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  • Brownout (software engineering)

    Brownout (software engineering)

    Brownout in software engineering is a technique that involves disabling certain features of an application. == Description == Brownout is used to increase the robustness of an application to computing capacity shortage. If too many users are simultaneously accessing an application hosted online, the underlying computing infrastructure may become overloaded, rendering the application unresponsive. Users are likely to abandon the application and switch to competing alternatives, hence incurring long-term revenue loss. To better deal with such a situation, the application can be given brownout capabilities: The application will disable certain features – e.g., an online shop will no longer display recommendations of related products – to avoid overload. Although reducing features generally has a negative impact on the short-term revenue of the application owner, long-term revenue loss can be avoided. The technique is inspired by brownouts in power grids, which consists in reducing the power grid's voltage in case electricity demand exceeds production. Some consumers, such as incandescent light bulbs, will dim – hence originating the term – and draw less power, thus helping match demand with production. Similarly, a brownout application helps match its computing capacity requirements to what is available on the target infrastructure. Brownout complements elasticity. The former can help the application withstand short-term capacity shortage, but does so without changing the capacity available to the application. In contrast, elasticity consists of adding (or removing) capacity to the application, preferably in advance, so as to avoid capacity shortage altogether. The two techniques can be combined; e.g., brownout is triggered when the number of users increases unexpectedly until elasticity can be triggered, the latter usually requiring minutes to show an effect. Brownout is relatively non-intrusive for the developer, for example, it can be implemented as an advice in aspect-oriented programming. However, surrounding components, such as load-balancers, need to be made brownout-aware to distinguish between cases where an application is running normally and cases where the application maintains a low response time by triggering brownout. == Usage in phased deprecation == A related use of the brownout concept in software engineering is the deliberate introduction of temporary outages to a system, API or feature that is being phased out. This is sometimes also called a "scream test" when it is used to discover unknown dependents of a system or API. The intention is to allow detection of downstream consumers of an API or service who may otherwise have missed deprecation announcements or to uncover hidden side-effects of the deprecation that may have been overlooked. The intention is that developers of dependent systems will notice their own system failures caused by the upstream brownout. Such brownouts are typically pre-announced scheduled outages or probabilistic in nature (such as artificially failing a percentage of requests). As a brownout is only a temporary or partial outage, it provides downstream consumers of an API or service time to remove any discovered dependencies on the deprecated API before it is fully retired. For consumers that have already prepared for the deprecation, a brownout provides valuable testing that the final removal of the service won't cause any unexpected problems.

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  • Logic learning machine

    Logic learning machine

    Logic learning machine (LLM) is a machine learning method based on the generation of intelligible rules. LLM is an efficient implementation of the Switching Neural Network (SNN) paradigm, developed by Marco Muselli, Senior Researcher at the Italian National Research Council CNR-IEIIT in Genoa. LLM has been employed in many different sectors, including the field of medicine (orthopedic patient classification, DNA micro-array analysis and Clinical Decision Support Systems), financial services and supply chain management. == History == The Switching Neural Network approach was developed in the 1990s to overcome the drawbacks of the most commonly used machine learning methods. In particular, black box methods, such as multilayer perceptron and support vector machine, had good accuracy but could not provide deep insight into the studied phenomenon. On the other hand, decision trees were able to describe the phenomenon but often lacked accuracy. Switching Neural Networks made use of Boolean algebra to build sets of intelligible rules able to obtain very good performance. In 2014, an efficient version of Switching Neural Network was developed and implemented in the Rulex suite with the name Logic Learning Machine. Also, an LLM version devoted to regression problems was developed. == General == Like other machine learning methods, LLM uses data to build a model able to perform a good forecast about future behaviors. LLM starts from a table including a target variable (output) and some inputs and generates a set of rules that return the output value y {\displaystyle y} corresponding to a given configuration of inputs. A rule is written in the form: if premise then consequence where consequence contains the output value whereas premise includes one or more conditions on the inputs. According to the input type, conditions can have different forms: for categorical variables the input value must be in a given subset: x 1 ∈ { A , B , C , . . . } {\displaystyle x_{1}\in \{A,B,C,...\}} . for ordered variables the condition is written as an inequality or an interval: x 2 ≤ α {\displaystyle x_{2}\leq \alpha } or β ≤ x 3 ≤ γ {\displaystyle \beta \leq x_{3}\leq \gamma } A possible rule is therefore in the form if x 1 ∈ { A , B , C , . . . } {\displaystyle x_{1}\in \{A,B,C,...\}} AND x 2 ≤ α {\displaystyle x_{2}\leq \alpha } AND β ≤ x 3 ≤ γ {\displaystyle \beta \leq x_{3}\leq \gamma } then y = y ¯ {\displaystyle y={\bar {y}}} == Types == According to the output type, different versions of the Logic Learning Machine have been developed: Logic Learning Machine for classification, when the output is a categorical variable, which can assume values in a finite set Logic Learning Machine for regression, when the output is an integer or real number.

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  • Confirmatory blockmodeling

    Confirmatory blockmodeling

    Confirmatory blockmodeling is a deductive approach in blockmodeling, where a blockmodel (or part of it) is prespecify before the analysis, and then the analysis is fit to this model. When only a part of analysis is prespecify (like individual cluster(s) or location of the block types), it is called partially confirmatory blockmodeling. This is so-called indirect approach, where the blockmodeling is done on the blockmodel fitting (e.g., a priori hypothesized blockmodel). Opposite approach to the confirmatory blockmodeling is an inductive exploratory blockmodeling.

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  • Defining length

    Defining length

    In the field of genetic algorithms, a schema (plural: schemata) is a template that represents a subset of potential solutions. These templates use fixed symbols (e.g., `0` or `1`) for specific positions and a wildcard or "don't care" symbol (often `#` or ``) for others. The defining length of a schema, denoted as L(H), measures the distance between the outermost fixed positions in the template. According to the Schema theorem, a schema with a shorter defining length is less likely to be disrupted by the genetic operator of crossover. As a result, short schemata are considered more robust and are more likely to be propagated to the next generation. In genetic programming, where solutions are often represented as trees, the defining length is the number of links in the minimum tree fragment that includes all the non-wildcard symbols within a schema H. == Example == The defining length is calculated by subtracting the position of the first fixed symbol from the position of the last one. Using 1-based indexing for a string of length 5: The schema `1##0#` has its first fixed symbol (`1`) at position 1 and its last fixed symbol (`0`) at position 4. Its defining length is 4 − 1 = 3. The schema `00##0` has its first fixed symbol at position 1 and its last at position 5. Its defining length is 5 − 1 = 4. The schema `##0##` has only one fixed symbol at position 3. The first and last fixed positions are the same, so its defining length is 3 − 3 = 0.

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  • Convolutional layer

    Convolutional layer

    In artificial neural networks, a convolutional layer is a type of network layer that applies a convolution operation to the input. Convolutional layers are some of the primary building blocks of convolutional neural networks (CNNs), a class of neural network most commonly applied to images, video, audio, and other data that have the property of uniform translational symmetry. The convolution operation in a convolutional layer involves sliding a small window (called a kernel or filter) across the input data and computing the dot product between the values in the kernel and the input at each position. This process creates a feature map that represents detected features in the input. == Concepts == === Kernel === Kernels, also known as filters, are small matrices of weights that are learned during the training process. Each kernel is responsible for detecting a specific feature in the input data. The size of the kernel is a hyperparameter that affects the network's behavior. === Convolution === For a 2D input x {\displaystyle x} and a 2D kernel w {\displaystyle w} , the 2D convolution operation can be expressed as: y [ i , j ] = ∑ m = 0 k h − 1 ∑ n = 0 k w − 1 x [ i + m , j + n ] ⋅ w [ m , n ] {\displaystyle y[i,j]=\sum _{m=0}^{k_{h}-1}\sum _{n=0}^{k_{w}-1}x[i+m,j+n]\cdot w[m,n]} where k h {\displaystyle k_{h}} and k w {\displaystyle k_{w}} are the height and width of the kernel, respectively. This generalizes immediately to nD convolutions. Commonly used convolutions are 1D (for audio and text), 2D (for images), and 3D (for spatial objects, and videos). === Stride === Stride determines how the kernel moves across the input data. A stride of 1 means the kernel shifts by one pixel at a time, while a larger stride (e.g., 2 or 3) results in less overlap between convolutions and produces smaller output feature maps. === Padding === Padding involves adding extra pixels around the edges of the input data. It serves two main purposes: Preserving spatial dimensions: Without padding, each convolution reduces the size of the feature map. Handling border pixels: Padding ensures that border pixels are given equal importance in the convolution process. Common padding strategies include: No padding/valid padding. This strategy typically causes the output to shrink. Same padding: Any method that ensures the output size same as input size is a same padding strategy. Full padding: Any method that ensures each input entry is convolved over for the same number of times is a full padding strategy. Common padding algorithms include: Zero padding: Add zero entries to the borders of input. Mirror/reflect/symmetric padding: Reflect the input array on the border. Circular padding: Cycle the input array back to the opposite border, like a torus. The exact numbers used in convolutions is complicated, for which we refer to (Dumoulin and Visin, 2018) for details. == Variants == === Standard === The basic form of convolution as described above, where each kernel is applied to the entire input volume. === Depthwise separable === Depthwise separable convolution separates the standard convolution into two steps: depthwise convolution and pointwise convolution. The depthwise separable convolution decomposes a single standard convolution into two convolutions: a depthwise convolution that filters each input channel independently and a pointwise convolution ( 1 × 1 {\displaystyle 1\times 1} convolution) that combines the outputs of the depthwise convolution. This factorization significantly reduces computational cost. It was first developed by Laurent Sifre during an internship at Google Brain in 2013 as an architectural variation on AlexNet to improve convergence speed and model size. === Dilated === Dilated convolution, or atrous convolution, introduces gaps between kernel elements, allowing the network to capture a larger receptive field without increasing the kernel size. === Transposed === Transposed convolution, also known as deconvolution, fractionally strided convolution, and upsampling convolution, is a convolution where the output tensor is larger than its input tensor. It's often used in encoder-decoder architectures for upsampling. It's used in image generation, semantic segmentation, and super-resolution tasks. == History == The concept of convolution in neural networks was inspired by the visual cortex in biological brains. Early work by Hubel and Wiesel in the 1960s on the cat's visual system laid the groundwork for artificial convolution networks. An early convolution neural network was developed by Kunihiko Fukushima in 1969. It had mostly hand-designed kernels inspired by convolutions in mammalian vision. In 1979 he improved it to the Neocognitron, which learns all convolutional kernels by unsupervised learning (in his terminology, "self-organized by 'learning without a teacher'"). During the 1988 to 1998 period, a series of CNN were introduced by Yann LeCun et al., ending with LeNet-5 in 1998. It was an early influential CNN architecture for handwritten digit recognition, trained on the MNIST dataset, and was used in ATM. (Olshausen & Field, 1996) discovered that simple cells in the mammalian primary visual cortex implement localized, oriented, bandpass receptive fields, which could be recreated by fitting sparse linear codes for natural scenes. This was later found to also occur in the lowest-level kernels of trained CNNs. The field saw a resurgence in the 2010s with the development of deeper architectures and the availability of large datasets and powerful GPUs. AlexNet, developed by Alex Krizhevsky et al. in 2012, was a catalytic event in modern deep learning. In that year’s ImageNet competition, the AlexNet model achieved a 16% top-five error rate, significantly outperforming the next best entry, which had a 26% error rate. The network used eight trainable layers, approximately 650,000 neurons, and around 60 million parameters, highlighting the impact of deeper architectures and GPU acceleration on image recognition performance. From the 2013 ImageNet competition, most entries adopted deep convolutional neural networks, building on the success of AlexNet. Over the following years, performance steadily improved, with the top-five error rate falling from 16% in 2012 and 12% in 2013 to below 3% by 2017, as networks grew increasingly deep.

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  • Mutation (evolutionary algorithm)

    Mutation (evolutionary algorithm)

    Mutation is a genetic operator used to maintain genetic diversity of the chromosomes of a population of an evolutionary algorithm (EA), including genetic algorithms in particular. It is analogous to biological mutation. The classic example of a mutation operator of a binary coded genetic algorithm (GA) involves a probability that an arbitrary bit in a genetic sequence will be flipped from its original state. A common method of implementing the mutation operator involves generating a random variable for each bit in a sequence. This random variable tells whether or not a particular bit will be flipped. This mutation procedure, based on the biological point mutation, is called single point mutation. Other types of mutation operators are commonly used for representations other than binary, such as floating-point encodings or representations for combinatorial problems. The purpose of mutation in EAs is to introduce diversity into the sampled population. Mutation operators are used in an attempt to avoid local minima by preventing the population of chromosomes from becoming too similar to each other, thus slowing or even stopping convergence to the global optimum. This reasoning also leads most EAs to avoid only taking the fittest of the population in generating the next generation, but rather selecting a random (or semi-random) set with a weighting toward those that are fitter. The following requirements apply to all mutation operators used in an EA: every point in the search space must be reachable by one or more mutations. there must be no preference for parts or directions in the search space (no drift). small mutations should be more probable than large ones. For different genome types, different mutation types are suitable. Some mutations are Gaussian, Uniform, Zigzag, Scramble, Insertion, Inversion, Swap, and so on. An overview and more operators than those presented below can be found in the introductory book by Eiben and Smith or in. == Bit string mutation == The mutation of bit strings ensue through bit flips at random positions. Example: The probability of a mutation of a bit is 1 l {\displaystyle {\frac {1}{l}}} , where l {\displaystyle l} is the length of the binary vector. Thus, a mutation rate of 1 {\displaystyle 1} per mutation and individual selected for mutation is reached. == Mutation of real numbers == Many EAs, such as the evolution strategy or the real-coded genetic algorithms, work with real numbers instead of bit strings. This is due to the good experiences that have been made with this type of coding. The value of a real-valued gene can either be changed or redetermined. A mutation that implements the latter should only ever be used in conjunction with the value-changing mutations and then only with comparatively low probability, as it can lead to large changes. In practical applications, the respective value range of the decision variables to be changed of the optimisation problem to be solved is usually limited. Accordingly, the values of the associated genes are each restricted to an interval [ x min , x max ] {\displaystyle [x_{\min },x_{\max }]} . Mutations may or may not take these restrictions into account. In the latter case, suitable post-treatment is then required as described below. === Mutation without consideration of restrictions === A real number x {\displaystyle x} can be mutated using normal distribution N ( 0 , σ ) {\displaystyle {\mathcal {N}}(0,\sigma )} by adding the generated random value to the old value of the gene, resulting in the mutated value x ′ {\displaystyle x'} : x ′ = x + N ( 0 , σ ) {\displaystyle x'=x+{\mathcal {N}}(0,\sigma )} In the case of genes with a restricted range of values, it is a good idea to choose the step size of the mutation σ {\displaystyle \sigma } so that it reasonably fits the range [ x min , x max ] {\displaystyle [x_{\min },x_{\max }]} of the gene to be changed, e.g.: σ = x max − x min 6 {\displaystyle \sigma ={\frac {x_{\text{max}}-x_{\text{min}}}{6}}} The step size can also be adjusted to the smaller permissible change range depending on the current value. In any case, however, it is likely that the new value x ′ {\displaystyle x'} of the gene will be outside the permissible range of values. Such a case must be considered a lethal mutation, since the obvious repair by using the respective violated limit as the new value of the gene would lead to a drift. This is because the limit value would then be selected with the entire probability of the values beyond the limit of the value range. The evolution strategy works with real numbers and mutation based on normal distribution. The step sizes are part of the chromosome and are subject to evolution together with the actual decision variables. === Mutation with consideration of restrictions === One possible form of changing the value of a gene while taking its value range [ x min , x max ] {\displaystyle [x_{\min },x_{\max }]} into account is the mutation relative parameter change of the evolutionary algorithm GLEAM (General Learning Evolutionary Algorithm and Method), in which, as with the mutation presented earlier, small changes are more likely than large ones. First, an equally distributed decision is made as to whether the current value x {\displaystyle x} should be increased or decreased and then the corresponding total change interval is determined. Without loss of generality, an increase is assumed for the explanation and the total change interval is then [ x , x max ] {\displaystyle [x,x_{\max }]} . It is divided into k {\displaystyle k} sub-areas of equal size with the width δ {\displaystyle \delta } , from which k {\displaystyle k} sub-change intervals of different size are formed: i {\displaystyle i} -th sub-change interval: [ x , x + δ ⋅ i ] {\displaystyle [x,x+\delta \cdot i]} with δ = ( x max − x ) k {\displaystyle \delta ={\frac {(x_{\text{max}}-x)}{k}}} and i = 1 , … , k {\displaystyle i=1,\dots ,k} Subsequently, one of the k {\displaystyle k} sub-change intervals is selected in equal distribution and a random number, also equally distributed, is drawn from it as the new value x ′ {\displaystyle x'} of the gene. The resulting summed probabilities of the sub-change intervals result in the probability distribution of the k {\displaystyle k} sub-areas shown in the adjacent figure for the exemplary case of k = 10 {\displaystyle k=10} . This is not a normal distribution as before, but this distribution also clearly favours small changes over larger ones. This mutation for larger values of k {\displaystyle k} , such as 10, is less well suited for tasks where the optimum lies on one of the value range boundaries. This can be remedied by significantly reducing k {\displaystyle k} when a gene value approaches its limits very closely. === Common properties === For both mutation operators for real-valued numbers, the probability of an increase and decrease is independent of the current value and is 50% in each case. In addition, small changes are considerably more likely than large ones. For mixed-integer optimization problems, rounding is usually used. == Mutation of permutations == Mutations of permutations are specially designed for genomes that are themselves permutations of a set. These are often used to solve combinatorial tasks. In the two mutations presented, parts of the genome are rotated or inverted. === Rotation to the right === The presentation of the procedure is illustrated by an example on the right: === Inversion === The presentation of the procedure is illustrated by an example on the right: === Variants with preference for smaller changes === The requirement raised at the beginning for mutations, according to which small changes should be more probable than large ones, is only inadequately fulfilled by the two permutation mutations presented, since the lengths of the partial lists and the number of shift positions are determined in an equally distributed manner. However, the longer the partial list and the shift, the greater the change in gene order. This can be remedied by the following modifications. The end index j {\displaystyle j} of the partial lists is determined as the distance d {\displaystyle d} to the start index i {\displaystyle i} : j = ( i + d ) mod | P 0 | {\displaystyle j=(i+d){\bmod {\left|P_{0}\right|}}} where d {\displaystyle d} is determined randomly according to one of the two procedures for the mutation of real numbers from the interval [ 0 , | P 0 | − 1 ] {\displaystyle \left[0,\left|P_{0}\right|-1\right]} and rounded. For the rotation, k {\displaystyle k} is determined similarly to the distance d {\displaystyle d} , but the value 0 {\displaystyle 0} is forbidden. For the inversion, note that i ≠ j {\displaystyle i\neq j} must hold, so for d {\displaystyle d} the value 0 {\displaystyle 0} must be excluded.

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  • Online machine learning

    Online machine learning

    In computer science, online machine learning is a method of machine learning in which data becomes available in a sequential order and is used to update the best predictor for future data at each step, as opposed to batch learning techniques which generate the best predictor by learning on the entire training data set at once. Online learning is a common technique used in areas of machine learning where it is computationally infeasible to train over the entire dataset, requiring the need of out-of-core algorithms. It is also used in situations where it is necessary for the algorithm to dynamically adapt to new patterns in the data, or when the data itself is generated as a function of time, e.g., prediction of prices in the financial international markets. Online learning algorithms may be prone to catastrophic interference, a problem that can be addressed by incremental learning approaches. Online machine learning algorithms find applications in a wide variety of fields such as sponsored search to maximize ad revenue, portfolio optimization, shortest path prediction (with stochastic weights, e.g. traffic on roads for a maps application), spam filtering, real-time fraud detection, dynamic pricing for e-commerce, etc. There is also growing interest in usage of online learning paradigms for LLMs to enable continuous, real-time adaptation after the initial training. == Introduction == In the setting of supervised learning, a function of f : X → Y {\displaystyle f:X\to Y} is to be learned, where X {\displaystyle X} is thought of as a space of inputs and Y {\displaystyle Y} as a space of outputs, that predicts well on instances that are drawn from a joint probability distribution p ( x , y ) {\displaystyle p(x,y)} on X × Y {\displaystyle X\times Y} . In reality, the learner never knows the true distribution p ( x , y ) {\displaystyle p(x,y)} over instances. Instead, the learner usually has access to a training set of examples ( x 1 , y 1 ) , … , ( x n , y n ) {\displaystyle (x_{1},y_{1}),\ldots ,(x_{n},y_{n})} . In this setting, the loss function is given as V : Y × Y → R {\displaystyle V:Y\times Y\to \mathbb {R} } , such that V ( f ( x ) , y ) {\displaystyle V(f(x),y)} measures the difference between the predicted value f ( x ) {\displaystyle f(x)} and the true value y {\displaystyle y} . The ideal goal is to select a function f ∈ H {\displaystyle f\in {\mathcal {H}}} , where H {\displaystyle {\mathcal {H}}} is a space of functions called a hypothesis space, so that some notion of total loss is minimized. Depending on the type of model (statistical or adversarial), one can devise different notions of loss, which lead to different learning algorithms. == Statistical view of online learning == In statistical learning models, the training sample ( x i , y i ) {\displaystyle (x_{i},y_{i})} are assumed to have been drawn from the true distribution p ( x , y ) {\displaystyle p(x,y)} and the objective is to minimize the expected "risk" I [ f ] = E [ V ( f ( x ) , y ) ] = ∫ V ( f ( x ) , y ) d p ( x , y ) . {\displaystyle I[f]=\mathbb {E} [V(f(x),y)]=\int V(f(x),y)\,dp(x,y)\ .} A common paradigm in this situation is to estimate a function f ^ {\displaystyle {\hat {f}}} through empirical risk minimization or regularized empirical risk minimization (usually Tikhonov regularization). The choice of loss function here gives rise to several well-known learning algorithms such as regularized least squares and support vector machines. A purely online model in this category would learn based on just the new input ( x t + 1 , y t + 1 ) {\displaystyle (x_{t+1},y_{t+1})} , the current best predictor f t {\displaystyle f_{t}} and some extra stored information (which is usually expected to have storage requirements independent of training data size). For many formulations, for example nonlinear kernel methods, true online learning is not possible, though a form of hybrid online learning with recursive algorithms can be used where f t + 1 {\displaystyle f_{t+1}} is permitted to depend on f t {\displaystyle f_{t}} and all previous data points ( x 1 , y 1 ) , … , ( x t , y t ) {\displaystyle (x_{1},y_{1}),\ldots ,(x_{t},y_{t})} . In this case, the space requirements are no longer guaranteed to be constant since it requires storing all previous data points, but the solution may take less time to compute with the addition of a new data point, as compared to batch learning techniques. A common strategy to overcome the above issues is to learn using mini-batches, which process a small batch of b ≥ 1 {\displaystyle b\geq 1} data points at a time, this can be considered as pseudo-online learning for b {\displaystyle b} much smaller than the total number of training points. Mini-batch techniques are used with repeated passing over the training data to obtain optimized out-of-core versions of machine learning algorithms, for example, stochastic gradient descent. When combined with backpropagation, this is currently the de facto training method for training artificial neural networks. === Example: linear least squares === The simple example of linear least squares is used to explain a variety of ideas in online learning. The ideas are general enough to be applied to other settings, for example, with other convex loss functions. === Batch learning === Consider the setting of supervised learning with f {\displaystyle f} being a linear function to be learned: f ( x j ) = ⟨ w , x j ⟩ = w ⋅ x j {\displaystyle f(x_{j})=\langle w,x_{j}\rangle =w\cdot x_{j}} where x j ∈ R d {\displaystyle x_{j}\in \mathbb {R} ^{d}} is a vector of inputs (data points) and w ∈ R d {\displaystyle w\in \mathbb {R} ^{d}} is a linear filter vector. The goal is to compute the filter vector w {\displaystyle w} . To this end, a square loss function V ( f ( x j ) , y j ) = ( f ( x j ) − y j ) 2 = ( ⟨ w , x j ⟩ − y j ) 2 {\displaystyle V(f(x_{j}),y_{j})=(f(x_{j})-y_{j})^{2}=(\langle w,x_{j}\rangle -y_{j})^{2}} is used to compute the vector w {\displaystyle w} that minimizes the empirical loss I n [ w ] = ∑ j = 1 n V ( ⟨ w , x j ⟩ , y j ) = ∑ j = 1 n ( x j T w − y j ) 2 {\displaystyle I_{n}[w]=\sum _{j=1}^{n}V(\langle w,x_{j}\rangle ,y_{j})=\sum _{j=1}^{n}(x_{j}^{\mathsf {T}}w-y_{j})^{2}} where y j ∈ R . {\displaystyle y_{j}\in \mathbb {R} .} Let X {\displaystyle X} be the i × d {\displaystyle i\times d} data matrix and y ∈ R i {\displaystyle y\in \mathbb {R} ^{i}} is the column vector of target values after the arrival of the first i {\displaystyle i} data points. Assuming that the covariance matrix Σ i = X T X {\displaystyle \Sigma _{i}=X^{\mathsf {T}}X} is invertible (otherwise it is preferential to proceed in a similar fashion with Tikhonov regularization), the best solution f ∗ ( x ) = ⟨ w ∗ , x ⟩ {\displaystyle f^{}(x)=\langle w^{},x\rangle } to the linear least squares problem is given by w ∗ = ( X T X ) − 1 X T y = Σ i − 1 ∑ j = 1 i x j y j . {\displaystyle w^{}=(X^{\mathsf {T}}X)^{-1}X^{\mathsf {T}}y=\Sigma _{i}^{-1}\sum _{j=1}^{i}x_{j}y_{j}.} Now, calculating the covariance matrix Σ i = ∑ j = 1 i x j x j T {\displaystyle \Sigma _{i}=\sum _{j=1}^{i}x_{j}x_{j}^{\mathsf {T}}} takes time O ( i d 2 ) {\displaystyle O(id^{2})} , inverting the d × d {\displaystyle d\times d} matrix takes time O ( d 3 ) {\displaystyle O(d^{3})} , while the rest of the multiplication takes time O ( d 2 ) {\displaystyle O(d^{2})} , giving a total time of O ( i d 2 + d 3 ) {\displaystyle O(id^{2}+d^{3})} . When there are n {\displaystyle n} total points in the dataset, to recompute the solution after the arrival of every datapoint i = 1 , … , n {\displaystyle i=1,\ldots ,n} , the naive approach will have a total complexity O ( n 2 d 2 + n d 3 ) {\displaystyle O(n^{2}d^{2}+nd^{3})} . Note that when storing the matrix Σ i {\displaystyle \Sigma _{i}} , then updating it at each step needs only adding x i + 1 x i + 1 T {\displaystyle x_{i+1}x_{i+1}^{\mathsf {T}}} , which takes O ( d 2 ) {\displaystyle O(d^{2})} time, reducing the total time to O ( n d 2 + n d 3 ) = O ( n d 3 ) {\displaystyle O(nd^{2}+nd^{3})=O(nd^{3})} , but with an additional storage space of O ( d 2 ) {\displaystyle O(d^{2})} to store Σ i {\displaystyle \Sigma _{i}} . === Online learning: recursive least squares === The recursive least squares (RLS) algorithm considers an online approach to the least squares problem. It can be shown that by initialising w 0 = 0 ∈ R d {\displaystyle \textstyle w_{0}=0\in \mathbb {R} ^{d}} and Γ 0 = I ∈ R d × d {\displaystyle \textstyle \Gamma _{0}=I\in \mathbb {R} ^{d\times d}} , the solution of the linear least squares problem given in the previous section can be computed by the following iteration: Γ i = Γ i − 1 − Γ i − 1 x i x i T Γ i − 1 1 + x i T Γ i − 1 x i {\displaystyle \Gamma _{i}=\Gamma _{i-1}-{\frac {\Gamma _{i-1}x_{i}x_{i}^{\mathsf {T}}\Gamma _{i-1}}{1+x_{i}^{\mathsf {T}}\Gamma _{i-1}x_{i}}}} w i = w i − 1 − Γ i x i ( x i T w i − 1 − y i ) {\displaystyle w_{i}=w_{i-1}-\Gamma _{i}x_{i}\left(x_{i}^{\mathsf {T}}w_{

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  • Multifactor dimensionality reduction

    Multifactor dimensionality reduction

    Multifactor dimensionality reduction (MDR) is a statistical approach, also used in machine learning automatic approaches, for detecting and characterizing combinations of attributes or independent variables that interact to influence a dependent or class variable. MDR was designed specifically to identify nonadditive interactions among discrete variables that influence a binary outcome and is considered a nonparametric and model-free alternative to traditional statistical methods such as logistic regression. The basis of the MDR method is a constructive induction or feature engineering algorithm that converts two or more variables or attributes to a single attribute. This process of constructing a new attribute changes the representation space of the data. The end goal is to create or discover a representation that facilitates the detection of nonlinear or nonadditive interactions among the attributes such that prediction of the class variable is improved over that of the original representation of the data. == Illustrative example == Consider the following simple example using the exclusive OR (XOR) function. XOR is a logical operator that is commonly used in data mining and machine learning as an example of a function that is not linearly separable. The table below represents a simple dataset where the relationship between the attributes (X1 and X2) and the class variable (Y) is defined by the XOR function such that Y = X1 XOR X2. Table 1 A machine learning algorithm would need to discover or approximate the XOR function in order to accurately predict Y using information about X1 and X2. An alternative strategy would be to first change the representation of the data using constructive induction to facilitate predictive modeling. The MDR algorithm would change the representation of the data (X1 and X2) in the following manner. MDR starts by selecting two attributes. In this simple example, X1 and X2 are selected. Each combination of values for X1 and X2 are examined and the number of times Y=1 and/or Y=0 is counted. In this simple example, Y=1 occurs zero times and Y=0 occurs once for the combination of X1=0 and X2=0. With MDR, the ratio of these counts is computed and compared to a fixed threshold. Here, the ratio of counts is 0/1 which is less than our fixed threshold of 1. Since 0/1 < 1 we encode a new attribute (Z) as a 0. When the ratio is greater than one we encode Z as a 1. This process is repeated for all unique combinations of values for X1 and X2. Table 2 illustrates our new transformation of the data. Table 2 The machine learning algorithm now has much less work to do to find a good predictive function. In fact, in this very simple example, the function Y = Z has a classification accuracy of 1. A nice feature of constructive induction methods such as MDR is the ability to use any data mining or machine learning method to analyze the new representation of the data. Decision trees, neural networks, or a naive Bayes classifier could be used in combination with measures of model quality such as balanced accuracy and mutual information. == Machine learning with MDR == As illustrated above, the basic constructive induction algorithm in MDR is very simple. However, its implementation for mining patterns from real data can be computationally complex. As with any machine learning algorithm there is always concern about overfitting. That is, machine learning algorithms are good at finding patterns in completely random data. It is often difficult to determine whether a reported pattern is an important signal or just chance. One approach is to estimate the generalizability of a model to independent datasets using methods such as cross-validation. Models that describe random data typically don't generalize. Another approach is to generate many random permutations of the data to see what the data mining algorithm finds when given the chance to overfit. Permutation testing makes it possible to generate an empirical p-value for the result. Replication in independent data may also provide evidence for an MDR model but can be sensitive to difference in the data sets. These approaches have all been shown to be useful for choosing and evaluating MDR models. An important step in a machine learning exercise is interpretation. Several approaches have been used with MDR including entropy analysis and pathway analysis. Tips and approaches for using MDR to model gene-gene interactions have been reviewed. == Extensions to MDR == Numerous extensions to MDR have been introduced. These include family-based methods, fuzzy methods, covariate adjustment, odds ratios, risk scores, survival methods, robust methods, methods for quantitative traits, and many others. == Applications of MDR == MDR has mostly been applied to detecting gene-gene interactions or epistasis in genetic studies of common human diseases such as atrial fibrillation, autism, bladder cancer, breast cancer, cardiovascular disease, hypertension, obesity, pancreatic cancer, prostate cancer and tuberculosis. It has also been applied to other biomedical problems such as the genetic analysis of pharmacology outcomes. A central challenge is the scaling of MDR to big data such as that from genome-wide association studies (GWAS). Several approaches have been used. One approach is to filter the features prior to MDR analysis. This can be done using biological knowledge through tools such as BioFilter. It can also be done using computational tools such as ReliefF. Another approach is to use stochastic search algorithms such as genetic programming to explore the search space of feature combinations. Yet another approach is a brute-force search using high-performance computing. == Implementations == www.epistasis.org provides an open-source and freely-available MDR software package. An R package for MDR. An sklearn-compatible Python implementation. An R package for Model-Based MDR. MDR in Weka. Generalized MDR.

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  • Nanosemantics

    Nanosemantics

    Nanosemantics Lab is a Russian IT company specializing in natural language processing (NLP), computer vision (CV), speech technologies (ASR/TTS) and creation of interactive dialog interfaces, particularly chatbots and virtual assistants, based on artificial intelligence (AI). The company uses neural network platforms, including its own-made platform PuzzleLib which works on Russian-made microprocessor architecture Elbrus and Russia-based Astra Linux operating system. The company was founded in 2005 by Igor Ashmanov and Natalya Kaspersky. == Profile == The company was one of the first on Russian market to develop dialog interfaces for different branches of businesses, as well as to support community of AI developers. The company's most demanded product, as for beginning of the 2020s, is the automated "online advisers", functioning as chat bots, made for helping customers with usage of commercial products. In 2009 the company released an online service called iii.ru, where visitors were able to create their own AI-based virtual personalities entitles "infs" (for free). A visitor was able to train its own "inf" and let them chat to other "live" visitors as well with other "infs". More than 2.3 million of "infs" were created and trained by visitors over several years. Nanosemantics Lab maintains its own linguistic programming language for AI development called Dialog Language (DL). Popular social networks and instant messaging services may be used as base platforms. Nanosemantics' AI bots support different types of businesses: banks and financial services, telecommunications, retail, travel and automobile industry, home appliances production, etc. Among its solutions, Nanosemantics lists projects for various companies and institutions, among them VTB, Beeline, MTS, Sberbank, Higher School of Economics, Webmoney, Gazpromneft, Rostelecom, Ford Motors, Ministry of Health of the Russian Federation and others. The company uses the term "inf" for naming its numerous types of chat bots. The term was coined by co-founder Igor Ashmanov, head of Ashmanov & Partners. A 2014 scholarly research at Higher School of Economics, called "Basics of Business Informatics", states that such "infs", when used at business, may lower load on employees, collect statistics useful for understanding market demand and also may increase customer loyalty by providing fast and informative answers due to usage of large databases. The same research describes Nanosemantics' project for Russian branch of Ford Motors company, when AI capabilities were used for promoting the car model Ford Kuga. The research pointed out that within 2 months since beginning, the promo-website conducted 47774 talks of visitors with the specialized "inf", which indicated several hundred thousand of questions and the longest chat lasted for 3 hours 10 minutes. One-year promo campaign showed that 28.6% of people who made pre-orders talked to an "inf". In 2016 Nanosemantics launched a SaaS platform aimed at creating customized virtual assistants by users. The company's flagship product is considered to be Dialog Operating System (DialogOS), a professional corporate platform for creating intellectual voice and textual bots. It has its own linguistic programming language for creation of flexible scenarios and ready-studied neural natural language processing modules that are able to understand human interlocutors. In 2021 the company presented technology called NLab Speech ASR which contains a set of neural-networking algorithms for processing audio signals and analysis of texts that were trained and calibrated using speech-based big data marked up manually. The technology allows speed of processing of data up to "6 real-time factor" and precision values in noisy audio data may exceed 82%. In March 2022 the technology was included in Russia's Joint Registry for Russian Programs for Computers and Databases. As well, another technology was included: NLab Speech TTS, which is text-to-speech system that produces synthesized speech from printed text. == Joint projects == Nanosemantics participates in Ashmanov & Partners' projects related to AI. Since 2014, it helps in development of hardware "personal assistant" called Lexy, a solution similar to Amazon Alexa and the analogues. In August 2019 it was announced that Nanosemantics is going to participate in creation of open operating system for creating automated voice assistants. The project was called SOVA (Smart Open Virtual Assistant) and received investment of 300 million roubles (~$4,6 million) from Russian state-maintained National Technological Initiative. The company maintains long-term partnerships with Skolkovo Innovation Center (resident of IT cluster), branch association "Neuronet" and Yandex. Together with USA-based startup Remedy Logic, Nanosemantics has developed a medical diagnostic system for finding, using AI, spinal pathologies in tomography images of human bodies. Among them: central, foraminal and lateral lumbar stenosis, hernias, arthrosis. The system offers options of treatment. Since August 2021 the company is the resident of Technology Valley of Moscow State University. Also in 2021, Nanosemantics became a member of Committee on Artificial Intelligence within the Russian Association of Software Developers "Native Soft". The company states as one of its missions support of initiatives aimed at preservation and development of the Russian language. In May 2021, together with Pushkin Institute, the company created a chat bot called Phil, that explains to Russian people meaning of different Russian neologisms, and offers synonyms for them. Bot's vocabulary contains more than 500 neologisms, as well the bot can give advice on jargonisms and other types of specific words. Also in 2021, Nanosemanics Lab has signed the first-ever Russian "Codex of ethics of artificial intelligence". It establishes guidelines for ethical behavior of businesses that implement AI-based solutions. === IT contests === The company regularly organizes All-Russian Turing Test competitions for IT developers. Some of these events are co-organized with Microsoft. During the competitions, judges randomly choose virtual interlocutor and have a short conversation with them. They have to determine if a human or a machine is talking to them. An interlocutor may be either a bot or its human creator or operator. The results are measured in per cent of judges that were successfully convinced by a machine that it was a human. In 2021 Nanosemantics took part in federal project "Artificial Intelligence" by National Technological Initiative. In December 2021 the company together with state enterprise "Resource Center of Universal Design and Rehabilitation Technologies" (RCUD-RT) held an all-Russian hackathon aimed at development of AI solutions for medicine. During 3 days, participants created several training programs for patients with speech disorders. In April 2022, another hackathon by Nanosemantics was held together with MIREA – Russian Technological University. Students were participating and trying to generate algorithms for voice deepfakes. 17 teams contested in creation of software that generated artificial voice of a certain person. == Recognition == Since its foundation, Nanosemantics Lab has received a number of recognitions and awards. Among them are several professional ROTOR awards for the website iii.ru (created in 2009). The website gives the general public the means to create and train virtual assistants, which can then be used on a website or integrated into social networks. In 2013, a virtual assistant called Dana, created for Beeline Kazakhstan, was awarded with professional prize "Crystal Headset" in nomination "the best applying of technology". In 2015, the RBTH international media service included Nanosemantics in its list of "Top 50 Startups" in Russia. In 2016, the company received Russian state-maintained award called Runet Prize in two nominations: "State and Society" and "Technology and Innovation". In 2021, in Velikiy Novgorod, Nanosemantics team has won a hackathon aimed at finding means of discovering corruption schemes in Russian laws. In February 2022 the company won another contest by National Technological Initiative, called "Prochtenie", aimed at creation of AI systems for checking schoolchildren's school essays. The Nanosemantics team was awarded 20 million rubles for "overcoming technological barrier" in contest dedicated to English language, and 12 million for 1st place in special nomination "Structure" in Russian-language essay contest.

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  • CN2 algorithm

    CN2 algorithm

    The CN2 induction algorithm is a learning algorithm for rule induction. It is designed to work even when the training data is imperfect. It is based on ideas from the AQ algorithm and the ID3 algorithm. As a consequence it creates a rule set like that created by AQ but is able to handle noisy data like ID3. == Description of algorithm == The algorithm must be given a set of examples, TrainingSet, which have already been classified in order to generate a list of classification rules. A set of conditions, SimpleConditionSet, which can be applied, alone or in combination, to any set of examples is predefined to be used for the classification. routine CN2(TrainingSet) let the ClassificationRuleList be empty repeat let the BestConditionExpression be Find_BestConditionExpression(TrainingSet) if the BestConditionExpression is not nil then let the TrainingSubset be the examples covered by the BestConditionExpression remove from the TrainingSet the examples in the TrainingSubset let the MostCommonClass be the most common class of examples in the TrainingSubset append to the ClassificationRuleList the rule 'if ' the BestConditionExpression ' then the class is ' the MostCommonClass until the TrainingSet is empty or the BestConditionExpression is nil return the ClassificationRuleList routine Find_BestConditionExpression(TrainingSet) let the ConditionalExpressionSet be empty let the BestConditionExpression be nil repeat let the TrialConditionalExpressionSet be the set of conditional expressions, {x and y where x belongs to the ConditionalExpressionSet and y belongs to the SimpleConditionSet}. remove all formulae in the TrialConditionalExpressionSet that are either in the ConditionalExpressionSet (i.e., the unspecialized ones) or null (e.g., big = y and big = n) for every expression, F, in the TrialConditionalExpressionSet if F is statistically significant and F is better than the BestConditionExpression by user-defined criteria when tested on the TrainingSet then replace the current value of the BestConditionExpression by F while the number of expressions in the TrialConditionalExpressionSet > user-defined maximum remove the worst expression from the TrialConditionalExpressionSet let the ConditionalExpressionSet be the TrialConditionalExpressionSet until the ConditionalExpressionSet is empty return the BestConditionExpression

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  • Detrended correspondence analysis

    Detrended correspondence analysis

    Detrended correspondence analysis (DCA) is a multivariate statistical technique widely used by ecologists to find the main factors or gradients in large, species-rich but usually sparse data matrices that typify ecological community data. DCA is frequently used to suppress artifacts inherent in most other multivariate analyses when applied to gradient data. == History == DCA was created in 1979 by Mark Hill of the United Kingdom's Institute for Terrestrial Ecology (now merged into Centre for Ecology and Hydrology) and implemented in FORTRAN code package called DECORANA (Detrended Correspondence Analysis), a correspondence analysis method. DCA is sometimes erroneously referred to as DECORANA; however, DCA is the underlying algorithm, while DECORANA is a tool implementing it. == Issues addressed == According to Hill and Gauch, DCA suppresses two artifacts inherent in most other multivariate analyses when applied to gradient data. An example is a time-series of plant species colonising a new habitat; early successional species are replaced by mid-successional species, then by late successional ones (see example below). When such data are analysed by a standard ordination such as a correspondence analysis: the ordination scores of the samples will exhibit the 'edge effect', i.e. the variance of the scores at the beginning and the end of a regular succession of species will be considerably smaller than that in the middle, when presented as a graph the points will be seen to follow a horseshoe shaped curve rather than a straight line ('arch effect'), even though the process under analysis is a steady and continuous change that human intuition would prefer to see as a linear trend. Outside ecology, the same artifacts occur when gradient data are analysed (e.g. soil properties along a transect running between 2 different geologies, or behavioural data over the lifespan of an individual) because the curved projection is an accurate representation of the shape of the data in multivariate space. Ter Braak and Prentice (1987, p. 121) cite a simulation study analysing two-dimensional species packing models resulting in a better performance of DCA compared to CA. == Method == DCA is an iterative algorithm that has shown itself to be a highly reliable and useful tool for data exploration and summary in community ecology (Shaw 2003). It starts by running a standard ordination (CA or reciprocal averaging) on the data, to produce the initial horse-shoe curve in which the 1st ordination axis distorts into the 2nd axis. It then divides the first axis into segments (default = 26), and rescales each segment to have mean value of zero on the 2nd axis - this effectively squashes the curve flat. It also rescales the axis so that the ends are no longer compressed relative to the middle, so that 1 DCA unit approximates to the same rate of turnover all the way through the data: the rule of thumb is that 4 DCA units mean that there has been a total turnover in the community. Ter Braak and Prentice (1987, p. 122) warn against the non-linear rescaling of the axes due to robustness issues and recommend using detrending-by-polynomials only. == Drawbacks == No significance tests are available with DCA, although there is a constrained (canonical) version called DCCA in which the axes are forced by Multiple linear regression to correlate optimally with a linear combination of other (usually environmental) variables; this allows testing of a null model by Monte-Carlo permutation analysis. == Example == The example shows an ideal data set: The species data is in rows, samples in columns. For each sample along the gradient, a new species is introduced but another species is no longer present. The result is a sparse matrix. Ones indicate the presence of a species in a sample. Except at the edges each sample contains five species. The plot of the first two axes of the correspondence analysis result on the right hand side clearly shows the disadvantages of this procedure: the edge effect, i.e. the points are clustered at the edges of the first axis, and the arch effect. == Software == An open source implementation of DCA, based on the original FORTRAN code, is available in the vegan R-package.

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  • Differential evolution

    Differential evolution

    Differential evolution (DE) is an evolutionary algorithm to optimize a problem by iteratively trying to improve a candidate solution with regard to a given measure of quality. Such methods are commonly known as metaheuristics as they make few or no assumptions about the optimized problem and can search very large spaces of candidate solutions. However, metaheuristics such as DE do not guarantee an optimal solution is ever found. DE is used for multidimensional real-valued functions but does not use the gradient of the problem being optimized, which means DE does not require the optimization problem to be differentiable, as is required by classic optimization methods such as gradient descent and quasi-newton methods. DE can therefore also be used on optimization problems that are not even continuous, are noisy, change over time, etc. DE optimizes a problem by maintaining a population of candidate solutions and creating new candidate solutions by combining existing ones according to its simple formulae, and then keeping whichever candidate solution has the best score or fitness on the optimization problem at hand. In this way, the optimization problem is treated as a black box that merely provides a measure of quality given a candidate solution and the gradient is therefore not needed. == History == Storn and Price introduced Differential Evolution in 1995. Books have been published on theoretical and practical aspects of using DE in parallel computing, multiobjective optimization, constrained optimization, and the books also contain surveys of application areas. Surveys on the multi-faceted research aspects of DE can be found in journal articles. == Algorithm == A basic variant of the DE algorithm works by having a population of candidate solutions (called agents). These agents are moved around in the search-space by using simple mathematical formulae to combine the positions of existing agents from the population. If the new position of an agent is an improvement then it is accepted and forms part of the population, otherwise the new position is simply discarded. The process is repeated and by doing so it is hoped, but not guaranteed, that a satisfactory solution will eventually be discovered. Formally, let f : R n → R {\displaystyle f:\mathbb {R} ^{n}\to \mathbb {R} } be the fitness function which must be minimized (note that maximization can be performed by considering the function h := − f {\displaystyle h:=-f} instead). The function takes a candidate solution as argument in the form of a vector of real numbers. It produces a real number as output which indicates the fitness of the given candidate solution. The gradient of f {\displaystyle f} is not known. The goal is to find a solution m {\displaystyle \mathbf {m} } for which f ( m ) ≤ f ( p ) {\displaystyle f(\mathbf {m} )\leq f(\mathbf {p} )} for all p {\displaystyle \mathbf {p} } in the search-space, which means that m {\displaystyle \mathbf {m} } is the global minimum. Let x ∈ R n {\displaystyle \mathbf {x} \in \mathbb {R} ^{n}} designate a candidate solution (agent) in the population. The basic DE algorithm can then be described as follows: Choose the parameters NP ≥ 4 {\displaystyle {\text{NP}}\geq 4} , CR ∈ [ 0 , 1 ] {\displaystyle {\text{CR}}\in [0,1]} , and F ∈ [ 0 , 2 ] {\displaystyle F\in [0,2]} . NP : NP {\displaystyle {\text{NP}}} is the population size, i.e. the number of candidate agents or "parents". CR : The parameter CR ∈ [ 0 , 1 ] {\displaystyle {\text{CR}}\in [0,1]} is called the crossover probability. F : The parameter F ∈ [ 0 , 2 ] {\displaystyle F\in [0,2]} is called the differential weight. Typical settings are N P = 10 n {\displaystyle NP=10n} , C R = 0.9 {\displaystyle CR=0.9} and F = 0.8 {\displaystyle F=0.8} . Optimization performance may be greatly impacted by these choices; see below. Initialize all agents x {\displaystyle \mathbf {x} } with random positions in the search-space. Until a termination criterion is met (e.g. number of iterations performed, or adequate fitness reached), repeat the following: For each agent x {\displaystyle \mathbf {x} } in the population do: Pick three agents a , b {\displaystyle \mathbf {a} ,\mathbf {b} } , and c {\displaystyle \mathbf {c} } from the population at random, they must be distinct from each other as well as from agent x {\displaystyle \mathbf {x} } . ( a {\displaystyle \mathbf {a} } is called the "base" vector.) Pick a random index R ∈ { 1 , … , n } {\displaystyle R\in \{1,\ldots ,n\}} where n {\displaystyle n} is the dimensionality of the problem being optimized. Compute the agent's potentially new position y = [ y 1 , … , y n ] {\displaystyle \mathbf {y} =[y_{1},\ldots ,y_{n}]} as follows: For each i ∈ { 1 , … , n } {\displaystyle i\in \{1,\ldots ,n\}} , pick a uniformly distributed random number r i ∼ U ( 0 , 1 ) {\displaystyle r_{i}\sim U(0,1)} If r i < C R {\displaystyle r_{i} Read more →

  • Underwater computer vision

    Underwater computer vision

    Underwater computer vision is a subfield of computer vision. In recent years, with the development of underwater vehicles ( ROV, AUV, gliders), the need to be able to record and process huge amounts of information has become increasingly important. Applications range from inspection of underwater structures for the offshore industry to the identification and counting of fishes for biological research. However, no matter how big the impact of this technology can be to industry and research, it still is in a very early stage of development compared to traditional computer vision. One reason for this is that, the moment the camera goes into the water, a whole new set of challenges appear. On one hand, cameras have to be made waterproof, marine corrosion deteriorates materials quickly and access and modifications to experimental setups are costly, both in time and resources. On the other hand, the physical properties of the water make light behave differently, changing the appearance of a same object with variations of depth, organic material, currents, temperature etc. == Applications == Seafloor survey Vehicle navigation and positioning Biological monitoring {possibly aquatic biomonitoring) Video mosaics as visual navigation maps Submarine pipeline inspection Wreckage visualization Maintenance of underwater structures Drowning detection systems == Medium differences == === Illumination === In air, light comes from the whole hemisphere on cloudy days, and is dominated by the sun. In water direct lighting comes from a cone about 96° wide above the scene. This phenomenon is called Snell's window. Artificial lighting can be used where natural light levels are insufficient and where the light path is too long to produce acceptable colour, as the loss of colour is a function of the total distance through water from the source to the camera lens port. === Light attenuation === Unlike air, water attenuates light exponentially. This results in hazy images with very low contrast. The main reasons for light attenuation are light absorption (where energy is removed from the light) and light scattering, by which the direction of light is changed. Light scattering can further be divided into forward scattering, which results in an increased blurriness and backward scattering that limits the contrast and is responsible for the characteristic veil of underwater images. Both scattering and attenuation are heavily influenced by the amount of organic matter dissolved or suspended in the water. Light attenuation in water is also a function of the wavelength. This means that different colours are attenuated at different rates, leading to colour degradation.with depth and distance. Red and orange light are attenuated faster, followed by yellows and greens. Blue is the least attenuated visible wavelength. === Artificial lighting === == Challenges == In high level computer vision, human structures are frequently used as image features for image matching in different applications. However, the sea bottom lacks such features, making it hard to find correspondences in two images. In order to be able to use a camera in the water, a watertight housing is required. However, refraction will happen at the water-glass and glass-air interface due to differences in density of the materials. This has the effect of introducing a non-linear image deformation. The motion of the vehicle presents another special challenge. Underwater vehicles are constantly moving due to currents and other phenomena. This introduces another uncertainty to algorithms, where small motions may appear in all directions. This can be specially important for video tracking. In order to reduce this problem image stabilization algorithms may be applied. == Relevant technology == === Image restoration === Image restoration< techniques are intended to model the degradation process and then invert it, obtaining the new image after solving. It is generally a complex approach that requires plenty of parameters that vary a lot between different water conditions. === Image enhancement === Image enhancement only tries to provide a visually more appealing image without taking the physical image formation process into account. These methods are usually simpler and less computational intensive. === Color correction === Various algorithms exist that perform automatic color correction. The UCM (Unsupervised Color Correction Method), for example, does this in the following steps: It firstly reduces the color cast by equalizing the color values. Then it enhances contrast by stretching the red histogram towards the maximum and finally saturation and intensity components are optimized. == Underwater stereo vision == It is usually assumed that stereo cameras have been calibrated previously, geometrically and radiometrically. This leads to the assumption that corresponding pixels should have the same color. However this can not be guaranteed in an underwater scene, because of dispersion and backscatter. However, it is possible to digitally model this phenomenon and create a virtual image with those effects removed == Other application fields == Imaging sonars have become more and more accessible and gained resolution, delivering better images. Sidescan sonars are used to produce complete maps of regions of the sea floor stitching together sequences of sonar images. However, sonar images often lack proper contrast and are degraded by artefacts and distortions due to noise, attitude changes of the AUV/ROV carrying the sonar or non uniform beam patterns. Another common problem with sonar computer vision is the comparatively low frame rate of sonar images.

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  • Information gain ratio

    Information gain ratio

    In decision tree learning, information gain ratio is a ratio of information gain to the intrinsic information. It was proposed by Ross Quinlan, to reduce a bias towards multi-valued attributes by taking the number and size of branches into account when choosing an attribute. Information gain is also known as mutual information. == Information gain calculation == Information gain is the reduction in entropy produced from partitioning a set with attributes a {\displaystyle a} and finding the optimal candidate that produces the highest value: IG ( T , a ) = H ( T ) − H ( T | a ) , {\displaystyle {\text{IG}}(T,a)=\mathrm {H} {(T)}-\mathrm {H} {(T|a)},} where T {\displaystyle T} is a random variable and H ( T | a ) {\displaystyle \mathrm {H} {(T|a)}} is the entropy of T {\displaystyle T} given the value of attribute a {\displaystyle a} . The information gain is equal to the total entropy for an attribute if for each of the attribute values a unique classification can be made for the result attribute. In this case the relative entropies subtracted from the total entropy are 0. == Split information calculation == The split information value for a test is defined as follows: SplitInformation ( X ) = − ∑ i = 1 n N ( x i ) N ( x ) ∗ log ⁡ 2 N ( x i ) N ( x ) {\displaystyle {\text{SplitInformation}}(X)=-\sum _{i=1}^{n}{{\frac {\mathrm {N} (x_{i})}{\mathrm {N} (x)}}\log {_{2}}{\frac {\mathrm {N} (x_{i})}{\mathrm {N} (x)}}}} where X {\displaystyle X} is a discrete random variable with possible values x 1 , x 2 , . . . , x i {\displaystyle {x_{1},x_{2},...,x_{i}}} and N ( x i ) {\displaystyle N(x_{i})} being the number of times that x i {\displaystyle x_{i}} occurs divided by the total count of events N ( x ) {\displaystyle N(x)} where x {\displaystyle x} is the set of events. The split information value is a positive number that describes the potential worth of splitting a branch from a node. This in turn is the intrinsic value that the random variable possesses and will be used to remove the bias in the information gain ratio calculation. == Information gain ratio calculation == The information gain ratio is the ratio between the information gain and the split information value: IGR ( T , a ) = IG ( T , a ) / SplitInformation ( T ) {\displaystyle {\text{IGR}}(T,a)={\text{IG}}(T,a)/{\text{SplitInformation}}(T)} IGR ( T , a ) = − ∑ i = 1 n P ( T ) log ⁡ P ( T ) − ( − ∑ i = 1 n P ( T | a ) log ⁡ P ( T | a ) ) − ∑ i = 1 n N ( t i ) N ( t ) ∗ log ⁡ 2 N ( t i ) N ( t ) {\displaystyle {\text{IGR}}(T,a)={\frac {-\sum _{i=1}^{n}{\mathrm {P} (T)\log \mathrm {P} (T)}-(-\sum _{i=1}^{n}{\mathrm {P} (T|a)\log \mathrm {P} (T|a)})}{-\sum _{i=1}^{n}{{\frac {\mathrm {N} (t_{i})}{\mathrm {N} (t)}}\log {_{2}}{\frac {\mathrm {N} (t_{i})}{\mathrm {N} (t)}}}}}} == Example == Using weather data published by Fordham University, the table was created below: Using the table above, one can find the entropy, information gain, split information, and information gain ratio for each variable (outlook, temperature, humidity, and wind). These calculations are shown in the tables below: Using the above tables, one can deduce that Outlook has the highest information gain ratio. Next, one must find the statistics for the sub-groups of the Outlook variable (sunny, overcast, and rainy), for this example one will only build the sunny branch (as shown in the table below): One can find the following statistics for the other variables (temperature, humidity, and wind) to see which have the greatest effect on the sunny element of the outlook variable: Humidity was found to have the highest information gain ratio. One will repeat the same steps as before and find the statistics for the events of the Humidity variable (high and normal): Since the play values are either all "No" or "Yes", the information gain ratio value will be equal to 1. Also, now that one has reached the end of the variable chain with Wind being the last variable left, they can build an entire root to leaf node branch line of a decision tree. Once finished with reaching this leaf node, one would follow the same procedure for the rest of the elements that have yet to be split in the decision tree. This set of data was relatively small, however, if a larger set was used, the advantages of using the information gain ratio as the splitting factor of a decision tree can be seen more. == Advantages == Information gain ratio biases the decision tree against considering attributes with a large number of distinct values. For example, suppose that we are building a decision tree for some data describing a business's customers. Information gain ratio is used to decide which of the attributes are the most relevant. These will be tested near the root of the tree. One of the input attributes might be the customer's telephone number. This attribute has a high information gain, because it uniquely identifies each customer. Due to its high amount of distinct values, this will not be chosen to be tested near the root. == Disadvantages == Although information gain ratio solves the key problem of information gain, it creates another problem. If one is considering an amount of attributes that have a high number of distinct values, these will never be above one that has a lower number of distinct values. == Difference from information gain == Information gain's shortcoming is created by not providing a numerical difference between attributes with high distinct values from those that have less. Example: Suppose that we are building a decision tree for some data describing a business's customers. Information gain is often used to decide which of the attributes are the most relevant, so they can be tested near the root of the tree. One of the input attributes might be the customer's credit card number. This attribute has a high information gain, because it uniquely identifies each customer, but we do not want to include it in the decision tree: deciding how to treat a customer based on their credit card number is unlikely to generalize to customers we haven't seen before. Information gain ratio's strength is that it has a bias towards the attributes with the lower number of distinct values. Below is a table describing the differences of information gain and information gain ratio when put in certain scenarios.

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  • Random forest

    Random forest

    Random forests or random decision forests is an ensemble learning method for classification, regression and other tasks that works by creating a multitude of decision trees during training. For classification tasks, the output of the random forest is the class selected by most trees. For regression tasks, the output is the average of the predictions of the trees. Random forests correct for decision trees' habit of overfitting to their training set. The first algorithm for random decision forests was created in 1995 by Tin Kam Ho using the random subspace method, which, in Ho's formulation, is a way to implement the "stochastic discrimination" approach to classification proposed by Eugene Kleinberg. An extension of the algorithm was developed by Leo Breiman and Adele Cutler, who registered "Random Forests" as a trademark in 2006 (as of 2019, owned by Minitab, Inc.). The extension combines Breiman's "bagging" idea and random selection of features, introduced first by Ho and later independently by Amit and Geman in order to construct a collection of decision trees with controlled variance. == History == The general method of random decision forests was first proposed by Salzberg and Heath in 1993, with a method that used a randomized decision tree algorithm to create multiple trees and then combine them using majority voting. This idea was developed further by Ho in 1995. Ho established that forests of trees splitting with oblique hyperplanes can gain accuracy as they grow without suffering from overtraining, as long as the forests are randomly restricted to be sensitive to only selected feature dimensions. A subsequent work along the same lines concluded that other splitting methods behave similarly, as long as they are randomly forced to be insensitive to some feature dimensions. This observation that a more complex classifier (a larger forest) gets more accurate nearly monotonically is in sharp contrast to the common belief that the complexity of a classifier can only grow to a certain level of accuracy before being hurt by overfitting. The explanation of the forest method's resistance to overtraining can be found in Kleinberg's theory of stochastic discrimination. The early development of Breiman's notion of random forests was influenced by the work of Amit and Geman who introduced the idea of searching over a random subset of the available decisions when splitting a node, in the context of growing a single tree. The idea of random subspace selection from Ho was also influential in the design of random forests. This method grows a forest of trees, and introduces variation among the trees by projecting the training data into a randomly chosen subspace before fitting each tree or each node. Finally, the idea of randomized node optimization, where the decision at each node is selected by a randomized procedure, rather than a deterministic optimization was first introduced by Thomas G. Dietterich. The proper introduction of random forests was made in a paper by Leo Breiman, that has become one of the world's most cited papers. This paper describes a method of building a forest of uncorrelated trees using a CART like procedure, combined with randomized node optimization and bagging. In addition, this paper combines several ingredients, some previously known and some novel, which form the basis of the modern practice of random forests, in particular: Using out-of-bag error as an estimate of the generalization error. Measuring variable importance through permutation. The report also offers the first theoretical result for random forests in the form of a bound on the generalization error which depends on the strength of the trees in the forest and their correlation. == Algorithm == === Preliminaries: decision tree learning === Decision trees are a popular method for various machine learning tasks. Tree learning is almost "an off-the-shelf procedure for data mining", say Hastie et al., "because it is invariant under scaling and various other transformations of feature values, is robust to inclusion of irrelevant features, and produces inspectable models. However, they are seldom accurate". In particular, trees that are grown very deep tend to learn highly irregular patterns: they overfit their training sets, i.e. have low bias, but very high variance. Random forests are a way of averaging multiple deep decision trees, trained on different parts of the same training set, with the goal of reducing the variance. This comes at the expense of a small increase in the bias and some loss of interpretability, but generally greatly boosts the performance in the final model. === Bagging === The training algorithm for random forests applies the general technique of bootstrap aggregating, or bagging, to tree learners. Given a training set X = x1, ..., xn with responses Y = y1, ..., yn, bagging repeatedly (B times) selects a random sample with replacement of the training set and fits trees to these samples: After training, predictions for unseen samples x' can be made by averaging the predictions from all the individual regression trees on x': f ^ = 1 B ∑ b = 1 B f b ( x ′ ) {\displaystyle {\hat {f}}={\frac {1}{B}}\sum _{b=1}^{B}f_{b}(x')} or by taking the plurality vote in the case of classification trees. This bootstrapping procedure leads to better model performance because it decreases the variance of the model, without increasing the bias. This means that while the predictions of a single tree are highly sensitive to noise in its training set, the average of many trees is not, as long as the trees are not correlated. Simply training many trees on a single training set would give strongly correlated trees (or even the same tree many times, if the training algorithm is deterministic); bootstrap sampling is a way of de-correlating the trees by showing them different training sets. Additionally, an estimate of the uncertainty of the prediction can be made as the standard deviation of the predictions from all the individual regression trees on x′: σ = ∑ b = 1 B ( f b ( x ′ ) − f ^ ) 2 B − 1 . {\displaystyle \sigma ={\sqrt {\frac {\sum _{b=1}^{B}(f_{b}(x')-{\hat {f}})^{2}}{B-1}}}.} The number B of samples (equivalently, of trees) is a free parameter. Typically, a few hundred to several thousand trees are used, depending on the size and nature of the training set. B can be optimized using cross-validation, or by observing the out-of-bag error: the mean prediction error on each training sample xi, using only the trees that did not have xi in their bootstrap sample. The training and test error tend to level off after some number of trees have been fit. === From bagging to random forests === The above procedure describes the original bagging algorithm for trees. Random forests also include another type of bagging scheme: they use a modified tree learning algorithm that selects, at each candidate split in the learning process, a random subset of the features. This process is sometimes called "feature bagging". The reason for doing this is the correlation of the trees in an ordinary bootstrap sample: if one or a few features are very strong predictors for the response variable (target output), these features will be selected in many of the B trees, causing them to become correlated. An analysis of how bagging and random subspace projection contribute to accuracy gains under different conditions is given by Ho. Typically, for a classification problem with p {\displaystyle p} features, p {\displaystyle {\sqrt {p}}} (rounded down) features are used in each split. For regression problems the inventors recommend p / 3 {\displaystyle p/3} (rounded down) with a minimum node size of 5 as the default. In practice, the best values for these parameters should be tuned on a case-to-case basis for every problem. === ExtraTrees === Adding one further step of randomization yields extremely randomized trees, or ExtraTrees. As with ordinary random forests, they are an ensemble of individual trees, but there are two main differences: (1) each tree is trained using the whole learning sample (rather than a bootstrap sample), and (2) the top-down splitting is randomized: for each feature under consideration, a number of random cut-points are selected, instead of computing the locally optimal cut-point (based on, e.g., information gain or the Gini impurity). The values are chosen from a uniform distribution within the feature's empirical range (in the tree's training set). Then, of all the randomly chosen splits, the split that yields the highest score is chosen to split the node. Similar to ordinary random forests, the number of randomly selected features to be considered at each node can be specified. Default values for this parameter are p {\displaystyle {\sqrt {p}}} for classification and p {\displaystyle p} for regression, where p {\displaystyle p} is the number of features in the model. === Random forests for high-dimensional data === The basic random forest procedure may

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