation hydration enthalpies on the formation of molecular complexes: A thorium-nitrate example. J. Am. Chem. Soc. 2017, 139 (49), 18003–18008. == Patents == Solvent extraction system for plutonium colloids and other oxide nano-particles, (2016).

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  • Theano (software)

    Theano (software)

    Theano is a Python library and optimizing compiler for manipulating and evaluating mathematical expressions, especially matrix-valued ones. In Theano, computations are expressed using a NumPy-esque syntax and compiled to run efficiently on either CPU or GPU architectures. == History == Theano is an open source project primarily developed by the Montreal Institute for Learning Algorithms (MILA) at the Université de Montréal. The name of the software references the ancient philosopher Theano, long associated with the development of the golden mean. On 28 September 2017, Pascal Lamblin posted a message from Yoshua Bengio, Head of MILA: major development would cease after the 1.0 release due to competing offerings by strong industrial players. Theano 1.0.0 was then released on 15 November 2017. On 17 May 2018, Chris Fonnesbeck wrote on behalf of the PyMC development team that the PyMC developers will officially assume control of Theano maintenance once the MILA development team steps down. On 29 January 2021, they started using the name Aesara for their fork of Theano. On 29 Nov 2022, the PyMC development team announced that the PyMC developers will fork the Aesara project under the name PyTensor. == Sample code == The following code is the original Theano's example. It defines a computational graph with 2 scalars a and b of type double and an operation between them (addition) and then creates a Python function f that does the actual computation. == Examples == === Matrix Multiplication (Dot Product) === The following code demonstrates how to perform matrix multiplication using Theano, which is essential for linear algebra operations in many machine learning tasks. === Gradient Calculation === The following code uses Theano to compute the gradient of a simple operation (like a neuron) with respect to its input. This is useful in training machine learning models (backpropagation). === Building a Simple Neural Network === The following code shows how to start building a simple neural network. This is a very basic neural network with one hidden layer. === Broadcasting in Theano === The following code demonstrates how broadcasting works in Theano. Broadcasting allows operations between arrays of different shapes without needing to explicitly reshape them.

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  • Markov chain Monte Carlo

    Markov chain Monte Carlo

    In statistics, Markov chain Monte Carlo (MCMC) is a class of algorithms used to draw samples from a probability distribution. Given a probability distribution, one can construct a Markov chain whose elements' distribution approximates it, i.e. the Markov chain's equilibrium distribution matches the target distribution. The more steps that are included, the more closely the distribution of the sample matches the actual desired distribution. Markov chain Monte Carlo methods are used to study probability distributions that are too complex or too high dimensional to study with analytic techniques alone. Various algorithms exist for constructing such Markov chains, including the Metropolis–Hastings algorithm. == General explanation == Markov chain Monte Carlo methods create samples from a continuous random variable, with probability density proportional to a known function. These samples can be used to evaluate an integral over that variable, as its expected value or variance. Practically, an ensemble of chains is generally developed, starting from a set of points arbitrarily chosen and sufficiently distant from each other. These chains are stochastic processes of "walkers" which move around randomly according to an algorithm that looks for places with a reasonably high contribution to the integral to move into next, assigning them higher probabilities. Random walk Monte Carlo methods are a kind of random simulation or Monte Carlo method. However, whereas the random samples of the integrand used in a conventional Monte Carlo integration are statistically independent, those used in MCMC are autocorrelated. Correlations of samples introduces the need to use the Markov chain central limit theorem when estimating the error of mean values. These algorithms create Markov chains such that they have an equilibrium distribution which is proportional to the function given. == History == The development of MCMC methods is deeply rooted in the early exploration of Monte Carlo (MC) techniques in the mid-20th century, particularly in physics. These developments were marked by the Metropolis algorithm proposed by Nicholas Metropolis, Arianna W. Rosenbluth, Marshall Rosenbluth, Augusta H. Teller, and Edward Teller in 1953, which was designed to tackle high-dimensional integration problems using early computers. Then in 1970, W. K. Hastings generalized this algorithm and inadvertently introduced the component-wise updating idea, later known as Gibbs sampling. Simultaneously, the theoretical foundations for Gibbs sampling were being developed, such as the Hammersley–Clifford theorem from Julian Besag's 1974 paper. Although the seeds of MCMC were sown earlier, including the formal naming of Gibbs sampling in image processing by Stuart Geman and Donald Geman (1984) and the data augmentation method by Martin A. Tanner and Wing Hung Wong (1987), its "revolution" in mainstream statistics largely followed demonstrations of the universality and ease of implementation of sampling methods (especially Gibbs sampling) for complex statistical (particularly Bayesian) problems, spurred by increasing computational power and software like BUGS. This transformation was accompanied by significant theoretical advancements, such as Luke Tierney's (1994) rigorous treatment of MCMC convergence, and Jun S. Liu, Wong, and Augustine Kong's (1994, 1995) analysis of Gibbs sampler structure. Subsequent developments further expanded the MCMC toolkit, including particle filters (Sequential Monte Carlo) for sequential problems, Perfect sampling aiming for exact simulation (Jim Propp and David B. Wilson, 1996), RJMCMC (Peter J. Green, 1995) for handling variable-dimension models, and deeper investigations into convergence diagnostics and the central limit theorem. Overall, the evolution of MCMC represents a paradigm shift in statistical computation, enabling the analysis of numerous previously intractable complex models and continually expanding the scope and impact of statistics. == Mathematical setting == Suppose (Xn) is a Markov Chain in the general state space X {\displaystyle {\mathcal {X}}} with specific properties. We are interested in the limiting behavior of the partial sums: S n ( h ) = 1 n ∑ i = 1 n h ( X i ) {\displaystyle S_{n}(h)={\dfrac {1}{n}}\sum _{i=1}^{n}h(X_{i})} as n goes to infinity. Particularly, we hope to establish the Law of Large Numbers and the Central Limit Theorem for MCMC. In the following, we state some definitions and theorems necessary for the important convergence results. In short, we need the existence of invariant measure and Harris recurrent to establish the Law of Large Numbers of MCMC (Ergodic Theorem). And we need aperiodicity, irreducibility and extra conditions such as reversibility to ensure the Central Limit Theorem holds in MCMC. === Irreducibility and aperiodicity === Recall that in the discrete setting, a Markov chain is said to be irreducible if it is possible to reach any state from any other state in a finite number of steps with positive probability. However, in the continuous setting, point-to-point transitions have zero probability. In this case, φ-irreducibility generalizes irreducibility by using a reference measure φ on the measurable space ( X , B ( X ) ) {\displaystyle ({\mathcal {X}},{\mathcal {B}}({\mathcal {X}}))} . Definition (φ-irreducibility) Given a measure φ {\displaystyle \varphi } defined on ( X , B ( X ) ) {\displaystyle ({\mathcal {X}},{\mathcal {B}}({\mathcal {X}}))} , the Markov chain ( X n ) {\displaystyle (X_{n})} with transition kernel K ( x , y ) {\displaystyle K(x,y)} is φ-irreducible if, for every A ∈ B ( X ) {\displaystyle A\in {\mathcal {B}}({\mathcal {X}})} with φ ( A ) > 0 {\displaystyle \varphi (A)>0} , there exists n {\displaystyle n} such that K n ( x , A ) > 0 {\displaystyle K^{n}(x,A)>0} for all x ∈ X {\displaystyle x\in {\mathcal {X}}} (Equivalently, P x ( τ A < ∞ ) > 0 {\displaystyle P_{x}(\tau _{A}<\infty )>0} , here τ A = inf { n ≥ 1 ; X n ∈ A } {\displaystyle \tau _{A}=\inf\{n\geq 1;X_{n}\in A\}} is the first n {\displaystyle n} for which the chain enters the set A {\displaystyle A} ). This is a more general definition for irreducibility of a Markov chain in non-discrete state space. In the discrete case, an irreducible Markov chain is said to be aperiodic if it has period 1. Formally, the period of a state ω ∈ X {\displaystyle \omega \in {\mathcal {X}}} is defined as: d ( ω ) := g c d { m ≥ 1 ; K m ( ω , ω ) > 0 } {\displaystyle d(\omega ):=\mathrm {gcd} \{m\geq 1\,;\,K^{m}(\omega ,\omega )>0\}} For the general (non-discrete) case, we define aperiodicity in terms of small sets: Definition (Cycle length and small sets) A φ-irreducible Markov chain ( X n ) {\displaystyle (X_{n})} has a cycle of length d if there exists a small set C {\displaystyle C} , an associated integer M {\displaystyle M} , and a probability distribution ν M {\displaystyle \nu _{M}} such that d is the greatest common divisor of: { m ≥ 1 ; ∃ δ m > 0 such that C is small for ν m ≥ δ m ν M } . {\displaystyle \{m\geq 1\,;\,\exists \,\delta _{m}>0{\text{ such that }}C{\text{ is small for }}\nu _{m}\geq \delta _{m}\nu _{M}\}.} A set C {\displaystyle C} is called small if there exists m ∈ N ∗ {\displaystyle m\in \mathbb {N} ^{}} and a nonzero measure ν m {\displaystyle \nu _{m}} such that: K m ( x , A ) ≥ ν m ( A ) , ∀ x ∈ C , ∀ A ∈ B ( X ) . {\displaystyle K^{m}(x,A)\geq \nu _{m}(A),\quad \forall x\in C,\,\forall A\in {\mathcal {B}}({\mathcal {X}}).} === Harris recurrent === Definition (Harris recurrence) A set A {\displaystyle A} is Harris recurrent if P x ( η A = ∞ ) = 1 {\displaystyle P_{x}(\eta _{A}=\infty )=1} for all x ∈ A {\displaystyle x\in A} , where η A = ∑ n = 1 ∞ I A ( X n ) {\displaystyle \eta _{A}=\sum _{n=1}^{\infty }\mathbb {I} _{A}(X_{n})} is the number of visits of the chain ( X n ) {\displaystyle (X_{n})} to the set A {\displaystyle A} . The chain ( X n ) {\displaystyle (X_{n})} is said to be Harris recurrent if there exists a measure ψ {\displaystyle \psi } such that the chain is ψ {\displaystyle \psi } -irreducible and every measurable set A {\displaystyle A} with ψ ( A ) > 0 {\displaystyle \psi (A)>0} is Harris recurrent. A useful criterion for verifying Harris recurrence is the following: Proposition If for every A ∈ B ( X ) {\displaystyle A\in {\mathcal {B}}({\mathcal {X}})} , we have P x ( τ A < ∞ ) = 1 {\displaystyle P_{x}(\tau _{A}<\infty )=1} for every x ∈ A {\displaystyle x\in A} , then P x ( η A = ∞ ) = 1 {\displaystyle P_{x}(\eta _{A}=\infty )=1} for all x ∈ X {\displaystyle x\in {\mathcal {X}}} , and the chain ( X n ) {\displaystyle (X_{n})} is Harris recurrent. This definition is only needed when the state space X {\displaystyle {\mathcal {X}}} is uncountable. In the countable case, recurrence corresponds to E x [ η x ] = ∞ {\displaystyle \mathbb {E} _{x}[\eta _{x}]=\infty } , which is equivalent to P x ( τ x < ∞ ) = 1 {\displaystyle P_{x}(\tau _{x}<\infty )=1} for all x ∈ X {\displaystyle x\i

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