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  • Abdul Majid Bhurgri Institute of Language Engineering

    Abdul Majid Bhurgri Institute of Language Engineering

    Abdul Majid Bhurgri Institute of Language Engineering (Sindhi: عبدالماجد ڀرڳڙي انسٽيٽيوٽ آف لئنگئيج انجنيئرنگ) is an autonomous body under the administrative control of the Culture, Tourism and Antiquities Department, Government of Sindh established for bringing Sindhi language at par with national and international languages in all computational process and Natural language processing. == Establishment == In recognition to services of Abdul-Majid Bhurgri, who is the founder of Sindhi computing, Government of Sindh has established the institute after his name. The institute was primarily initiated on the concept given by a language engineer and linguist Amar Fayaz Buriro in briefing to the Minister, Culture, Tourism and Antiquities, Government of Sindh, Syed Sardar Ali Shah on 21 February 2017 on celebration of International Mother Language Day in Sindhi Language Authority, Hyderabad, Sindh. After the presentation and concept given by Amar Fayaz Buriro, the minister Syed Sardar Ali Shah had announced the Institute. Then, Government of Sindh added the development scheme in the Budget of fiscal year 2017-2018. == Projects == The Institute has developed several projects aimed at advancing the Sindhi language and promoting linguistic research. Notable initiatives include the AMBILE Hamiz Ali Sindhi Optical character recognition, which allows for the accurate digitization of Sindhi text, and the ongoing Sindhi WordNet System, a project to build a comprehensive lexical database for Natural language processing. The institute has also created the Font, which integrates symbols from the Indus script, Khudabadi script, and modern Perso-Arabic Script Code for Information Interchange into a single resource for researchers]. Additionally, institute has developed online converter tools that automatically transliterate between the Arabic-Perso script and Devanagari script, improving linguistic accessibility. Another key project is Bhittaipedia, a digital platform dedicated to the preservation and dissemination of the poetry of Shah Abdul Latif Bhittai, one of Sindh's most renowned poet. == Location == The institute is established behind Sindh Museum and Sindhi Language Authority, N-5 National Highway, Qasimabad, Hyderabad, Sindh.

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  • Cognitive computing

    Cognitive computing

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

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  • Wumpus world

    Wumpus world

    Wumpus world is a simple world use in artificial intelligence for which to represent knowledge and to reason. Wumpus world was introduced by Michael Genesereth, and is discussed in the Russell-Norvig Artificial Intelligence book Artificial Intelligence: A Modern Approach. Wumpus World is loosely inspired by the 1972 video game Hunt the Wumpus. == Problem description == In Artificial Intelligence: A Modern Approach, the wumpus world features a 4x4 grid, containing a monster called a wumpus, multiple bottomless pits and hidden gold. The agent starts at (1,1) and has to find the gold and return to the starting position. The agent loses 1 point for every move and gains 1000 points for bringing the gold to the starting position. The agent can sense pits by a breeze, stench indicates a wumpus, and sparkle indicates gold. The wumpus can be killed by an arrow but costs 10 points.

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  • Pattern theory

    Pattern theory

    Pattern theory, formulated by Ulf Grenander, is a mathematical formalism to describe knowledge of the world as patterns. It differs from other approaches to artificial intelligence in that it does not begin by prescribing algorithms and machinery to recognize and classify patterns; rather, it prescribes a vocabulary to articulate and recast the pattern concepts in precise language. Broad in its mathematical coverage, Pattern Theory spans algebra and statistics, as well as local topological and global entropic properties. In addition to the new algebraic vocabulary, its statistical approach is novel in its aim to: Identify the hidden variables of a data set using real world data rather than artificial stimuli, which was previously commonplace. Formulate prior distributions for hidden variables and models for the observed variables that form the vertices of a Gibbs-like graph. Study the randomness and variability of these graphs. Create the basic classes of stochastic models applied by listing the deformations of the patterns. Synthesize (sample) from the models, not just analyze signals with them. The Brown University Pattern Theory Group was formed in 1972 by Ulf Grenander. Many mathematicians are currently working in this group, noteworthy among them being the Fields Medalist David Mumford. Mumford regards Grenander as his "guru" in Pattern Theory.

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  • Knowledge graph embedding

    Knowledge graph embedding

    In representation learning, knowledge graph embedding (KGE), also called knowledge representation learning (KRL), or multi-relation learning, is a machine learning task of learning a low-dimensional representation of a knowledge graph's entities and relations while preserving their semantic meaning. Leveraging their embedded representation, knowledge graphs can be used for various applications such as link prediction, triple classification, entity recognition, clustering, and relation extraction. == Definition == A knowledge graph G = { E , R , F } {\displaystyle {\mathcal {G}}=\{E,R,F\}} is a collection of entities E {\displaystyle E} , relations R {\displaystyle R} , and facts F {\displaystyle F} . A fact is a triple ( h , r , t ) ∈ F {\displaystyle (h,r,t)\in F} that denotes a link r ∈ R {\displaystyle r\in R} between the head h ∈ E {\displaystyle h\in E} and the tail t ∈ E {\displaystyle t\in E} of the triple. Another notation that is often used in the literature to represent a triple (or fact) is ⟨ head , relation , tail ⟩ {\displaystyle \langle {\text{head}},{\text{relation}},{\text{tail}}\rangle } . This notation is called the Resource Description Framework (RDF). A knowledge graph represents the knowledge related to a specific domain; leveraging this structured representation, it is possible to infer a piece of new knowledge from it after some refinement steps. However, nowadays, people have to deal with the sparsity of data and the computational inefficiency to use them in a real-world application. The embedding of a knowledge graph is a function that translates each entity and each relation into a vector of a given dimension d {\displaystyle d} , called embedding dimension. It is even possible to embed the entities and relations with different dimensions. The embedding vectors can then be used for other tasks. A knowledge graph embedding is characterized by four aspects: Representation space: The low-dimensional space in which the entities and relations are represented. Scoring function: A measure of the goodness of a triple-embedded representation. Encoding models: The modality in which the embedded representation of the entities and relations interact with each other. Additional information: Any additional information coming from the knowledge graph that can enrich the embedded representation. Usually, an ad hoc scoring function is integrated into the general scoring function for each additional piece of information. == Embedding procedure == All algorithms for creating a knowledge graph embedding follow the same approach. First, the embedding vectors are initialized to random values. Then, they are iteratively optimized using a training set of triples. In each iteration, a batch of size b {\displaystyle b} triples is sampled from the training set, and a triple from it is sampled and corrupted—i.e., a triple that does not represent a true fact in the knowledge graph. The corruption of a triple involves substituting the head or the tail (or both) of the triple with another entity that makes the fact false. The original triple and the corrupted triple are added in the training batch, and then the embeddings are updated, optimizing a scoring function. Iteration stops when a stop condition is reached. Usually, the stop condition depends on the overfitting of the training set. At the end, the learned embeddings should have extracted semantic meaning from the training triples and should correctly predict unseen true facts in the knowledge graph. === Pseudocode === The following is the pseudocode for the general embedding procedure. algorithm Compute entity and relation embeddings input: The training set S = { ( h , r , t ) } {\displaystyle S=\{(h,r,t)\}} , entity set E {\displaystyle E} , relation set R {\displaystyle R} , embedding dimension k {\displaystyle k} output: Entity and relation embeddings initialization: the entities e {\displaystyle e} and relations r {\displaystyle r} embeddings (vectors) are randomly initialized while stop condition do S b a t c h ← s a m p l e ( S , b ) {\displaystyle S_{batch}\leftarrow sample(S,b)} // Sample a batch from the training set for each ( h , r , t ) {\displaystyle (h,r,t)} in S b a t c h {\displaystyle S_{batch}} do ( h ′ , r , t ′ ) ← s a m p l e ( S ′ ) {\displaystyle (h',r,t')\leftarrow sample(S')} // Sample a corrupted fact T b a t c h ← T b a t c h ∪ { ( ( h , r , t ) , ( h ′ , r , t ′ ) ) } {\displaystyle T_{batch}\leftarrow T_{batch}\cup \{((h,r,t),(h',r,t'))\}} end for Update embeddings by minimizing the loss function end while == Performance indicators == These indexes are often used to measure the embedding quality of a model. The simplicity of the indexes makes them very suitable for evaluating the performance of an embedding algorithm even on a large scale. Given Q {\displaystyle {\ce {Q}}} as the set of all ranked predictions of a model, it is possible to define three different performance indexes: Hits@K, MR, and MRR. === Hits@K === Hits@K or in short, H@K, is a performance index that measures the probability to find the correct prediction in the first top K model predictions. Usually, it is used k = 10 {\displaystyle k=10} . Hits@K reflects the accuracy of an embedding model to predict the relation between two given triples correctly. Hits@K = | { q ∈ Q : q < k } | | Q | ∈ [ 0 , 1 ] {\displaystyle ={\frac {|\{q\in Q:q Read more →

  • POP-11

    POP-11

    POP-11 is a reflective, incrementally compiled programming language with many of the features of an interpreted language. It is the core language of the Poplog programming environment developed originally by the University of Sussex, and recently in the School of Computer Science at the University of Birmingham, which hosts the main Poplog website. POP-11 is an evolution of the language POP-2, developed in Edinburgh University, and features an open stack model (like Forth, among others). It is mainly procedural, but supports declarative language constructs, including a pattern matcher, and is mostly used for research and teaching in artificial intelligence, although it has features sufficient for many other classes of problems. It is often used to introduce symbolic programming techniques to programmers of more conventional languages like Pascal, who find POP syntax more familiar than that of Lisp. One of POP-11's features is that it supports first-class functions. POP-11 is the core language of the Poplog system. The availability of the compiler and compiler subroutines at run-time (a requirement for incremental compiling) gives it the ability to support a far wider range of extensions (including run-time extensions, such as adding new data-types) than would be possible using only a macro facility. This made it possible for (optional) incremental compilers to be added for Prolog, Common Lisp and Standard ML, which could be added as required to support either mixed language development or development in the second language without using any POP-11 constructs. This made it possible for Poplog to be used by teachers, researchers, and developers who were interested in only one of the languages. The most successful product developed in POP-11 was the Clementine data mining system, developed by ISL. After SPSS bought ISL, they renamed Clementine to SPSS Modeler and decided to port it to C++ and Java, and eventually succeeded with great effort, and perhaps some loss of the flexibility provided by the use of an AI language. POP-11 was for a time available only as part of an expensive commercial package (Poplog), but since about 1999 it has been freely available as part of the open-source software version of Poplog, including various added packages and teaching libraries. An online version of ELIZA using POP-11 is available at Birmingham. At the University of Sussex, David Young used POP-11 in combination with C and Fortran to develop a suite of teaching and interactive development tools for image processing and vision, and has made them available in the Popvision extension to Poplog. == Simple code examples == Here is an example of a simple POP-11 program: define Double(Source) -> Result; Source2 -> Result; enddefine; Double(123) => That prints out: 246 This one includes some list processing: define RemoveElementsMatching(Element, Source) -> Result; lvars Index; [[% for Index in Source do unless Index = Element or Index matches Element then Index; endunless; endfor; %]] -> Result; enddefine; RemoveElementsMatching("the", [[the cat sat on the mat]]) => ;;; outputs [[cat sat on mat]] RemoveElementsMatching("the", [[the cat] [sat on] the mat]) => ;;; outputs [[the cat] [sat on] mat] RemoveElementsMatching([[= cat]], [[the cat]] is a [[big cat]]) => ;;; outputs [[is a]] Examples using the POP-11 pattern matcher, which makes it relatively easy for students to learn to develop sophisticated list-processing programs without having to treat patterns as tree structures accessed by 'head' and 'tail' functions (CAR and CDR in Lisp), can be found in the online introductory tutorial. The matcher is at the heart of the SimAgent (sim_agent) toolkit. Some of the powerful features of the toolkit, such as linking pattern variables to inline code variables, would have been very difficult to implement without the incremental compiler facilities.

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  • Pattern theory

    Pattern theory

    Pattern theory, formulated by Ulf Grenander, is a mathematical formalism to describe knowledge of the world as patterns. It differs from other approaches to artificial intelligence in that it does not begin by prescribing algorithms and machinery to recognize and classify patterns; rather, it prescribes a vocabulary to articulate and recast the pattern concepts in precise language. Broad in its mathematical coverage, Pattern Theory spans algebra and statistics, as well as local topological and global entropic properties. In addition to the new algebraic vocabulary, its statistical approach is novel in its aim to: Identify the hidden variables of a data set using real world data rather than artificial stimuli, which was previously commonplace. Formulate prior distributions for hidden variables and models for the observed variables that form the vertices of a Gibbs-like graph. Study the randomness and variability of these graphs. Create the basic classes of stochastic models applied by listing the deformations of the patterns. Synthesize (sample) from the models, not just analyze signals with them. The Brown University Pattern Theory Group was formed in 1972 by Ulf Grenander. Many mathematicians are currently working in this group, noteworthy among them being the Fields Medalist David Mumford. Mumford regards Grenander as his "guru" in Pattern Theory.

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  • Concept drift

    Concept drift

    In predictive analytics, data science, machine learning and related fields, concept drift or drift is an evolution of data that invalidates the data model. It happens when the statistical properties of the target variable, which the model is trying to predict, change over time in unforeseen ways. This causes problems because the predictions become less accurate as time passes. Drift detection and drift adaptation are of paramount importance in the fields that involve dynamically changing data and data models. == Predictive model decay == In machine learning and predictive analytics this drift phenomenon is called concept drift. In machine learning, a common element of a data model are the statistical properties, such as probability distribution of the actual data. If they deviate from the statistical properties of the training data set, then the learned predictions may become invalid, if the drift is not addressed. == Data configuration decay == Another important area is software engineering, where three types of data drift affecting data fidelity may be recognized. Changes in the software environment ("infrastructure drift") may invalidate software infrastructure configuration. "Structural drift" happens when the data schema changes, which may invalidate databases. "Semantic drift" is changes in the meaning of data while the structure does not change. In many cases this may happen in complicated applications when many independent developers introduce changes without proper awareness of the effects of their changes in other areas of the software system. For many application systems, the nature of data on which they operate are subject to changes for various reasons, e.g., due to changes in business model, system updates, or switching the platform on which the system operates. In the case of cloud computing, infrastructure drift that may affect the applications running on cloud may be caused by the updates of cloud software. There are several types of detrimental effects of data drift on data fidelity. Data corrosion is passing the drifted data into the system undetected. Data loss happens when valid data are ignored due to non-conformance with the applied schema. Squandering is the phenomenon when new data fields are introduced upstream in the data processing pipeline, but somewhere downstream these data fields are absent. == Inconsistent data == "Data drift" may refer to the phenomenon when database records fail to match the real-world data due to the changes in the latter over time. This is a common problem with databases involving people, such as customers, employees, citizens, residents, etc. Human data drift may be caused by unrecorded changes in personal data, such as place of residence or name, as well as due to errors during data input. "Data drift" may also refer to inconsistency of data elements between several replicas of a database. The reasons can be difficult to identify. A simple drift detection is to run checksum regularly. However the remedy may be not so easy. == Examples == The behavior of the customers in an online shop may change over time. For example, if weekly merchandise sales are to be predicted, and a predictive model has been developed that works satisfactorily. The model may use inputs such as the amount of money spent on advertising, promotions being run, and other metrics that may affect sales. The model is likely to become less and less accurate over time – this is concept drift. In the merchandise sales application, one reason for concept drift may be seasonality, which means that shopping behavior changes seasonally. Perhaps there will be higher sales in the winter holiday season than during the summer, for example. Concept drift generally occurs when the covariates that comprise the data set begin to explain the variation of your target set less accurately — there may be some confounding variables that have emerged, and that one simply cannot account for, which renders the model accuracy to progressively decrease with time. Generally, it is advised to perform health checks as part of the post-production analysis and to re-train the model with new assumptions upon signs of concept drift. == Possible remedies == To prevent deterioration in prediction accuracy because of concept drift, reactive and tracking solutions can be adopted. Reactive solutions retrain the model in reaction to a triggering mechanism, such as a change-detection test or control charts from statistical process control, to explicitly detect concept drift as a change in the statistics of the data-generating process. When concept drift is detected, the current model is no longer up-to-date and must be replaced by a new one to restore prediction accuracy. A shortcoming of reactive approaches is that performance may decay until the change is detected. Tracking solutions seek to track the changes in the concept by continually updating the model. Methods for achieving this include online machine learning, frequent retraining on the most recently observed samples, and maintaining an ensemble of classifiers where one new classifier is trained on the most recent batch of examples and replaces the oldest classifier in the ensemble. Contextual information, when available, can be used to better explain the causes of the concept drift: for instance, in the sales prediction application, concept drift might be compensated by adding information about the season to the model. By providing information about the time of the year, the rate of deterioration of your model is likely to decrease, but concept drift is unlikely to be eliminated altogether. This is because actual shopping behavior does not follow any static, finite model. New factors may arise at any time that influence shopping behavior, the influence of the known factors or their interactions may change. Concept drift cannot be avoided for complex phenomena that are not governed by fixed laws of nature. All processes that arise from human activity, such as socioeconomic processes, and biological processes are likely to experience concept drift. Therefore, periodic retraining, also known as refreshing, of any model is necessary. === Remedy methods === DDM (Drift Detection Method): detects drift by monitoring the model's error rate over time. When the error rate passes a set threshold, it enters a warning phase, and if it passes another threshold, it enters a drift phase. EDDM (Early Drift Detection Method): improves DDM's detection rate by tracking the average distance between two errors instead of only the error rate. ADWIN (Adaptive Windowing): dynamically stores a window of recent data and warns the user if it detects a significant change between the statistics of the window's earlier data compared to more recent data. KSWIN (Kolmogorov–Smirnov Windowing): detects drift based on the Kolmogorov-Smirnov statistical test. DDM and EDDM: Concept Drift Detection online supervised methods that rely on sequential error monitoring to estimate the evolving error rate. ADWIN and KSWIN: Windowing maintain a "window", a subset of the most recent data, of the data stream, which it checks for statistical differences across the window. == Applications in security == Concept drift is a recurring issue in security analytics, especially in malware and intrusion detection. In these systems, models are often trained on past logs, binaries or network traces, but the behaviour of attackers changes over time as new malware families, obfuscation techniques and campaigns appear. When the data no longer resemble the training set, the decision boundaries learned by classifiers or anomaly detectors can become misaligned with the current threat landscape and detection performance can drop unless the models are updated or replaced. Several studies on Windows malware model detection as an evolving data stream and track how performance changes as time passes. They show that classifiers trained on a fixed time window can perform well on nearby data but deteriorate quickly when evaluated on samples collected months or years later, even when large amounts of training data are available. In order to keep up with this, security systems often use sliding or adaptive windows, which restrict training to the most recent portion of the data so that older, less relevant examples are gradually discarded. They also employ drift detectors such as ADWIN and KSWIN that monitor error rates or changes in the distribution of recent observations and signal when the statistics of the incoming stream differ significantly from the past, prompting retraining or model replacement. Related problems appear in spam filtering, fraud detection and intrusion detection, where adversaries change content, patterns of activity or network behavior to evade models trained on historical data. In these settings drift can be gradual, as new types of spam or fraud emerge, or abrupt, after a sudden shift in attack techniques. Common strategies to remain eff

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  • International Clinical Trials Registry Platform

    International Clinical Trials Registry Platform

    The International Clinical Trials Registry Platform (ICTRP) is a platform for the registration of clinical trials operated by the World Health Organization. The ICTRP combines data from multiple cooperating clinical trials registries to generate a global view of clinical trials worldwide, with a search portal that allows access to the entire dataset. It requires a minimum standard set of database fields, the WHO Trial Registration Data Set, to be present for a trial to be registered. All entries are given a Universal Trial Number (UTN) that identifies them uniquely. The organization has sought to assist various national governments in establishing their own clinical trials databases. It combines data from the following primary registries and data providers: Australian New Zealand Clinical Trials Registry (ANZCTR) Brazilian Clinical Trials Registry (ReBec) Chinese Clinical Trial Registry (ChiCTR) Clinical Research Information Service (CRiS), Republic of Korea ClinicalTrials.gov Clinical Trials Information System (CTIS), European Medicines Agency Clinical Trials Registry - India (CTRI) Cuban Public Registry of Clinical Trials (RPCEC) EU Clinical Trials Register (EU-CTR) German Clinical Trials Register (DRKS) Iranian Registry of Clinical Trials (IRCT) ISRCTN (UK) International Traditional Medicine Clinical Trial Registry (ITMCTR) Japan Registry of Clinical Trials (jRCT) Japan Primary Registries Network (JPRN) Lebanese Clinical Trials Registry (LBCTR) Overview of Medical Research in the Netherlands (OMON) Thai Clinical Trials Registry (TCTR) Pan African Clinical Trial Registry (PACTR) Peruvian Clinical Trial Registry (REPEC) Sri Lanka Clinical Trials Registry (SLCTR)

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  • World model (artificial intelligence)

    World model (artificial intelligence)

    A world model in artificial intelligence is a machine learning system that builds an internal representation of an environment. The model predicts how that environment changes over time in response to actions. Researchers design world models to help agents plan, reason, and act without constant real-world trial and error. World models differ from systems that merely classify or generate outputs. They simulate dynamics such as physics, object interactions, and causality. Early ideas date to the 1990s. Modern versions power robots, autonomous driving, and interactive video generation. == History == Jürgen Schmidhuber introduced the term world model in machine learning in 1990. He proposed recurrent neural networks that predict future states from observations and use those predictions to train agents. David Ha and Schmidhuber revived the concept in a 2018 paper. Their agents learned to drive virtual cars and play video games inside self-generated simulations. Yann LeCun advanced the idea in a 2022 position paper titled "A Path Towards Autonomous Machine Intelligence". He argued that intelligence requires predictive models of the world rather than pure pattern matching. LeCun proposed the joint embedding predictive architecture (JEPA) as a practical foundation. LeCun and collaborators developed several JEPA variants. V-JEPA 2 reached state-of-the-art performance on video understanding and physical reasoning at the time. It supports zero-shot robot control in unfamiliar environments. Introduced in March 2026, LeWorldModel trains stably end-to-end from raw pixels and uses two loss terms and avoids hand-crafted heuristics. LeCun founded Advanced Machine Intelligence Labs in 2026 to further develop world models. Google DeepMind introduced Genie in 2024. The model learned interactive environments from unlabeled internet videos. Genie 2 followed in late 2024 and added three-dimensional generation. The Genie series set benchmarks for general-purpose simulation. Genie 3 was introduced in August 2025. It produces photorealistic, real-time interactive worlds from text prompts which are displayed at 24 frames per second and explored in real time with text or image prompts. The model supports persistent three-dimensional worlds and real-time interaction. Waymo adopted Genie 3 in February 2026 and used it to create a specialized world model for autonomous driving simulation, called the Waymo World Model. It produces synchronized camera and lidar outputs and creates edge cases that real robotaxis rarely encounter. The edge cases were reported to be unusual by PCMag. General Intuition announced a $133.7 million seed round. World Labs raised $1 billion. AMI raised $1.03 billion. In April 2026, Alibaba announced Happy Oyster, its world model designed for real-time and “flowy” world model. It includes a directing mode for world building based on text and image prompts and a wandering mode for exploring the resulting world. It can generate 3-minute in-world video clips. Also in April, World Labs, co-founded by Li Fei Fei, unveiled Spark 2.0, an open-source 3D Gaussian splatting rendering engine that targets smartphone-class devices. In June 2026, Nvidia released Cosmos 3, a family of open-weight models. It combines previously independent physical reasoning, world simulation, and action generation. Cosmos 3 integrates can process and generate text, image, video, audio, and action sequences. The model employs a Mixture-of-Transformers" (MoT) approach. An autoregressive (AR) transformer handles reasoning and next-token prediction, while a diffusion transformer (DT) does multimodal generation. Encoders (ViT for vision, VAE for visual/audio, and domain-specific for actions) and generate a shared representation space using 3D multi-dimensional rotary position embedding (mRoPE) for spatial and temporal information. The family includes Cosmos3-Nano (16B parameters) for workstations; Cosmos3-Super (64B parameters) for research. == Architecture == World models process raw sensory data such as video frames or lidar scans. They compress this input into compact latent representations. The system then predicts future representations rather than pixel-by-pixel reconstructions. Many modern world models use joint embedding predictive architecture (JEPA). An encoder turns observations into embeddings. A predictor estimates one or a suite of embeddings from the current one and an action. In some cases a critic chooses one embedding as the best result. A regularizer keeps embeddings well-behaved. The model trains by minimizing prediction error in embedding space. This approach avoids the high cost of generating every detail. Some architectures add explicit components. A fast reactive path handles immediate responses. A slower deliberative path performs longer-horizon planning. Video prediction accuracy or robot success rates are key metrics, but do not always predict real-world performance. Generative world models such as Genie 3 combine these with a simulator. They accept text prompts or layouts and output consistent video, lidar, or three-dimensional scenes. World models often train with self-supervised learning. They use large unlabeled datasets of video or robot interactions. Self-supervised learning can speed learning. Reinforcement learning can fine-tune a model for specific tasks. == Applications == World models support robot learning. Agents train inside simulations and transfer skills to the physical world. This reduces the need for dangerous or expensive real-world trials. Autonomous vehicles use world models to test rare events. Waymo's system simulates tornadoes or unusual pedestrian behavior. Companies train planners without putting vehicles on public roads. Interactive entertainment benefits from world models. Genie 3 lets users generate playable environments from simple descriptions. Game studios prototype levels faster. Scientific simulation gains from these models. Researchers model physical systems or biological processes at scale. Planners in logistics or urban design test strategies inside accurate digital twins. == Comparison with large language models == Both world models and large language models (LLMs) use inferencing on their inputs to make predictions. LLMs operate on textual inputs. They predict the next token in text sequences. They excel at language-oriented tasks such as translation or summarization. However, they lack understanding of physics. World models operate on sensor inputs such as pixels. They predict state changes in that data in latent space. This design supports planning and causal reasoning. LLMs generate fluent text but often fail at consistent physical predictions. Their architecture employs transformers with refinements such as mixture of experts. World models divide an inferencing task into work performed by encoders, predictors, simulators, and other pieces. They typically handle multimodal inputs such as video, lidar, radar, and audio, guided by textual prompting. LLMs power chatbots and code assistants. World models drive embodied agents that act in dynamic environments, such as autonomous driving. The two may be combined in hybrid systems. For example, a LLM handles instructions, while a world model manages low-level control. World model proponents such as LeCun claim that because LLMs are trained only on text, they have no ability to predict anything beyond text, such as real-world events. == Benchmarks == World model benchmarks test physical understanding, long-term consistency, planning, and generalization from sensor data. Meta introduced three benchmarks for V-JEPA 2. IntPhys 2 measures a model's ability to detect physics violations. It presents pairs of videos that diverge when one breaks physical rules. Humans score near 100% accuracy. V-JEPA 2 achieves little better than random chance on many conditions. Minimal Video Pairs (MVPBench) tests physical understanding through multiple-choice questions based on short video clips. It probes object interactions and causality. Something-Something tests action recognition. Epic-Kitchens-100 tests human action anticipation. DeepMind benchmark: Interactive evaluation measures consistency over minutes of interaction, memory of off-screen objects, and response to user actions or text prompts. Waymo benchmark: Output generation quality: Metrics include realism, controllability (via text prompts), and usefulness for training planners in simulated worlds. However, pixel reconstruction error rate with episodic rewards often fails. Other: Epic-Kitchens-100 (often measured with Recall@5) Ego4D 50 Salads, Breakfast, etc. Potential benchmarks: Zero-shot transfer to robots Long-horizon planning Implausible prediction rate

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  • Representation collapse

    Representation collapse

    Representation collapse is a phenomenon in machine learning and representation learning where a model maps different inputs to the same or very similar embeddings, which means it loses important information about how the data is spread out. It is frequently encountered in self-supervised learning, especially within contrastive and non-contrastive frameworks, when training objectives or model architectures do not maintain variance across representations. Collapse results in degenerate solutions characterized by uninformative learned features, significantly impairing downstream task performance. Various techniques have been proposed to mitigate representation collapse, including the use of negative samples, architectural asymmetry, stop-gradient operations, variance regularization, and redundancy reduction objectives, as seen in methods such as SimCLR, BYOL, and VICReg. Comprehending and averting representation collapse is regarded as a fundamental challenge in the advancement of stable and efficient self-supervised learning systems.

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  • Belief–desire–intention model

    Belief–desire–intention model

    For popular psychology, the belief–desire–intention (BDI) model of human practical reasoning was developed by Michael Bratman as a way of explaining future-directed intention. BDI is fundamentally reliant on folk psychology (the 'theory theory'), which is the notion that our mental models of the world are theories. It was used as a basis for developing the belief–desire–intention software model. == Applications == BDI was part of the inspiration behind the BDI software architecture, which Bratman was also involved in developing. Here, the notion of intention was seen as a way of limiting time spent on deliberating about what to do, by eliminating choices inconsistent with current intentions. BDI has also aroused some interest in psychology. BDI formed the basis for a computational model of childlike reasoning CRIBB.

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  • Legal information retrieval

    Legal information retrieval

    Legal information retrieval is the science of information retrieval applied to legal text, including legislation, case law, and scholarly works. Accurate legal information retrieval is important to provide access to the law to laymen and legal professionals. Its importance has increased because of the vast and quickly increasing amount of legal documents available through electronic means. Legal information retrieval is a part of the growing field of legal informatics. In a legal setting, it is frequently important to retrieve all information related to a specific query. However, commonly used boolean search methods (exact matches of specified terms) on full text legal documents have been shown to have an average recall rate as low as 20 percent, meaning that only 1 in 5 relevant documents are actually retrieved. In that case, researchers believed that they had retrieved over 75% of relevant documents. This may result in failing to retrieve important or precedential cases. In some jurisdictions this may be especially problematic, as legal professionals are ethically obligated to be reasonably informed as to relevant legal documents. Legal Information Retrieval attempts to increase the effectiveness of legal searches by increasing the number of relevant documents (providing a high recall rate) and reducing the number of irrelevant documents (a high precision rate). This is a difficult task, as the legal field is prone to jargon, polysemes (words that have different meanings when used in a legal context), and constant change. Techniques used to achieve these goals generally fall into three categories: boolean retrieval, manual classification of legal text, and natural language processing of legal text. == Problems == Application of standard information retrieval techniques to legal text can be more difficult than application in other subjects. One key problem is that the law rarely has an inherent taxonomy. Instead, the law is generally filled with open-ended terms, which may change over time. This can be especially true in common law countries, where each decided case can subtly change the meaning of a certain word or phrase. Legal information systems must also be programmed to deal with law-specific words and phrases. Though this is less problematic in the context of words which exist solely in law, legal texts also frequently use polysemes, words may have different meanings when used in a legal or common-speech manner, potentially both within the same document. The legal meanings may be dependent on the area of law in which it is applied. For example, in the context of European Union legislation, the term "worker" has four different meanings: Any worker as defined in Article 3(a) of Directive 89/391/EEC who habitually uses display screen equipment as a significant part of his normal work. Any person employed by an employer, including trainees and apprentices but excluding domestic servants; Any person carrying out an occupation on board a vessel, including trainees and apprentices, but excluding port pilots and shore personnel carrying out work on board a vessel at the quayside; Any person who, in the Member State concerned, is protected as an employee under national employment law and in accordance with national practice; It also has the common meaning: A person who works at a specific occupation. Though the terms may be similar, correct information retrieval must differentiate between the intended use and irrelevant uses in order to return the correct results. Even if a system overcomes the language problems inherent in law, it must still determine the relevancy of each result. In the context of judicial decisions, this requires determining the precedential value of the case. Case decisions from senior or superior courts may be more relevant than those from lower courts, even where the lower court's decision contains more discussion of the relevant facts. The opposite may be true, however, if the senior court has only a minor discussion of the topic (for example, if it is a secondary consideration in the case). An information retrieval system must also be aware of the authority of the jurisdiction. A case from a binding authority is most likely of more value than one from a non-binding authority. Additionally, the intentions of the user may determine which cases they find valuable. For instance, where a legal professional is attempting to argue a specific interpretation of law, he might find a minor court's decision which supports his position more valuable than a senior courts position which does not. He may also value similar positions from different areas of law, different jurisdictions, or dissenting opinions. Overcoming these problems can be made more difficult because of the large number of cases available. The number of legal cases available via electronic means is constantly increasing (in 2003, US appellate courts handed down approximately 500 new cases per day), meaning that an accurate legal information retrieval system must incorporate methods of both sorting past data and managing new data. == Techniques == === Boolean searches === Boolean searches, where a user may specify terms such as use of specific words or judgments by a specific court, are the most common type of search available via legal information retrieval systems. They are widely implemented but overcome few of the problems discussed above. The recall and precision rates of these searches vary depending on the implementation and searches analyzed. One study found a basic boolean search's recall rate to be roughly 20%, and its precision rate to be roughly 79%. Another study implemented a generic search (that is, not designed for legal uses) and found a recall rate of 56% and a precision rate of 72% among legal professionals. Both numbers increased when searches were run by non-legal professionals, to a 68% recall rate and 77% precision rate. This is likely explained because of the use of complex legal terms by the legal professionals. === Manual classification === In order to overcome the limits of basic boolean searches, information systems have attempted to classify case laws and statutes into more computer friendly structures. Usually, this results in the creation of an ontology to classify the texts, based on the way a legal professional might think about them. These attempt to link texts on the basis of their type, their value, and/or their topic areas. Most major legal search providers now implement some sort of classification search, such as Westlaw's “Natural Language” or LexisNexis' Headnote searches. Additionally, both of these services allow browsing of their classifications, via Westlaw's West Key Numbers or Lexis' Headnotes. Though these two search algorithms are proprietary and secret, it is known that they employ manual classification of text (though this may be computer-assisted). These systems can help overcome the majority of problems inherent in legal information retrieval systems, in that manual classification has the greatest chances of identifying landmark cases and understanding the issues that arise in the text. In one study, ontological searching resulted in a precision rate of 82% and a recall rate of 97% among legal professionals. The legal texts included, however, were carefully controlled to just a few areas of law in a specific jurisdiction. The major drawback to this approach is the requirement of using highly skilled legal professionals and large amounts of time to classify texts. As the amount of text available continues to increase, some have stated their belief that manual classification is unsustainable. === Natural language processing === In order to reduce the reliance on legal professionals and the amount of time needed, efforts have been made to create a system to automatically classify legal text and queries. Adequate translation of both would allow accurate information retrieval without the high cost of human classification. These automatic systems generally employ Natural Language Processing (NLP) techniques that are adapted to the legal domain, and also require the creation of a legal ontology. Though multiple systems have been postulated, few have reported results. One system, “SMILE,” which attempted to automatically extract classifications from case texts, resulted in an f-measure (which is a calculation of both recall rate and precision) of under 0.3 (compared to perfect f-measure of 1.0). This is probably much lower than an acceptable rate for general usage. Despite the limited results, many theorists predict that the evolution of such systems will eventually replace manual classification systems. === Citation-Based ranking === In the mid-90s the Room 5 case law retrieval project used citation mining for summaries and ranked its search results based on citation type and count. This slightly pre-dated the PageRank algorithm at Stanford which was also a citation-based ranking. Ranking of results was based

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  • Knowledge graph embedding

    Knowledge graph embedding

    In representation learning, knowledge graph embedding (KGE), also called knowledge representation learning (KRL), or multi-relation learning, is a machine learning task of learning a low-dimensional representation of a knowledge graph's entities and relations while preserving their semantic meaning. Leveraging their embedded representation, knowledge graphs can be used for various applications such as link prediction, triple classification, entity recognition, clustering, and relation extraction. == Definition == A knowledge graph G = { E , R , F } {\displaystyle {\mathcal {G}}=\{E,R,F\}} is a collection of entities E {\displaystyle E} , relations R {\displaystyle R} , and facts F {\displaystyle F} . A fact is a triple ( h , r , t ) ∈ F {\displaystyle (h,r,t)\in F} that denotes a link r ∈ R {\displaystyle r\in R} between the head h ∈ E {\displaystyle h\in E} and the tail t ∈ E {\displaystyle t\in E} of the triple. Another notation that is often used in the literature to represent a triple (or fact) is ⟨ head , relation , tail ⟩ {\displaystyle \langle {\text{head}},{\text{relation}},{\text{tail}}\rangle } . This notation is called the Resource Description Framework (RDF). A knowledge graph represents the knowledge related to a specific domain; leveraging this structured representation, it is possible to infer a piece of new knowledge from it after some refinement steps. However, nowadays, people have to deal with the sparsity of data and the computational inefficiency to use them in a real-world application. The embedding of a knowledge graph is a function that translates each entity and each relation into a vector of a given dimension d {\displaystyle d} , called embedding dimension. It is even possible to embed the entities and relations with different dimensions. The embedding vectors can then be used for other tasks. A knowledge graph embedding is characterized by four aspects: Representation space: The low-dimensional space in which the entities and relations are represented. Scoring function: A measure of the goodness of a triple-embedded representation. Encoding models: The modality in which the embedded representation of the entities and relations interact with each other. Additional information: Any additional information coming from the knowledge graph that can enrich the embedded representation. Usually, an ad hoc scoring function is integrated into the general scoring function for each additional piece of information. == Embedding procedure == All algorithms for creating a knowledge graph embedding follow the same approach. First, the embedding vectors are initialized to random values. Then, they are iteratively optimized using a training set of triples. In each iteration, a batch of size b {\displaystyle b} triples is sampled from the training set, and a triple from it is sampled and corrupted—i.e., a triple that does not represent a true fact in the knowledge graph. The corruption of a triple involves substituting the head or the tail (or both) of the triple with another entity that makes the fact false. The original triple and the corrupted triple are added in the training batch, and then the embeddings are updated, optimizing a scoring function. Iteration stops when a stop condition is reached. Usually, the stop condition depends on the overfitting of the training set. At the end, the learned embeddings should have extracted semantic meaning from the training triples and should correctly predict unseen true facts in the knowledge graph. === Pseudocode === The following is the pseudocode for the general embedding procedure. algorithm Compute entity and relation embeddings input: The training set S = { ( h , r , t ) } {\displaystyle S=\{(h,r,t)\}} , entity set E {\displaystyle E} , relation set R {\displaystyle R} , embedding dimension k {\displaystyle k} output: Entity and relation embeddings initialization: the entities e {\displaystyle e} and relations r {\displaystyle r} embeddings (vectors) are randomly initialized while stop condition do S b a t c h ← s a m p l e ( S , b ) {\displaystyle S_{batch}\leftarrow sample(S,b)} // Sample a batch from the training set for each ( h , r , t ) {\displaystyle (h,r,t)} in S b a t c h {\displaystyle S_{batch}} do ( h ′ , r , t ′ ) ← s a m p l e ( S ′ ) {\displaystyle (h',r,t')\leftarrow sample(S')} // Sample a corrupted fact T b a t c h ← T b a t c h ∪ { ( ( h , r , t ) , ( h ′ , r , t ′ ) ) } {\displaystyle T_{batch}\leftarrow T_{batch}\cup \{((h,r,t),(h',r,t'))\}} end for Update embeddings by minimizing the loss function end while == Performance indicators == These indexes are often used to measure the embedding quality of a model. The simplicity of the indexes makes them very suitable for evaluating the performance of an embedding algorithm even on a large scale. Given Q {\displaystyle {\ce {Q}}} as the set of all ranked predictions of a model, it is possible to define three different performance indexes: Hits@K, MR, and MRR. === Hits@K === Hits@K or in short, H@K, is a performance index that measures the probability to find the correct prediction in the first top K model predictions. Usually, it is used k = 10 {\displaystyle k=10} . Hits@K reflects the accuracy of an embedding model to predict the relation between two given triples correctly. Hits@K = | { q ∈ Q : q < k } | | Q | ∈ [ 0 , 1 ] {\displaystyle ={\frac {|\{q\in Q:q Read more →

  • Wumpus world

    Wumpus world

    Wumpus world is a simple world use in artificial intelligence for which to represent knowledge and to reason. Wumpus world was introduced by Michael Genesereth, and is discussed in the Russell-Norvig Artificial Intelligence book Artificial Intelligence: A Modern Approach. Wumpus World is loosely inspired by the 1972 video game Hunt the Wumpus. == Problem description == In Artificial Intelligence: A Modern Approach, the wumpus world features a 4x4 grid, containing a monster called a wumpus, multiple bottomless pits and hidden gold. The agent starts at (1,1) and has to find the gold and return to the starting position. The agent loses 1 point for every move and gains 1000 points for bringing the gold to the starting position. The agent can sense pits by a breeze, stench indicates a wumpus, and sparkle indicates gold. The wumpus can be killed by an arrow but costs 10 points.

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