AI Chat Bots Roleplay

AI Chat Bots Roleplay — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Audio mining

    Audio mining

    Audio mining is a technique by which the content of an audio signal can be automatically analyzed and searched. It is most commonly used in the field of automatic speech recognition, where the analysis tries to identify any speech within the audio. The term audio mining is sometimes used interchangeably with audio indexing, phonetic searching, phonetic indexing, speech indexing, audio analytics, speech analytics, word spotting, and information retrieval. Audio indexing, however, is mostly used to describe the pre-process of audio mining, in which the audio file is broken down into a searchable index of words. == History == Academic research on audio mining began in the late 1970s in schools like Carnegie Mellon University, Columbia University, the Georgia Institute of Technology, and the University of Texas. Audio data indexing and retrieval began to receive attention and demand in the early 1990s, when multimedia content started to develop and the volume of audio content significantly increased. Before audio mining became the mainstream method, written transcripts of audio content were created and manually analyzed. == Process == Audio mining is typically split into four components: audio indexing, speech processing and recognition systems, feature extraction and audio classification. The audio will typically be processed by a speech recognition system in order to identify word or phoneme units that are likely to occur in the spoken content. This information may either be used immediately in pre-defined searches for keywords or phrases (a real-time "word spotting" system), or the output of the speech recognizer may be stored in an index file. One or more audio mining index files can then be loaded at a later date in order to run searches for keywords or phrases. The results of a search will normally be in terms of hits, which are regions within files that are good matches for the chosen keywords. The user may then be able to listen to the audio corresponding to these hits in order to verify if a correct match was found. === Audio Indexing === In audio, there is the main problem of information retrieval - there is a need to locate the text documents that contain the search key. Unlike humans, a computer is not able to distinguish between the different types of audios such as speed, mood, noise, music or human speech - an effective searching method is needed. Hence, audio indexing allows efficient search for information by analyzing an entire file using speech recognition. An index of content is then produced, bearing words and their locations done through content-based audio retrieval, focusing on extracted audio features. It is done through mainly two methods: Large Vocabulary Continuous Speech Recognition (LVCSR) and Phonetic-based Indexing. ==== Large Vocabulary Continuous Speech Recognizers (LVCSR) ==== In text-based indexing or large vocabulary continuous speech recognition (LVCSR), the audio file is first broken down into recognizable phonemes. It is then run through a dictionary that can contain several hundred thousand entries and matched with words and phrases to produce a full text transcript. A user can then simply search a desired word term and the relevant portion of the audio content will be returned. If the text or word could not be found in the dictionary, the system will choose the next most similar entry it can find. The system uses a language understanding model to create a confidence level for its matches. If the confidence level be below 100 percent, the system will provide options of all the found matches. ===== Advantages and disadvantages ===== The main draw of LVCSR is its high accuracy and high searching speed. In LVCSR, statistical methods are used to predict the likelihood of different word sequences, hence the accuracy is much higher than the single word lookup of a phonetic search. If the word can be found, the probability of the word spoken is very high. Meanwhile, while initial processing of audio takes a fair bit of time, searching is quick as just a simple test to text matching is needed. On the other hand, LVCSR is susceptible to common issues of speech recognition. The inherent random nature of audio and problems of external noise all affect the accuracies of text-based indexing. Another problem with LVCSR is its over reliance on its dictionary database. LVCSR only recognizes words that are found in their dictionary databases, and these dictionaries and databases are unable to keep up with the constant evolving of new terminology, names and words. Should the dictionary not contain a word, there is no way for the system to identify or predict it. This reduces the accuracy and reliability of the system. This is named the Out-of-vocabulary (OOV) problem. Audio mining systems try to cope with OOV by continuously updating the dictionary and language model used, but the problem still remains significant and has probed a search for alternatives. Additionally, due to the need to constantly update and maintain task-based knowledge and large training databases to cope with the OOV problem, high computational costs are incurred. This makes LVCSR an expensive approach to audio mining. ==== Phonetic-based Indexing ==== Phonetic-based indexing also breaks the audio file into recognizable phonemes, but instead of converting them to a text index, they are kept as they are and analyzed to create a phonetic-based index. The process of phonetic-based indexing can be split into two phases. The first phase is indexing. It begins by converting the input media into a standard audio representation format (PCM). Then, an acoustic model is applied to the speech. This acoustic model represents characteristics of both an acoustic channel (an environment in which the speech was uttered and a transducer through which it was recorded) and a natural language (in which human beings expressed the input speech). This produces a corresponding phonetic search track, or phonetic audio track (PAT), a highly compressed representation of the phonetic content of the input media. The second phase is searching. The user's search query term is parsed into a possible phoneme string using a phonetic dictionary. Then, multiple PAT files can be scanned at high speed during a single search for likely phonetic sequences that closely match corresponding strings of phonemes in the query term. ===== Advantages and disadvantages ===== Phonetic indexing is most attractive as it is largely unaffected by linguistic issues such as unrecognized words and spelling errors. Phonetic preprocessing maintains an open vocabulary that does not require updating. That makes it particularly useful for searching specialized terminology or words in foreign languages that do not commonly appear in dictionaries. It is also more effective for searching audio files with disruptive background noise and/or unclear utterances as it can compile results based on the sounds it can discern, and should the user wish to, they can search through the options until they find the desired item. Furthermore, in contrast to LVCSR, it can process audio files very quickly as there are very few unique phonemes between languages. However, phonemes cannot be effectively indexed like an entire word, thus searching on a phonetic-based system is slow. An issue with phonetic indexing is its low accuracy. Phoneme-based searches result in more false matches than text-based indexing. This is especially prevalent for short search terms, which have a stronger likelihood of sounding similar to other words or being part of bigger words. It could also return irrelevant results from other languages. Unless the system recognizes exactly the entire word, or understands phonetic sequences of languages, it is difficult for phonetic-based indexing to return accurate findings. === Speech processing and recognition system === Deemed as the most critical and complex component of audio mining, speech recognition requires the knowledge of human speech production system and its modeling. To correspond the Human speech production system, the electrical speech production system is developed to consist of: Speech generation Speech perception Voiced & unvoiced speech Model of human speech The electrical speech production system converts acoustic signal into corresponding representation of the spoken through the acoustic models in their software where all phonemes are represented. A statistical language model aids in the process by identifying how likely words are to follow each other in certain languages. Put together with a complex probability analysis, the speech recognition system is capable of taking an unknown speech signal and transcribing it into words based on the program's dictionary. ASR (automatic speech recognition) system includes: Acoustic analysis: input sound waveform is transformed into a feature Acoustic model: establishes relationship between speech signal and phonemes, pronunciation model and lang

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  • Phrase structure grammar

    Phrase structure grammar

    The term phrase structure grammar was originally introduced by Noam Chomsky as the term for grammar studied previously by Emil Post and Axel Thue (Post canonical systems). Some authors, however, reserve the term for more restricted grammars in the Chomsky hierarchy: context-sensitive grammars or context-free grammars. In a broader sense, phrase structure grammars are also known as constituency grammars. The defining character of phrase structure grammars is thus their adherence to the constituency relation, as opposed to the dependency relation of dependency grammars. == History == In 1956, Chomsky wrote, "A phrase-structure grammar is defined by a finite vocabulary (alphabet) Vp, and a finite set Σ of initial strings in Vp, and a finite set F of rules of the form: X → Y, where X and Y are strings in Vp." == Constituency relation == In linguistics, phrase structure grammars are all those grammars that are based on the constituency relation, as opposed to the dependency relation associated with dependency grammars; hence, phrase structure grammars are also known as constituency grammars. Any of several related theories for the parsing of natural language qualify as constituency grammars, and most of them have been developed from Chomsky's work, including Government and binding theory Generalized phrase structure grammar Head-driven phrase structure grammar Lexical functional grammar The minimalist program Nanosyntax Further grammar frameworks and formalisms also qualify as constituency-based, although they may not think of themselves as having spawned from Chomsky's work, e.g. Arc pair grammar, and Categorial grammar.

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  • Scale space

    Scale space

    Scale-space theory is a framework for multi-scale signal representation developed by the computer vision, image processing and signal processing communities with complementary motivations from physics and biological vision. It is a formal theory for handling image structures at different scales, by representing an image as a one-parameter family of smoothed images, the scale-space representation, parametrized by the size of the smoothing kernel used for suppressing fine-scale structures. The parameter t {\displaystyle t} in this family is referred to as the scale parameter, with the interpretation that image structures of spatial size smaller than about t {\displaystyle {\sqrt {t}}} have largely been smoothed away in the scale-space level at scale t {\displaystyle t} . The main type of scale space is the linear (Gaussian) scale space, which has wide applicability as well as the attractive property of being possible to derive from a small set of scale-space axioms. The corresponding scale-space framework encompasses a theory for Gaussian derivative operators, which can be used as a basis for expressing a large class of visual operations for computerized systems that process visual information. This framework also allows visual operations to be made scale invariant, which is necessary for dealing with the size variations that may occur in image data, because real-world objects may be of different sizes and in addition the distance between the object and the camera may be unknown and may vary depending on the circumstances. == Definition == The notion of scale space applies to signals of arbitrary numbers of variables. The most common case in the literature applies to two-dimensional images, which is what is presented here. Consider a given image f {\displaystyle f} where f ( x , y ) {\displaystyle f(x,y)} is the greyscale value of the pixel at position ( x , y ) {\displaystyle (x,y)} . The linear (Gaussian) scale-space representation of f {\displaystyle f} is a family of derived signals L ( x , y ; t ) {\displaystyle L(x,y;t)} defined by the convolution of f ( x , y ) {\displaystyle f(x,y)} with the two-dimensional Gaussian kernel g ( x , y ; t ) = 1 2 π t e − ( x 2 + y 2 ) / 2 t {\displaystyle g(x,y;t)={\frac {1}{2\pi t}}e^{-(x^{2}+y^{2})/2t}\,} such that L ( ⋅ , ⋅ ; t ) = g ( ⋅ , ⋅ ; t ) ∗ f ( ⋅ , ⋅ ) , {\displaystyle L(\cdot ,\cdot ;t)\ =g(\cdot ,\cdot ;t)f(\cdot ,\cdot ),} where the semicolon in the argument of L {\displaystyle L} implies that the convolution is performed only over the variables x , y {\displaystyle x,y} , while the scale parameter t {\displaystyle t} after the semicolon just indicates which scale level is being defined. This definition of L {\displaystyle L} works for a continuum of scales t ≥ 0 {\displaystyle t\geq 0} , but typically only a finite discrete set of levels in the scale-space representation would be actually considered. The scale parameter t = σ 2 {\displaystyle t=\sigma ^{2}} is the variance of the Gaussian filter and as a limit for t = 0 {\displaystyle t=0} the filter g {\displaystyle g} becomes an impulse function such that L ( x , y ; 0 ) = f ( x , y ) , {\displaystyle L(x,y;0)=f(x,y),} that is, the scale-space representation at scale level t = 0 {\displaystyle t=0} is the image f {\displaystyle f} itself. As t {\displaystyle t} increases, L {\displaystyle L} is the result of smoothing f {\displaystyle f} with a larger and larger filter, thereby removing more and more of the details that the image contains. Since the standard deviation of the filter is σ = t {\displaystyle \sigma ={\sqrt {t}}} , details that are significantly smaller than this value are to a large extent removed from the image at scale parameter t {\displaystyle t} , see the following figures and for graphical illustrations. === Why a Gaussian filter? === When faced with the task of generating a multi-scale representation one may ask: could any filter g of low-pass type and with a parameter t which determines its width be used to generate a scale space? The answer is no, as it is of crucial importance that the smoothing filter does not introduce new spurious structures at coarse scales that do not correspond to simplifications of corresponding structures at finer scales. In the scale-space literature, a number of different ways have been expressed to formulate this criterion in precise mathematical terms. The conclusion from several different axiomatic derivations that have been presented is that the Gaussian scale space constitutes the canonical way to generate a linear scale space, based on the essential requirement that new structures must not be created when going from a fine scale to any coarser scale. Conditions, referred to as scale-space axioms, that have been used for deriving the uniqueness of the Gaussian kernel include linearity, shift invariance, semi-group structure, non-enhancement of local extrema, scale invariance and rotational invariance. In the works, the uniqueness claimed in the arguments based on scale invariance has been criticized, and alternative self-similar scale-space kernels have been proposed. The Gaussian kernel is, however, a unique choice according to the scale-space axiomatics based on causality or non-enhancement of local extrema. === Alternative definition === Equivalently, the scale-space family can be defined as the solution of the diffusion equation (for example in terms of the heat equation), ∂ t L = 1 2 ∇ 2 L , {\displaystyle \partial _{t}L={\frac {1}{2}}\nabla ^{2}L,} with initial condition L ( x , y ; 0 ) = f ( x , y ) {\displaystyle L(x,y;0)=f(x,y)} . This formulation of the scale-space representation L means that it is possible to interpret the intensity values of the image f as a "temperature distribution" in the image plane and that the process that generates the scale-space representation as a function of t corresponds to heat diffusion in the image plane over time t (assuming the thermal conductivity of the material equal to the arbitrarily chosen constant ⁠1/2⁠). Although this connection may appear superficial for a reader not familiar with differential equations, it is indeed the case that the main scale-space formulation in terms of non-enhancement of local extrema is expressed in terms of a sign condition on partial derivatives in the 2+1-D volume generated by the scale space, thus within the framework of partial differential equations. Furthermore, a detailed analysis of the discrete case shows that the diffusion equation provides a unifying link between continuous and discrete scale spaces, which also generalizes to nonlinear scale spaces, for example, using anisotropic diffusion. Hence, one may say that the primary way to generate a scale space is by the diffusion equation, and that the Gaussian kernel arises as the Green's function of this specific partial differential equation. == Motivations == The motivation for generating a scale-space representation of a given data set originates from the basic observation that real-world objects are composed of different structures at different scales. This implies that real-world objects, in contrast to idealized mathematical entities such as points or lines, may appear in different ways depending on the scale of observation. For example, the concept of a "tree" is appropriate at the scale of meters, while concepts such as leaves and molecules are more appropriate at finer scales. For a computer vision system analysing an unknown scene, there is no way to know a priori what scales are appropriate for describing the interesting structures in the image data. Hence, the only reasonable approach is to consider descriptions at multiple scales in order to be able to capture the unknown scale variations that may occur. Taken to the limit, a scale-space representation considers representations at all scales. Another motivation to the scale-space concept originates from the process of performing a physical measurement on real-world data. In order to extract any information from a measurement process, one has to apply operators of non-infinitesimal size to the data. In many branches of computer science and applied mathematics, the size of the measurement operator is disregarded in the theoretical modelling of a problem. The scale-space theory on the other hand explicitly incorporates the need for a non-infinitesimal size of the image operators as an integral part of any measurement as well as any other operation that depends on a real-world measurement. There is a close link between scale-space theory and biological vision. Many scale-space operations show a high degree of similarity with receptive field profiles recorded from the mammalian retina and the first stages in the visual cortex. In these respects, the scale-space framework can be seen as a theoretically well-founded paradigm for early vision, which in addition has been thoroughly tested by algorithms and experiments. == Gaussian derivatives == At any scale in scale space, we c

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  • Video imprint (computer vision)

    Video imprint (computer vision)

    Proposed as an extension of image epitomes in the field of video content analysis, video imprint is obtained by recasting video contents into a fixed-sized tensor representation regardless of video resolution or duration. Specifically, statistical characteristics are retained to some degrees so that common video recognition tasks can be carried out directly on such imprints, e.g., event retrieval, temporal action localization. It is claimed that both spatio-temporal interdependences are accounted for and redundancies are mitigated during the computation of video imprints. The option of computing video imprints exploiting the epitome model has the advantage of more flexible input feature formats and more efficient training stage for video content analysis.

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  • Hyperparameter (machine learning)

    Hyperparameter (machine learning)

    In machine learning, a hyperparameter is a parameter that can be set in order to define any configurable part of a model's learning process. Hyperparameters can be classified as either model hyperparameters (such as the topology and size of a neural network) or algorithm hyperparameters (such as the learning rate and the batch size of an optimizer). These are named hyperparameters in contrast to parameters, which are characteristics that the model learns from the data. Hyperparameters are not required by every model or algorithm. Some simple algorithms such as ordinary least squares regression require none. However, the LASSO algorithm, for example, adds a regularization hyperparameter to ordinary least squares which must be set before training. Even models and algorithms without a strict requirement to define hyperparameters may not produce meaningful results if these are not carefully chosen. However, optimal values for hyperparameters are not always easy to predict. Some hyperparameters may have no meaningful effect, or one important variable may be conditional upon the value of another. Often a separate process of hyperparameter tuning is needed to find a suitable combination for the data and task. As well as improving model performance, hyperparameters can be used by researchers to introduce robustness and reproducibility into their work, especially if it uses models that incorporate random number generation. == Considerations == The time required to train and test a model can depend upon the choice of its hyperparameters. A hyperparameter is usually of continuous or integer type, leading to mixed-type optimization problems. The existence of some hyperparameters is conditional upon the value of others, e.g. the size of each hidden layer in a neural network can be conditional upon the number of layers. === Difficulty-learnable parameters === The objective function is typically non-differentiable with respect to hyperparameters. As a result, in most instances, hyperparameters cannot be learned using gradient-based optimization methods (such as gradient descent), which are commonly employed to learn model parameters. These hyperparameters are those parameters describing a model representation that cannot be learned by common optimization methods, but nonetheless affect the loss function. An example would be the tolerance hyperparameter for errors in support vector machines. === Untrainable parameters === Sometimes, hyperparameters cannot be learned from the training data because they aggressively increase the capacity of a model and can push the loss function to an undesired minimum (overfitting to the data), as opposed to correctly mapping the richness of the structure in the data. For example, if we treat the degree of a polynomial equation fitting a regression model as a trainable parameter, the degree would increase until the model perfectly fit the data, yielding low training error, but poor generalization performance. === Tunability === Most performance variation can be attributed to just a few hyperparameters. The tunability of an algorithm, hyperparameter, or interacting hyperparameters is a measure of how much performance can be gained by tuning it. For an LSTM, while the learning rate followed by the network size are its most crucial hyperparameters, batching and momentum have no significant effect on its performance. Although some research has advocated the use of mini-batch sizes in the thousands, other work has found the best performance with mini-batch sizes between 2 and 32. === Robustness === An inherent stochasticity in learning directly implies that the empirical hyperparameter performance is not necessarily its true performance. Methods that are not robust to simple changes in hyperparameters, random seeds, or even different implementations of the same algorithm cannot be integrated into mission critical control systems without significant simplification and robustification. Reinforcement learning algorithms, in particular, require measuring their performance over a large number of random seeds, and also measuring their sensitivity to choices of hyperparameters. Their evaluation with a small number of random seeds does not capture performance adequately due to high variance. Some reinforcement learning methods, e.g. DDPG (Deep Deterministic Policy Gradient), are more sensitive to hyperparameter choices than others. == Optimization == Hyperparameter optimization finds a tuple of hyperparameters that yields an optimal model which minimizes a predefined loss function on given test data. The objective function takes a tuple of hyperparameters and returns the associated loss. Typically these methods are not gradient based, and instead apply concepts from derivative-free optimization or black box optimization. == Reproducibility == Apart from tuning hyperparameters, machine learning involves storing and organizing the parameters and results, and making sure they are reproducible. In the absence of a robust infrastructure for this purpose, research code often evolves quickly and compromises essential aspects like bookkeeping and reproducibility. Online collaboration platforms for machine learning go further by allowing scientists to automatically share, organize and discuss experiments, data, and algorithms. Reproducibility can be particularly difficult for deep learning models. For example, research has shown that deep learning models depend very heavily even on the random seed selection of the random number generator.

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  • Database application

    Database application

    A database application is a computer program whose primary purpose is retrieving information from a computerized database. From here, information can be inserted, modified or deleted which is subsequently conveyed back into the database. Early examples of database applications were accounting systems and airline reservations systems, such as SABRE, developed starting in 1957. A characteristic of modern database applications is that they facilitate simultaneous updates and queries from multiple users. Systems in the 1970s might have accomplished this by having each user in front of a 3270 terminal to a mainframe computer. By the mid-1980s it was becoming more common to give each user a personal computer and have a program running on that PC that is connected to a database server. Information would be pulled from the database, transmitted over a network, and then arranged, graphed, or otherwise formatted by the program running on the PC. Starting in the mid-1990s it became more common to build database applications with a Web interface. Rather than develop custom software to run on a user's PC, the user would use the same Web browser program for every application. A database application with a Web interface had the advantage that it could be used on devices of different sizes, with different hardware, and with different operating systems. Examples of early database applications with Web interfaces include amazon.com, which used the Oracle relational database management system, the photo.net online community, whose implementation on top of Oracle was described in the book Database-Backed Web Sites (Ziff-Davis Press; May 1997), and eBay, also running Oracle. Electronic medical records are referred to on emrexperts.com, in December 2010, as "a software database application". A 2005 O'Reilly book uses the term in its title: Database Applications and the Web. Some of the most complex database applications remain accounting systems, such as SAP, which may contain thousands of tables in only a single module. Many of today's most widely used computer systems are database applications, for example, Facebook, which was built on top of MySQL. The etymology of the phrase "database application" comes from the practice of dividing computer software into systems programs, such as the operating system, compilers, the file system, and tools such as the database management system, and application programs, such as a payroll check processor. On a standard PC running Microsoft Windows, for example, the Windows operating system contains all of the systems programs while games, word processors, spreadsheet programs, photo editing programs, etc. would be application programs. As "application" is short for "application program", "database application" is short for "database application program". Not every program that uses a database would typically be considered a "database application". For example, many physics experiments, e.g., the Large Hadron Collider, generate massive data sets that programs subsequently analyze. The data sets constitute a "database", though they are not typically managed with a standard relational database management system. The computer programs that analyze the data are primarily developed to answer hypotheses, not to put information back into the database and therefore the overall program would not be called a "database application". == Examples of database applications == Amazon Student Data CNN eBay Facebook Fandango Filemaker (Mac OS) LibreOffice Base Microsoft Access Oracle relational database SAP (Systems, Applications & Products in Data Processing) Ticketmaster Wikipedia Yelp YouTube Google MySQL

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  • Brill tagger

    Brill tagger

    The Brill tagger is an inductive method for part-of-speech tagging. It was described and invented by Eric Brill in his 1993 PhD thesis. It can be summarized as an "error-driven transformation-based tagger". It is: a form of supervised learning, which aims to minimize error; and, a transformation-based process, in the sense that a tag is assigned to each word and changed using a set of predefined rules. In the transformation process, if the word is known, it first assigns the most frequent tag, or if the word is unknown, it naively assigns the tag "noun" to it. High accuracy is eventually achieved by applying these rules iteratively and changing the incorrect tags. This approach ensures that valuable information such as the morphosyntactic construction of words is employed in an automatic tagging process. == Algorithm == The algorithm starts with initialization, which is the assignment of tags based on their probability for each word (for example, "dog" is more often a noun than a verb). Then "patches" are determined via rules that correct (probable) tagging errors made in the initialization phase: Initialization: Known words (in vocabulary): assigning the most frequent tag associated to a form of the word Unknown word == Rules and processing == The input text is first tokenized, or broken into words. Typically in natural language processing, contractions such as "'s", "n't", and the like are considered separate word tokens, as are punctuation marks. A dictionary and some morphological rules then provide an initial tag for each word token. For example, a simple lookup would reveal that "dog" may be a noun or a verb (the most frequent tag is simply chosen), while an unknown word will be assigned some tag(s) based on capitalization, various prefix or suffix strings, etc. (such morphological analyses, which Brill calls Lexical Rules, may vary between implementations). After all word tokens have (provisional) tags, contextual rules apply iteratively, to correct the tags by examining small amounts of context. This is where the Brill method differs from other part of speech tagging methods such as those using Hidden Markov Models. Rules are reapplied repeatedly, until a threshold is reached, or no more rules can apply. Brill rules are of the general form: tag1 → tag2 IF Condition where the Condition tests the preceding and/or following word tokens, or their tags (the notation for such rules differs between implementations). For example, in Brill's notation: IN NN WDPREVTAG DT while would change the tag of a word from IN (preposition) to NN (common noun), if the preceding word's tag is DT (determiner) and the word itself is "while". This covers cases like "all the while" or "in a while", where "while" should be tagged as a noun rather than its more common use as a conjunction (many rules are more general). Rules should only operate if the tag being changed is also known to be permissible, for the word in question or in principle (for example, most adjectives in English can also be used as nouns). Rules of this kind can be implemented by simple Finite-state machines. See Part of speech tagging for more general information including descriptions of the Penn Treebank and other sets of tags. Typical Brill taggers use a few hundred rules, which may be developed by linguistic intuition or by machine learning on a pre-tagged corpus. == Code == Brill's code pages at Johns Hopkins University are no longer on the web. An archived version of a mirror of the Brill tagger at its latest version as it was available at Plymouth Tech can be found on Archive.org. The software uses the MIT License.

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  • Application software

    Application software

    Application software is software that is intended for end-user use – not operating, administering or programming a computer. It includes programs such as word processors, web browsers, media players, and mobile applications used in daily tasks. An application (app, application program, software application) is any program that can be categorized as application software. Application is a subjective classification that is often used to differentiate from system and utility software. Application software represents the user-facing layer of computing systems, designed to translate complex system capabilities into task-oriented, goal-driven workflows. Unlike system software, which focuses on hardware orchestration and resource management, application software is centered on problem abstraction, user interaction, and domain-specific functionality. The abbreviation app became popular with the 2008 introduction of the iOS App Store, to refer to applications for mobile devices such as smartphones and tablets. Later, with the release of the Mac App Store in 2010 and the Windows Store in 2011, it began to be used to refer to end-user software in general, regardless of platform. Applications may be bundled with the computer and its system software or published separately. Applications may be proprietary or open-source. == Terminology == === Meaning program and software === When used as an adjective, application can have a broader meaning than that described in this article. For example, concepts such as application programming interface (API), application server, application virtualization, application lifecycle management and portable application refer to programs and software in general. === Distinction between system and application software === The distinction between system and application software is subjective and has been the subject of controversy. For example, one of the key questions in the United States v. Microsoft Corp. antitrust trial was whether Microsoft's Internet Explorer web browser was part of its Windows operating system or a separate piece of application software. As another example, the GNU/Linux naming controversy is, in part, due to disagreement about the relationship between the Linux kernel and the operating systems built over this kernel. In some types of embedded systems, the application software and the operating system software may be indistinguishable by the user, as in the case of software used to control a VCR, DVD player, or microwave oven. The above definitions may exclude some applications that may exist on some computers in large organizations. For an alternative definition of an app: see Application Portfolio Management. === Killer application === A killer application (killer app, coined in the late 1980s) is an application that is so popular that it causes demand for its host platform to increase. For example, VisiCalc was the first modern spreadsheet software for the Apple II and helped sell the then-new personal computers into offices. For the BlackBerry, it was its email software. === Software suite === As software suite consists of multiple applications bundled together. They usually have related functions, features, and user interfaces, and may be able to interact with each other, e.g. open each other's files. Business applications often come in suites, e.g. Microsoft Office, LibreOffice and iWork, which bundle together a word processor, a spreadsheet, etc.; but suites exist for other purposes, e.g. graphics or music. == Ways to classify == As there so many applications and since their attributes vary so dramatically, there are many different ways to classify them. === By legal aspects === Proprietary software is protected under an exclusive copyright, and a software license grants limited usage rights. Such applications may allow add-ons from third parties. Free and open-source software (FOSS) can be run, distributed, sold, and extended for any purpose. FOSS software released under a free license may be perpetual and also royalty-free. Perhaps, the owner, the holder or third-party enforcer of any right (copyright, trademark, patent, or ius in re aliena) are entitled to add exceptions, limitations, time decays or expiring dates to the license terms of use. Public-domain software is a type of FOSS that is royalty-free and can be run, distributed, modified, reversed, republished, or created in derivative works without any copyright attribution and therefore revocation. It can even be sold, but without transferring the public domain property to other single subjects. Public-domain software can be released under a (un)licensing legal statement, which enforces those terms and conditions for an indefinite duration (for a lifetime, or forever). === By platform === An application can be categorized by the host platform on which it runs. Notable platforms include operating system (native), web browser, cloud computing and mobile. For example a web application runs in a web browser whereas a more traditional, native application runs in the environment of a computer's operating system. There has been a contentious debate regarding web applications replacing native applications for many purposes, especially on mobile devices such as smartphones and tablets. Web apps have indeed greatly increased in popularity for some uses, but the advantages of applications make them unlikely to disappear soon, if ever. Furthermore, the two can be complementary, and even integrated. === Horizontal vs. vertical === Application software can be seen as either horizontal or vertical. Horizontal applications are more popular and widespread, because they are general purpose, for example word processors or databases. Vertical applications are niche products, designed for a particular type of industry or business, or department within an organization. Integrated suites of software will try to handle every specific aspect possible of, for example, manufacturing or banking worker, accounting, or customer service. === By purpose === There are many types of application software: Enterprise Addresses the needs of an entire organization's processes and data flows, across several departments, often in a large distributed environment. Examples include enterprise resource planning systems, customer relationship management (CRM) systems, data replication engines, and supply chain management software. Departmental Software is a sub-type of enterprise software with a focus on smaller organizations or groups within a large organization. (Examples include travel expense management and IT Helpdesk.) Enterprise infrastructure Provides common capabilities needed to support enterprise software systems. (Examples include databases, email servers, and systems for managing networks and security.) Application platform as a service (aPaaS) A cloud computing service that offers development and deployment environments for application services. Knowledge worker Lets users create and manage information, often for and individual media editors may aid in multiple information worker tasks. Content access Used primarily to access content without editing, but may include software that allows for content editing. Such software addresses the needs of individuals and groups to consume digital entertainment and published digital content. (Examples include media players, web browsers, and help browsers.) Educational Related to content access software, but has the content or features adapted for use by educators or students. For example, it may deliver evaluations (tests), track progress through material, or include collaborative capabilities. Simulation Simulates physical or abstract systems for either research, training, or entertainment purposes. Media development Generates print and electronic media for others to consume, most often in a commercial or educational setting. This includes graphic-art software, desktop publishing software, multimedia development software, HTML editors, digital-animation editors, digital audio and video composition, and many others. Engineering Used in developing hardware and software products. This includes computer-aided design (CAD), computer-aided engineering (CAE), computer language editing and compiling tools, integrated development environments, and application programmer interfaces. Entertainment Refers to video games, screen savers, programs to display motion pictures or play recorded music, and other forms of entertainment which can be experienced through the use of a computing device. == Taxonomy == This section is a taxonomy of kinds of applications. This organization is but one of many different ways to organize them. A kind is included in only one category even if it logically fits in multiple. === General-purpose === Calculator Spreadsheet Web browser Web mapping E-commerce Social media === Communication === Chat Email Presentation software Phone Messages Networking software Web conferencing === Documentation === Desktop

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  • DexNet

    DexNet

    Dex-net is a robotic. It uses a Grasp Quality Convolutional Neural Network to learn how to grasp unusually shaped objects. == History == Dex-net was developed by University of California, Berkeley professor Ken Goldberg and graduate student Jeff Mahler. == Design == Dex-net includes a high-resolution 3-D sensor and two arms, each controlled by a different neural network. One arm is equipped with a conventional robot gripper and another with a suction system. The robot’s software scans an object and then asks both neural networks to decide, on the fly, whether to grab or suck a particular object. It runs on an off-the-shelf industrial machine made by Swiss robotics company ABB. The software learns by attempting to pick up objects in a virtual environment. Dex-Net can generalize from an object it has seen before to a new one. The robot can "nudge" such virtual objects to examine if it is unsure how to grasp them. The trial data set was 6.7 million point clouds, grasps and analytic grasp metrics generated from thousands of 3D models. Grasps are defined as a gripper's planar position, angle and depth relative to an RGB-D sensor. == Mean picks per hour == A metric called mean picks per hour (MPPH) is calculated by multiplying the average time per pick and the average probability of success for a specific set of objects. The new metric allows labs working on picking robots to compare their results. Humans are capable of between 400 and 600 MPPH. In a contest organized by Amazon recently, the best robots were capable of between 70 and 95. Dex-net has achieved 200 to 300.

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  • Text normalization

    Text normalization

    Text normalization is the process of transforming text into a single canonical form that it might not have had before. Normalizing text before storing or processing it allows for separation of concerns, since input is guaranteed to be consistent before operations are performed on it. Text normalization requires being aware of what type of text is to be normalized and how it is to be processed afterwards; there is no all-purpose normalization procedure. == Applications == Text normalization is frequently used when converting text to speech. Numbers, dates, acronyms, and abbreviations are non-standard "words" that need to be pronounced differently depending on context. For example: "$200" would be pronounced as "two hundred dollars" in English, but as "lua selau tālā" in Samoan. "vi" could be pronounced as "vie," "vee," or "the sixth" depending on the surrounding words. Text can also be normalized for storing and searching in a database. For instance, if a search for "resume" is to match the word "résumé," then the text would be normalized by removing diacritical marks; and if "john" is to match "John", the text would be converted to a single case. To prepare text for searching, it might also be stemmed (e.g. converting "flew" and "flying" both into "fly"), canonicalized (e.g. consistently using American or British English spelling), or have stop words removed. == Techniques == For simple, context-independent normalization, such as removing non-alphanumeric characters or diacritical marks, regular expressions would suffice. For example, the sed script sed ‑e "s/\s+/ /g" inputfile would normalize runs of whitespace characters into a single space. More complex normalization requires correspondingly complicated algorithms, including domain knowledge of the language and vocabulary being normalized. Among other approaches, text normalization has been modeled as a problem of tokenizing and tagging streams of text and as a special case of machine translation. == Textual scholarship == In the field of textual scholarship and the editing of historic texts, the term "normalization" implies a degree of modernization and standardization – for example in the extension of scribal abbreviations and the transliteration of the archaic glyphs typically found in manuscript and early printed sources. A normalized edition is therefore distinguished from a diplomatic edition (or semi-diplomatic edition), in which some attempt is made to preserve these features. The aim is to strike an appropriate balance between, on the one hand, rigorous fidelity to the source text (including, for example, the preservation of enigmatic and ambiguous elements); and, on the other, producing a new text that will be comprehensible and accessible to the modern reader. The extent of normalization is therefore at the discretion of the editor, and will vary. Some editors, for example, choose to modernize archaic spellings and punctuation, but others do not. An edition of a text might be normalized based on internal criteria, where orthography is standardized according to the language of the original, or external criteria, where the norms of a different time period are applied. For an example of the latter, a published edition of a medieval Icelandic manuscript might be normalized to the conventions of modern Icelandic, or it might be normalized to Classical Old Icelandic. Standards of normalization vary based on language of the edition as well as the specific conventions of the publisher.

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  • Lexical choice

    Lexical choice

    Lexical choice is the subtask of Natural language generation that involves choosing the content words (nouns, non-auxiliary verbs, adjectives, and adverbs) in a generated text. Function words (determiners, for example) are usually chosen during realisation. == Examples == The simplest type of lexical choice involves mapping a domain concept (perhaps represented in an ontology) to a word. For example, the concept Finger might be mapped to the word finger. A more complex situation is when a domain concept is expressed using different words in different situations. For example, the domain concept Value-Change can be expressed in many ways: The temperature rose: the verb rose is used for a Value-Change in temperature which increases the value. The temperature fell: the verb fell is used for a Value-Change in temperature which decreases the value. The rain got heavier: the phrase got heavier is used for a Value-Change in precipitation amount when the precipitation is rain. Sometimes words can communicate additional contextual information, for example: The temperature plummeted: the verb plummeted is used for a Value-Change in temperature which decreases the value, when the change is rapid and large. Contextual information is especially significant for vague terms such as tall. For example, a 2m tall man is tall, but a 2m tall horse is small. == Linguistic perspective == Lexical choice modules must be informed by linguistic knowledge of how the system's input data maps onto words. This is a question of semantics, but it is also influenced by syntactic factors (such as collocation effects) and pragmatic factors (such as context). Hence NLG systems need linguistic models of how meaning is mapped to words in the target domain (genre) of the NLG system. Genre tends to be very important; for example the verb veer has a very specific meaning in weather forecasts (wind direction is changing in a clockwise direction) which it does not have in general English, and a weather-forecast generator must be aware of this genre-specific meaning. In some cases there are major differences in how different people use the same word; for example, some people use by evening to mean 6PM and others use it to mean midnight. Psycholinguists have shown that when people speak to each other, they agree on a common interpretation via lexical alignment; this is not something which NLG systems can yet do. Ultimately, lexical choice must deal with the fundamental issue of how language relates to the non-linguistic world. For example, a system which chose colour terms such as red to describe objects in a digital image would need to know which RGB pixel values could generally be described as red; how this was influenced by visual (lighting, other objects in the scene) and linguistic (other objects being discussed) context; what pragmatic connotations were associated with red (for example, when an apple is called red, it is assumed to be ripe as well as have the colour red); and so forth. == Algorithms and models == A number of algorithms and models have been developed for lexical choice in the research community, for example Edmonds developed a model for choosing between near-synonyms (words with similar core meanings but different connotations). However such algorithms and models have not been widely used in applied NLG systems; such systems have instead often used quite simple computational models, and invested development effort in linguistic analysis instead of algorithm development.

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  • LMArena

    LMArena

    Arena (formerly LMArena and Chatbot Arena) is a public, web-based platform that evaluates large language models (LLMs). Users enter prompts for two anonymous models to respond to and vote on the model that gave the better response, after which the models' identities are revealed. Users can also choose models to test themselves via the "Direct" selection. Companies which have supplied the company with their large language models include OpenAI, Google DeepMind, and Anthropic. The website has been used for preview releases of upcoming models. Chinese company DeepSeek tested its prototype models in the Arena months before its R1 model gained attention in Western media. Other notable pre-release models include OpenAI's GPT-5 under the codename "summit" and Google DeepMind's Gemini 2.5 Flash Image (an image-generation and editing model) under the codename "Nano Banana". Research has identified specific limitations in Arena's methodology. == History == Chatbot Arena was released on April 24, 2023. In June 2024, Chatbot Arena added image support. In September 2024, Chatbot Arena moved to its own dedicated domain name, lmarena.ai (or LMArena). In April 2025, Meta released Llama 4. Llama 4 Maverick beat GPT-4o and Gemini 2.0 Flash on LMArena, but the version of Maverick on LMArena unfairly differed from the publicly available version. LMArena updated their policies in response. In April 2025, LMArena incorporated as an independent company. That May, LMArena raised $100 million in a seed funding round, valuing the company at $600 million. Participants in the seed funding round included Andreessen Horowitz, UC Investments, Lightspeed Venture Partners, Felicis Ventures, and Kleiner Perkins. On January 6, 2026, LMArena announced the closing of a $150 million Series A funding round, bringing the company’s post-money valuation to approximately $1.7 billion. The round was led by Felicis and UC Investments (University of California), with participation from Andreessen Horowitz, The House Fund, LDVP, Kleiner Perkins, Lightspeed Venture Partners, and Laude Ventures. In January 2026, LMArena added video support. On January 28, 2026, LMArena rebranded to "Arena".

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  • Semantic decomposition (natural language processing)

    Semantic decomposition (natural language processing)

    A semantic decomposition is an algorithm that breaks down the meanings of phrases or concepts into less complex concepts. The result of a semantic decomposition is a representation of meaning. This representation can be used for tasks, such as those related to artificial intelligence or machine learning. Semantic decomposition is common in natural language processing applications. The basic idea of a semantic decomposition is taken from the learning skills of adult humans, where words are explained using other words. It is based on Meaning-text theory. Meaning-text theory is used as a theoretical linguistic framework to describe the meaning of concepts with other concepts. == Background == Given that an AI does not inherently have language, it is unable to think about the meanings behind the words of a language. An artificial notion of meaning needs to be created for a strong AI to emerge. Creating an artificial representation of meaning requires the analysis of what meaning is. Many terms are associated with meaning, including semantics, pragmatics, knowledge and understanding or word sense. Each term describes a particular aspect of meaning, and contributes to a multitude of theories explaining what meaning is. These theories need to be analyzed further to develop an artificial notion of meaning best fit for our current state of knowledge. == Graph representations == Representing meaning as a graph is one of the two ways that both an AI cognition and a linguistic researcher think about meaning (connectionist view). Logicians utilize a formal representation of meaning to build upon the idea of symbolic representation, whereas description logics describe languages and the meaning of symbols. This contention between 'neat' and 'scruffy' techniques has been discussed since the 1970s. Research has so far identified semantic measures and with that word-sense disambiguation (WSD) - the differentiation of meaning of words - as the main problem of language understanding. As an AI-complete environment, WSD is a core problem of natural language understanding. AI approaches that use knowledge-given reasoning creates a notion of meaning combining the state of the art knowledge of natural meaning with the symbolic and connectionist formalization of meaning for AI. The abstract approach is shown in Figure. First, a connectionist knowledge representation is created as a semantic network consisting of concepts and their relations to serve as the basis for the representation of meaning. This graph is built out of different knowledge sources like WordNet, Wiktionary, and BabelNET. The graph is created by lexical decomposition that recursively breaks each concept semantically down into a set of semantic primes. The primes are taken from the theory of Natural Semantic Metalanguage, which has been analyzed for usefulness in formal languages. Upon this graph marker passing is used to create the dynamic part of meaning representing thoughts. The marker passing algorithm, where symbolic information is passed along relations form one concept to another, uses node and edge interpretation to guide its markers. The node and edge interpretation model is the symbolic influence of certain concepts. Future work uses the created representation of meaning to build heuristics and evaluate them through capability matching and agent planning, chatbots or other applications of natural language understanding.

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  • Visual descriptor

    Visual descriptor

    In computer vision, visual descriptors or image descriptors are descriptions of the visual features of the contents in images, videos, or algorithms or applications that produce such descriptions. They describe elementary characteristics such as the shape, the color, the texture or the motion, among others. == Introduction == As a result of the new communication technologies and the massive use of Internet in our society, the amount of audio-visual information available in digital format is increasing considerably. Therefore, it has been necessary to design some systems that allow us to describe the content of several types of multimedia information in order to search and classify them. The audio-visual descriptors are in charge of the contents description. These descriptors have a good knowledge of the objects and events found in a video, image or audio and they allow the quick and efficient searches of the audio-visual content. This system can be compared to the search engines for textual contents. Although it is relatively easy to find text with a computer, it is much more difficult to find concrete audio and video parts. For instance, imagine somebody searching a scene of a happy person. The happiness is a feeling and it is not evident its shape, color and texture description in images. The description of the audio-visual content is not a superficial task and it is essential for the effective use of this type of archives. The standardization system that deals with audio-visual descriptors is the MPEG-7 (Motion Picture Expert Group - 7). == Types == Descriptors are the first step to find out the connection between pixels contained in a digital image and what humans recall after having observed an image or a group of images after some minutes. Visual descriptors are divided in two main groups: General information descriptors: contain low level descriptors which give a description about color, shape, regions, textures and motion. Specific domain information descriptors: give information about objects and events in the scene. A concrete example would be face recognition. === General information descriptors === General information descriptors consist of a set of descriptors that covers different basic and elementary features like: color, texture, shape, motion, location and others. This description is automatically generated by means of signal processing. ==== Color ==== It's the most basic quality of visual content. Five tools are defined to describe color. The three first tools represent the color distribution and the last ones describe the color relation between sequences or group of images: Dominant color descriptor (DCD) Scalable color descriptor (SCD) Color structure descriptor (CSD) Color layout descriptor (CLD) Group of frame (GoF) or group-of-pictures (GoP) ==== Texture ==== It's an important quality in order to describe an image. The texture descriptors characterize image textures or regions. They observe the region homogeneity and the histograms of these region borders. The set of descriptors is formed by: Homogeneous texture descriptor (HTD) Texture browsing descriptor (TBD) Edge histogram descriptor (EHD) ==== Shape ==== It contains important semantic information due to human's ability to recognize objects through their shape. However, this information can only be extracted by means of a segmentation similar to the one that the human visual system implements. Nowadays, such a segmentation system is not available yet, however there exists a serial of algorithms which are considered to be a good approximation. These descriptors describe regions, contours and shapes for 2D images and for 3D volumes. The shape descriptors are the following ones: Region-based shape descriptor (RSD) Contour-based shape descriptor (CSD) 3-D shape descriptor (3-D SD) ==== Motion ==== It's defined by four different descriptors which describe motion in video sequence. Motion is related to the objects motion in the sequence and to the camera motion. This last information is provided by the capture device, whereas the rest is implemented by means of image processing. The descriptor set is the following one: Motion activity descriptor (MAD) Camera motion descriptor (CMD) Motion trajectory descriptor (MTD) Warping and parametric motion descriptor (WMD and PMD) ==== Location ==== Elements location in the image is used to describe elements in the spatial domain. In addition, elements can also be located in the temporal domain: Region locator descriptor (RLD) Spatio temporal locator descriptor (STLD) === Specific domain information descriptors === These descriptors, which give information about objects and events in the scene, are not easily extractable, even more when the extraction is to be automatically done. Nevertheless, they can be manually processed. As mentioned before, face recognition is a concrete example of an application that tries to automatically obtain this information. == Descriptors applications == Among all applications, the most important ones are: Multimedia documents search engines and classifiers. Digital library: visual descriptors allow a very detailed and concrete search of any video or image by means of different search parameters. For instance, the search of films where a known actor appears, the search of videos containing the Everest mountain, etc. Personalized electronic news service. Possibility of an automatic connection to a TV channel broadcasting a soccer match, for example, whenever a player approaches the goal area. Control and filtering of concrete audiovisual content, like violent or pornographic material. Also, authorization for some multimedia content.

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  • ReRites

    ReRites

    ReRites (also known as RERITES, ReadingRites, Big Data Poetry) is a literary work of "Human + A.I. poetry" by David Jhave Johnston that used neural network models trained to generate poetry which the author then edited. ReRites won the Robert Coover Award for a Work of Electronic Literature in 2022. == About the project == The ReRites project began as a daily rite of writing with a neural network, expanded into a series of performances from which video documentation has been published online, and concluded with a set of 12 books and an accompanying book of essays published by Anteism Books in 2019. In Electronic Literature, Scott Rettberg describes the early phases of the project in 2016, when it bore the preliminary name Big Data Poetry. Jhave (the artist name that David Jhave Johnston goes by) describes the process of writing ReRites as a rite: "Every morning for 2 hours (normally 6:30–8:30am) I get up and edit the poetic output of a neural net. Deleting, weaving, conjugating, lineating, cohering. Re-writing. Re-wiring authorship: hybrid augmented enhanced evolutionary". There is video documentation of the writing process. The human editing of the neural network's output is fundamental to this project, and Jhave gives examples of both unedited text extracts and his edited versions in publications about the project. Kyle Booten describes ReRites as "simultaneously dusty and outrageously verdant, monotonously sublime and speckled with beautiful and rare specimens". === Performances === ReRites was first shared with an audience through a series of performances where audience members and poets would participate in reading the automatically generated texts, which appeared on screen so fast that human readers could barely keep up. This has been described as allowing participants to "re-discover[..] the peculiar pleasures of being embodied", or, in Jhave's own words, as a space where human participants were "playing their wits and voices against an evocative infinite deep-learning muse". The first performance was at Brown University's Interrupt Festival in 2019. It has been performed many times since, including at the Barbican Centre in London and Anteism Books. === Print publications === For a single year Jhave published one book of poetry from the ReRites project each month. These twelve volumes are accompanied by a book of essays, all published by Anteism Books. The accompanying essays provide critical responses to the project from poets and scholars including Allison Parrish, Johanna Drucker, Kyle Booten, Stephanie Strickland, John Cayley, Lai-Tze Fan, Nick Montfort, Mairéad Byrne, and Chris Funkhouser. Allison Parrish notes elsewhere that these paratexts to ReRites serve a legitimising function for a genre of poetry that is not yet institutionally acknowledged. === Technical details === Starting in 2016 under the name Big Data Poetry, Jhave generated poems using, in his own words, "neural network code (..) adapted from three corporate github-hosted machine-learning libraries: TensorFlow (Google), PyTorch (Facebook), and AWD-LSTM (SalesForce)". He explains that the "models were trained on a customised corpus of 600,000 lines of poetry ranging from the romantic epoch to the 20th century avant garde". Jhave maintains a GitHub repository with some of the code supporting ReRites. == Reception == ReRites is described by John Cayley as "one of the most thorough and beautiful" poetic responses to machine learning. The work's influence on the field of electronic literature was acknowledged in 2022, when the work won the Electronic Literature Organization's Robert Coover Award for a Work of Electronic Literature. The jury described ReRites as particularly poignant in the time of the pandemic, as it was "a documentation of the performance of the private ritual of writing and the obsessive-compulsive need for writers to communicate — even when no one else is reading". The question of authorship and voice in ReRites has been raised by several critics. Although generated poetry is an established genre in electronic literature, Cayley notes that unlike the combinatory poems created by authors like Nick Montfort, where the author explicitly defines which words and phrases will be recombined, ReRites has "not been directed by literary preconceptions inscribed in the program itself, but only by patterns and rhythms pre-existing in the corpora". In an essay for the Australian journal TEXT, David Thomas Henry Wright asks how to understand authorship and authority in ReRites: "Who or what is the authority of the work? The original data fed into the machine, that is not currently retrievable or discernible from the final works? The code that was taken and adapted for his purposes? Or Jhave, the human editor?" Wright concludes that Jhave is the only actor with any intentionality and therefore the authority of the work. The centrality of the human editor is also emphasised by other scholars. In a chapter analysing ReRites Malthe Stavning Erslev argues that the machine learning misrepresents the dataset it is trained on. While ReRites uses 21st century neural networks, it has been compared to earlier literary traditions. Poet Victoria Stanton, who read at one of the ReRites performances, has compared ReRites to found poetry, while David Thomas Henry Wright compares it to the Oulipo movement and Mark Amerika to the cut-up technique. Scholars also position ReRites firmly within the long tradition of generative poetry both in electronic literature and print, stretching from the I Ching, Queneau's Cent Mille Milliards de Poemes and Nabokov's Pale Fire to computer-generated poems like Christopher Strachey's Love Letter Generator (1952) and more contemporary examples. Jhave describes the process of working with the output from the neural network as "carving". In his book My Life as an Artificial Creative Intelligence, Mark Amerika writes that the "method of carving the digital outputs provided by the language model as part of a collaborative remix jam session with GPT-2, where the language artist and the language model play off each other’s unexpected outputs as if caught in a live postproduction set, is one I share with electronic literature composer David Jhave Johnston, whose AI poetry experiments precede my own investigations."

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