AI Coding Newsletter

AI Coding Newsletter — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Site reliability engineering

    Site reliability engineering

    Site reliability engineering (SRE) is a discipline in the field of software engineering and IT infrastructure support that monitors and improves the availability and performance of deployed software systems and large software services (which are expected to deliver reliable response times across events such as new software deployments, hardware failures, and cybersecurity attacks). There is typically a focus on automation and an infrastructure as code methodology. SRE uses elements of software engineering, IT infrastructure, web development, and operations to assist with reliability. It is similar to DevOps as they both aim to improve the reliability and availability of deployed software systems. == History == Site Reliability Engineering originated at Google with Benjamin Treynor Sloss, who founded SRE team in 2003. The concept expanded within the software development industry, leading various companies to employ site reliability engineers. By March 2016, Google had more than 1,000 site reliability engineers on staff. Dedicated SRE teams are common at larger web development companies. In middle-sized and smaller companies, DevOps teams sometimes perform SRE, as well. Organizations that have adopted the concept include Airbnb, Dropbox, IBM, LinkedIn, Netflix, and Wikimedia. == Definition == Site reliability engineers (SREs) are responsible for a combination of system availability, latency, performance, efficiency, change management, monitoring, emergency response, and capacity planning. SREs often have backgrounds in software engineering, systems engineering, and/or system administration. The focuses of SRE include automation, system design, and improvements to system resilience. SRE is considered a specific implementation of DevOps; focusing specifically on building reliable systems, whereas DevOps covers a broader scope of operations. Despite having different focuses, some companies have rebranded their operations teams to SRE teams. == Principles and practices == Common definitions of the practices include (but are not limited to): Automation of repetitive tasks for cost-effectiveness. Defining reliability goals to prevent endless effort. Design of systems with a goal to reduce risks to availability, latency, and efficiency. Observability, the ability to ask arbitrary questions about a system without having to know ahead of time what to ask. Common definitions of the principles include (but are not limited to): Toil management, the implementation of the first principle outlined above. Defining and measuring reliability goals—SLIs, SLOs, and error budgets. Non-Abstract Large Scale Systems Design (NALSD) with a focus on reliability. Designing for and implementing observability. Defining, testing, and running an incident management process. Capacity planning. Change and release management, including CI/CD. Chaos engineering. == Deployment == SRE teams collaborate with other departments within organizations to guide the implementation of the mentioned principles. Below is an overview of common practices: === Kitchen Sink === Kitchen Sink refers to the expansive and often unbounded scope of services and workflows that SRE teams oversee. Unlike traditional roles with clearly defined boundaries, SREs are tasked with various responsibilities, including system performance optimization, incident management, and automation. This approach allows SREs to address multiple challenges, ensuring that systems run efficiently and evolve in response to changing demands and complexities. === Infrastructure === Infrastructure SRE teams focus on maintaining and improving the reliability of systems that support other teams' workflows. While they sometimes collaborate with platform engineering teams, their primary responsibility is ensuring up-time, performance, and efficiency. Platform teams, on the other hand, primarily develop the software and systems used across the organization. While reliability is a goal for both, platform teams prioritize creating and maintaining the tools and services used by internal stakeholders, whereas Infrastructure SRE teams are tasked with ensuring those systems run smoothly and meet reliability standards. === Tools === SRE teams utilize a variety of tools with the aim of measuring, maintaining, and enhancing system reliability. These tools play a role in monitoring performance, identifying issues, and facilitating proactive maintenance. For instance, Nagios Core is commonly employed for system monitoring and alerting, while Prometheus (software) is frequently used for collecting and querying metrics in cloud-native environments. === Product or Application === SRE teams dedicated to specific products or applications are common in large organizations. These teams are responsible for ensuring the reliability, scalability, and performance of key services. In larger companies, it's typical to have multiple SRE teams, each focusing on different products or applications, ensuring that each area receives specialized attention to meet performance and availability targets. === Embedded === In an embedded model, individual SREs or small SRE pairs are integrated within software engineering teams. These SREs collaborate with developers, applying core SRE principles—such as automation, monitoring, and incident response—directly to the software development lifecycle. This approach aims to enhance reliability, performance, and collaboration between SREs and developers. === Consulting === Consulting SRE teams specialize in advising organizations on the implementation of SRE principles and practices. Typically composed of seasoned SREs with a history across various implementations, these teams provide insights and guidance for specific organizational needs. When working directly with clients, these SREs are often referred to as 'Customer Reliability Engineers.' In large organizations that have adopted SRE, a hybrid model is common. This model includes various implementations, such as multiple Product/Application SRE teams dedicated to addressing the specific reliability needs of different products. An Infrastructure SRE team may collaborate with a Platform engineering group to achieve shared reliability goals for a unified platform that supports all products and applications. == Industry == Since 2014, the USENIX organization has hosted the annual SREcon conference, bringing together site reliability engineers from various industries. This conference is a platform for professionals to share knowledge, explore effective practices, and discuss trends in site reliability engineering.

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  • Google Brain

    Google Brain

    Google Brain was a deep learning artificial intelligence research team that served as the sole AI branch of Google before being incorporated under the newer umbrella of Google AI, a research division at Google dedicated to artificial intelligence. Formed in 2011, it combined open-ended machine learning research with information systems and large-scale computing resources. It created tools such as TensorFlow, which allow neural networks to be used by the public, and multiple internal AI research projects, and aimed to create research opportunities in machine learning and natural language processing. It was merged into former Google sister company DeepMind to form Google DeepMind in April 2023. == History == The Google Brain project began in 2011 as a part-time research collaboration between Google fellow Jeff Dean and Google Researcher Greg Corrado. Google Brain started as a Google X project and became so successful that it was graduated back to Google: Astro Teller has said that Google Brain paid for the entire cost of Google X. In June 2012, The New York Times reported that a cluster of 16,000 processors in 1,000 computers dedicated to mimicking some aspects of human brain activity had successfully trained itself to recognize a cat based on 10 million digital images taken from YouTube videos. The story was also covered by National Public Radio (NPR). In March 2013, Google hired Geoffrey Hinton, a leading researcher in the deep learning field, and acquired the company DNNResearch Inc. headed by Hinton. Hinton said that he would be dividing his future time between his university research and his work at Google. In April 2023, Google Brain merged with Google sister company DeepMind to form Google DeepMind, as part of the company's continued efforts to accelerate work on AI. == Team and location == Google Brain was initially established by Google Fellow Jeff Dean and visiting Stanford professor Andrew Ng. In 2014, the team included Jeff Dean, Quoc V. Le, Ilya Sutskever, Alex Krizhevsky, Samy Bengio, and Vincent Vanhoucke. In 2017, team members included Anelia Angelova, Samy Bengio, Greg Corrado, George Dahl, Michael Isard, Anjuli Kannan, Hugo Larochelle, Chris Olah, Benoit Steiner, Vincent Vanhoucke, Vijay Vasudevan, and Fernanda Viegas. Chris Lattner, who created Apple's programming language Swift and then ran Tesla's autonomy team for six months, joined Google Brain's team in August 2017. Lattner left the team in January 2020 and joined SiFive. As of 2021, Google Brain was led by Jeff Dean, Geoffrey Hinton, and Zoubin Ghahramani. Other members include Katherine Heller, Pi-Chuan Chang, Ian Simon, Jean-Philippe Vert, Nevena Lazic, Anelia Angelova, Lukasz Kaiser, Carrie Jun Cai, Eric Breck, Ruoming Pang, Carlos Riquelme, Hugo Larochelle, and David Ha. Samy Bengio left the team in April 2021, and Zoubin Ghahramani took on his responsibilities. Google Research includes Google Brain and is based in Mountain View. It also has satellite groups in Accra, Amsterdam, Atlanta, Beijing, Berlin, Cambridge, Israel, Los Angeles, London, Montreal, Munich, New York City, Paris, Pittsburgh, Princeton, San Francisco, Seattle, Tokyo, Toronto, and Zurich. == Projects == === Artificial-intelligence-devised encryption system === In October 2016, Google Brain designed an experiment to determine that neural networks are capable of learning secure symmetric encryption. In this experiment, three neural networks were created: Alice, Bob and Eve. Adhering to the idea of a generative adversarial network (GAN), the goal of the experiment was for Alice to send an encrypted message to Bob that Bob could decrypt, but the adversary, Eve, could not. Alice and Bob maintained an advantage over Eve, in that they shared a key used for encryption and decryption. In doing so, Google Brain demonstrated the capability of neural networks to learn secure encryption. === Image enhancement === In February 2017, Google Brain determined a probabilistic method for converting pictures with 8x8 resolution to a resolution of 32x32. The method built upon an already existing probabilistic model called pixelCNN to generate pixel translations. The proposed software utilizes two neural networks to make approximations for the pixel makeup of translated images. The first network, known as the "conditioning network," downsizes high-resolution images to 8x8 and attempts to create mappings from the original 8x8 image to these higher-resolution ones. The other network, known as the "prior network," uses the mappings from the previous network to add more detail to the original image. The resulting translated image is not the same image in higher resolution, but rather a 32x32 resolution estimation based on other existing high-resolution images. Google Brain's results indicate the possibility for neural networks to enhance images. === Google Translate === The Google Brain contributed to the Google Translate project by employing a new deep learning system that combines artificial neural networks with vast databases of multilingual texts. In September 2016, Google Neural Machine Translation (GNMT) was launched, an end-to-end learning framework, able to learn from a large number of examples. Previously, Google Translate's Phrase-Based Machine Translation (PBMT) approach would statistically analyze word by word and try to match corresponding words in other languages without considering the surrounding phrases in the sentence. But rather than choosing a replacement for each individual word in the desired language, GNMT evaluates word segments in the context of the rest of the sentence to choose more accurate replacements. Compared to older PBMT models, the GNMT model scored a 24% improvement in similarity to human translation, with a 60% reduction in errors. The GNMT has also shown significant improvement for notoriously difficult translations, like Chinese to English. While the introduction of the GNMT has increased the quality of Google Translate's translations for the pilot languages, it was very difficult to create such improvements for all of its 103 languages. Addressing this problem, the Google Brain Team was able to develop a Multilingual GNMT system, which extended the previous one by enabling translations between multiple languages. Furthermore, it allows for Zero-Shot Translations, which are translations between two languages that the system has never explicitly seen before. Google announced that Google Translate can now also translate without transcribing, using neural networks. This means that it is possible to translate speech in one language directly into text in another language, without first transcribing it to text. According to the Researchers at Google Brain, this intermediate step can be avoided using neural networks. In order for the system to learn this, they exposed it to many hours of Spanish audio together with the corresponding English text. The different layers of neural networks, replicating the human brain, were able to link the corresponding parts and subsequently manipulate the audio waveform until it was transformed to English text. Another drawback of the GNMT model is that it causes the time of translation to increase exponentially with the number of words in the sentence. This caused the Google Brain Team to add 2000 more processors to ensure the new translation process would still be fast and reliable. === Robotics === Aiming to improve traditional robotics control algorithms where new skills of a robot need to be hand-programmed, robotics researchers at Google Brain are developing machine learning techniques to allow robots to learn new skills on their own. They also attempt to develop ways for information sharing between robots so that robots can learn from each other during their learning process, also known as cloud robotics. As a result, Google has launched the Google Cloud Robotics Platform for developers in 2019, an effort to combine robotics, AI, and the cloud to enable efficient robotic automation through cloud-connected collaborative robots. Robotics research at Google Brain has focused mostly on improving and applying deep learning algorithms to enable robots to complete tasks by learning from experience, simulation, human demonstrations, and/or visual representations. For example, Google Brain researchers showed that robots can learn to pick and throw rigid objects into selected boxes by experimenting in an environment without being pre-programmed to do so. In another research, researchers trained robots to learn behaviors such as pouring liquid from a cup; robots learned from videos of human demonstrations recorded from multiple viewpoints. Google Brain researchers have collaborated with other companies and academic institutions on robotics research. In 2016, the Google Brain Team collaborated with researchers at X in a research on learning hand-eye coordination for robotic grasping. Their method allowed real-time robot control for grasping novel objec

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  • Hyper basis function network

    Hyper basis function network

    In machine learning, a Hyper basis function network, or HyperBF network, is a generalization of radial basis function (RBF) networks concept, where the Mahalanobis-like distance is used instead of the Euclidean distance measure. Hyper basis function networks were first introduced by Poggio and Girosi in the 1990 paper “Networks for Approximation and Learning”. == Network Architecture == The typical HyperBF network structure consists of a real input vector x ∈ R n {\displaystyle x\in \mathbb {R} ^{n}} , a hidden layer of activation functions and a linear output layer. The output of the network is a scalar function of the input vector, ϕ : R n → R {\displaystyle \phi :\mathbb {R} ^{n}\to \mathbb {R} } , is given by where N {\displaystyle N} is a number of neurons in the hidden layer, μ j {\displaystyle \mu _{j}} and a j {\displaystyle a_{j}} are the center and weight of neuron j {\displaystyle j} . The activation function ρ j ( | | x − μ j | | ) {\displaystyle \rho _{j}(||x-\mu _{j}||)} at the HyperBF network takes the following form where R j {\displaystyle R_{j}} is a positive definite d × d {\displaystyle d\times d} matrix. Depending on the application, the following types of matrices R j {\displaystyle R_{j}} are usually considered R j = 1 2 σ 2 I d × d {\displaystyle R_{j}={\frac {1}{2\sigma ^{2}}}\mathbb {I} _{d\times d}} , where σ > 0 {\displaystyle \sigma >0} . This case corresponds to the regular RBF network. R j = 1 2 σ j 2 I d × d {\displaystyle R_{j}={\frac {1}{2\sigma _{j}^{2}}}\mathbb {I} _{d\times d}} , where σ j > 0 {\displaystyle \sigma _{j}>0} . In this case, the basis functions are radially symmetric, but are scaled with different width. R j = d i a g ( 1 2 σ j 1 2 , . . . , 1 2 σ j z 2 ) I d × d {\displaystyle R_{j}=diag\left({\frac {1}{2\sigma _{j1}^{2}}},...,{\frac {1}{2\sigma _{jz}^{2}}}\right)\mathbb {I} _{d\times d}} , where σ j i > 0 {\displaystyle \sigma _{ji}>0} . Every neuron has an elliptic shape with a varying size. Positive definite matrix, but not diagonal. == Training == Training HyperBF networks involves estimation of weights a j {\displaystyle a_{j}} , shape and centers of neurons R j {\displaystyle R_{j}} and μ j {\displaystyle \mu _{j}} . Poggio and Girosi (1990) describe the training method with moving centers and adaptable neuron shapes. The outline of the method is provided below. Consider the quadratic loss of the network H [ ϕ ∗ ] = ∑ i = 1 N ( y i − ϕ ∗ ( x i ) ) 2 {\displaystyle H[\phi ^{}]=\sum _{i=1}^{N}(y_{i}-\phi ^{}(x_{i}))^{2}} . The following conditions must be satisfied at the optimum: where R j = W T W {\displaystyle R_{j}=W^{T}W} . Then in the gradient descent method the values of a j , μ j , W {\displaystyle a_{j},\mu _{j},W} that minimize H [ ϕ ∗ ] {\displaystyle H[\phi ^{}]} can be found as a stable fixed point of the following dynamic system: where ω {\displaystyle \omega } determines the rate of convergence. Overall, training HyperBF networks can be computationally challenging. Moreover, the high degree of freedom of HyperBF leads to overfitting and poor generalization. However, HyperBF networks have an important advantage that a small number of neurons is enough for learning complex functions.

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  • Stockfish (chess)

    Stockfish (chess)

    Stockfish is a free and open-source chess engine, available for various desktop and mobile platforms. It can be used in chess software through the Universal Chess Interface. Stockfish has been one of the strongest chess engines in the world for several years. It has won all main events of the Top Chess Engine Championship (TCEC) and the Chess.com Computer Chess Championship (CCC) since 2020 and, as of May 2026, is the strongest CPU chess engine in the world with an estimated Elo rating of 3653 in a time control of 40/15 (15 minutes to make 40 moves), according to CCRL. The Stockfish engine was developed by Tord Romstad, Marco Costalba, and Joona Kiiski, and was derived from Glaurung, an open-source engine by Tord Romstad released in 2004. It is now being developed and maintained by the Stockfish community. Stockfish historically used only a classical hand-crafted function to evaluate board positions, but with the introduction of the efficiently updatable neural network (NNUE) in August 2020, Stockfish 12 adopted a hybrid evaluation system that primarily used the neural network and occasionally relied on the hand-crafted evaluation. In July 2023, Stockfish removed the hand-crafted evaluation and transitioned to a fully neural network-based approach. == Features == Stockfish uses a tree-search algorithm based on alpha–beta search with several hand-designed heuristics. Stockfish represents positions using bitboards. Stockfish supports Chess960, a feature it inherited from Glaurung. Support for Syzygy tablebases, previously available in a fork maintained by Ronald de Man, was integrated into Stockfish in 2014. In 2018, support for the 7-man Syzygy was added, shortly after the tablebase was made available. Stockfish supports an unlimited number of CPU threads in multiprocessor systems, with a maximum transposition table size of 32 TB. Stockfish has been a very popular engine on various platforms. On desktop, it is the default chess engine bundled with the Internet Chess Club interface programs BlitzIn and Dasher. On mobile, it has been bundled with the Stockfish app, SmallFish and Droidfish. Other Stockfish-compatible graphical user interfaces (GUIs) include Fritz, Arena, Stockfish for Mac, and PyChess. Stockfish can be compiled to WebAssembly or JavaScript, allowing it to run in the browser. Both Chess.com and Lichess provide Stockfish in this form in addition to a server-side program. Release versions and development versions are available as C++ source code and as precompiled versions for Microsoft Windows, macOS, Linux 32-bit/64-bit and Android. == History == The program originated from Glaurung, an open-source chess engine created by Tord Romstad and first released in 2004. Four years later, Marco Costalba forked the project, naming it Stockfish because it was "produced in Norway and cooked in Italy" (Romstad is Norwegian and Costalba is Italian). The first version, Stockfish 1.0, was released in November 2008. For a while, new ideas and code changes were transferred between the two programs in both directions, until Romstad decided to discontinue Glaurung in favor of Stockfish, which was the stronger engine at the time. The last Glaurung version (2.2) was released in December 2008. Around 2011, Romstad decided to abandon his involvement with Stockfish in order to spend more time on his new iOS chess app. On 18 June 2014 Marco Costalba announced that he had "decided to step down as Stockfish maintainer" and asked that the community create a fork of the current version and continue its development. An official repository, managed by a volunteer group of core Stockfish developers, was created soon after and currently manages the development of the project. === Fishtest === Since 2013, Stockfish has been developed using a distributed testing framework named Fishtest, where volunteers can donate CPU time for testing improvements to the program. Changes to game-playing code are accepted or rejected based on results of playing of tens of thousands of games on the framework against an older "reference" version of the program, using sequential probability ratio testing. Tests on the framework are verified using the chi-squared test, and only if the results are statistically significant are they deemed reliable and used to revise the software code. After the inception of Fishtest, Stockfish gained 120 Elo points in 12 months, propelling it to the top of all major rating lists. As of May 2026, the framework has used a total of more than 20,100 years of CPU time to play over 10 billion chess games. === NNUE === In June 2020, Stockfish introduced the efficiently updatable neural network (NNUE) approach, based on earlier work by computer shogi programmers. Instead of using manually designed heuristics to evaluate the board, this approach introduced a neural network trained on millions of positions which could be evaluated quickly on CPU. On 2 September 2020, the twelfth version of Stockfish was released, incorporating NNUE, and reportedly winning ten times more game pairs than it loses when matched against version eleven. In July 2023, the classical evaluation was completely removed in favor of the NNUE evaluation. == Competition results == === Top Chess Engine Championship === Stockfish is a TCEC multiple-time champion and the current leader in trophy count. Ever since TCEC restarted in 2013, Stockfish has finished first or second in every season except one. Stockfish finished second in TCEC Season 4 and 5, with scores of 23–25 first against Houdini 3 and later against Komodo 1142 in the Superfinal event. Season 5 was notable for the winning Komodo team as they accepted the award posthumously for the program's creator Don Dailey, who succumbed to an illness during the final stage of the event. In his honor, the version of Stockfish that was released shortly after that season was named "Stockfish DD". On 30 May 2014, Stockfish 170514 (a development version of Stockfish 5 with tablebase support) convincingly won TCEC Season 6, scoring 35.5–28.5 against Komodo 7x in the Superfinal. Stockfish 5 was released the following day. In TCEC Season 7, Stockfish again made the Superfinal, but lost to Komodo with a score of 30.5–33.5. In TCEC Season 8, despite losses on time caused by buggy code, Stockfish nevertheless qualified once more for the Superfinal, but lost 46.5–53.5 to Komodo. In Season 9, Stockfish defeated Houdini 5 with a score of 54.5–45.5. Stockfish finished third during season 10 of TCEC, the only season since 2013 in which Stockfish had failed to qualify for the superfinal. It did not lose a game but was still eliminated because it was unable to score enough wins against lower-rated engines. After this technical elimination, Stockfish went on a long winning streak, winning seasons 11 (59–41 against Houdini 6.03), 12 (60–40 against Komodo 12.1.1), and 13 (55–45 against Komodo 2155.00) convincingly. In Season 14, Stockfish faced a new challenger in Leela Chess Zero, eking out a win by one point (50.5–49.5). Its winning streak was finally ended in Season 15, when Leela qualified again and won 53.5–46.5, but Stockfish promptly won Season 16, defeating AllieStein 54.5–45.5, after Leela failed to qualify for the Superfinal. In Season 17, Stockfish faced Leela again in the superfinal, losing 52.5–47.5. However, Stockfish has won every Superfinal since: beating Leela 53.5–46.5 in Season 18, 54.5–45.5 in Season 19, 53–47 in Season 20, and 56–44 in Season 21. In Season 22, Komodo Dragon beat out Leela to qualify for the Superfinal, losing to Stockfish by a large margin 59.5–40.5. Stockfish did not lose an opening pair in this match. Leela made the Superfinal in Seasons 23 and 24, but was crushed by Stockfish both times (58.5–41.5 and 58–42). In Season 25, Stockfish once again defeated Leela, but this time by a narrower margin of 52–48. Stockfish also took part in the TCEC cup, winning the first edition, but was surprisingly upset by Houdini in the semifinals of the second edition. Stockfish recovered to beat Komodo in the third-place playoff. In the third edition, Stockfish made it to the finals, but was defeated by Leela Chess Zero after blundering in a 7-man endgame tablebase draw. It turned this result around in the fourth edition, defeating Leela in the final 4.5–3.5. In TCEC Cup 6, Stockfish finished third after losing to AllieStein in the semifinals, the first time it had failed to make the finals. Since then, Stockfish has consistently won the tournament, with the exception of the 11th edition which Leela won 8.5–7.5. === Chess.com Computer Chess Championship === Ever since Chess.com hosted its first Chess.com Computer Chess Championship in 2018, Stockfish has been the most successful engine. It dominated the earlier championships, winning six consecutive titles before finishing second in CCC7. Since then, its dominance has come under threat from the neural-network engines Leelenstein and Leela Chess Zero, but it has continued to perform w

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  • Inferential theory of learning

    Inferential theory of learning

    Inferential Theory of Learning (ITL) is an area of machine learning which describes inferential processes performed by learning agents. ITL has been continuously developed by Ryszard S. Michalski, starting in the 1980s. The first known publication of ITL was in 1983. In the ITL learning process is viewed as a search (inference) through hypotheses space guided by a specific goal. The results of learning need to be stored. Stored information will later be used by the learner for future inferences. Inferences are split into multiple categories including conclusive, deduction, and induction. In order for an inference to be considered complete it was required that all categories must be taken into account. This is how the ITL varies from other machine learning theories like Computational Learning Theory and Statistical Learning Theory; which both use singular forms of inference. == Usage == The most relevant published usage of ITL was in scientific journal published in 2012 and used ITL as a way to describe how agent-based learning works. According to the journal "The Inferential Theory of Learning (ITL) provides an elegant way of describing learning processes by agents".

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  • The Emperor's New Mind

    The Emperor's New Mind

    The Emperor's New Mind: Concerning Computers, Minds and The Laws of Physics is a 1989 book by the mathematical physicist Roger Penrose that posits a quantum mind theory. Penrose argues that human consciousness is non-algorithmic, and thus is not capable of being modeled by a conventional Turing machine, which includes a digital computer. Penrose hypothesizes that quantum mechanics plays an essential role in the understanding of human consciousness. The collapse of the quantum wavefunction is seen as playing an important role in brain function. Most of the book is spent reviewing, for the scientifically-minded lay-reader, a plethora of interrelated subjects such as Newtonian physics, special and general relativity, the philosophy and limitations of mathematics, quantum physics, cosmology, and the nature of time. Penrose intermittently describes how each of these bears on his developing theme: that consciousness is not "algorithmic". Only the later portions of the book address the thesis directly. == Overview == Penrose states that his ideas on the nature of consciousness are speculative, and his thesis is considered erroneous by some experts in the fields of philosophy, computer science, and robotics. The Emperor's New Mind attacks the claims of artificial intelligence using the physics of computing: Penrose notes that the present home of computing lies more in the tangible world of classical mechanics than in the imponderable realm of quantum mechanics. The modern computer is a deterministic system that for the most part simply executes algorithms. Penrose shows that, by reconfiguring the boundaries of a billiard table, one might make a computer in which the billiard balls act as message carriers and their interactions act as logical decisions. The billiard-ball computer was first designed some years ago by Edward Fredkin and Tommaso Toffoli of the Massachusetts Institute of Technology. == Reception == Following the publication of the book, Penrose began to collaborate with Stuart Hameroff on a biological analog to quantum computation involving microtubules, which became the foundation for his subsequent book, Shadows of the Mind: A Search for the Missing Science of Consciousness. Penrose won the Science Book Prize in 1990 for The Emperor's New Mind. According to an article in the American Journal of Physics, Penrose incorrectly claims a barrier far away from a localized particle can affect the particle.

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  • Yann LeCun

    Yann LeCun

    Yann André Le Cun ( lə-KUN; French: [ləkœ̃]; usually spelled LeCun; born 8 July 1960) is a French-American computer scientist working in the fields of artificial intelligence, machine learning, computer vision, robotics and image compression. He is the Jacob T. Schwartz Professor of Computer Science at the Courant Institute of Mathematical Sciences at New York University. He served as Chief AI Scientist at Meta Platforms before co-founding Advanced Machine Intelligence Labs in December 2025. He is well known for his work on optical character recognition and computer vision using convolutional neural networks (CNNs). He is also one of the main creators of the DjVu image compression technology, alongside Léon Bottou and Patrick Haffner. He co-developed the Lush programming language with Léon Bottou. In 2018, LeCun, Yoshua Bengio, and Geoffrey Hinton received the Turing Award from the Association for Computing Machinery (ACM) for their work on deep learning. LeCun, Bengio, and Hinton, and occasionally Jürgen Schmidhuber, are sometimes referred to as the "Godfathers of AI" and "Godfathers of Deep Learning". == Early life and education == Yann André Le Cun was born on 8 July 1960 at Soisy-sous-Montmorency, in the suburbs of Paris. His surname, Le Cun, derives from the old Breton form Le Cunff and originates from the region of Guingamp in northern Brittany. Yann is the Breton form of Jean, the French form of John. He received a Diplôme d'Ingénieur from the ESIEE Paris in 1983 and a PhD in computer science from Université Pierre et Marie Curie (now Sorbonne University) in 1987, during which he proposed an early form of backpropagation, an algorithm crucial for enabling neural networks to learn. Before joining AT&T, LeCun was a postdoctoral researcher for a year, starting in 1987, supervised by Geoffrey Hinton at the University of Toronto. LeCun has three sons, and his brother is employed by Google. He has American citizenship. == Career and research == LeCun's career has been spent primarily at Bell Labs, New York University and Meta Platforms, Inc. === Bell Labs === In 1988, LeCun joined the Adaptive Systems Research Department at AT&T Bell Laboratories in Holmdel, New Jersey, United States, headed by Lawrence D. Jackel, where he developed a number of new machine learning methods, such as a biologically inspired model of image recognition called convolutional neural networks (LeNet), the "Optimal Brain Damage" regularization methods, and the Graph Transformer Networks method (similar to conditional random field), which he applied to handwriting recognition and Optical character recognition (OCR). The bank check recognition system that he helped develop was widely deployed by NCR and other companies. In 1996, he joined AT&T Labs-Research as head of the Image Processing Research Department, which was part of Lawrence Rabiner's Speech and Image Processing Research Lab, and worked primarily on the DjVu image compression technology, a format designed for efficient distribution of scanned documents, and used by the Internet Archive to provide access to digitized texts. His collaborators at AT&T include Léon Bottou and Vladimir Vapnik. === New York University === After a brief tenure as a fellow of NEC Research Institute, LeCun joined New York University in 2003, where he is Jacob T. Schwartz Chaired Professor of Computer Science and Neural Science at the Courant Institute of Mathematical Sciences and the Center for Neural Science. At NYU, he has worked primarily on energy-based models for supervised and unsupervised learning, feature learning for object recognition in computer vision, and mobile robotics. In 2012, he became the founding director of the NYU Center for Data Science. On 9 December 2013, LeCun became the first director of Meta AI Research in New York City and in early 2014 stepped down from the NYU–CDS directorship. In 2013, he and Yoshua Bengio co-founded the International Conference on Learning Representations, which adopted a post-publication open review process he previously advocated on his website. He was the chair and organiser of the "Learning Workshop" held every year between 1986 and 2012 in Snowbird, Utah. He is a member of the Science Advisory Board of the Institute for Pure and Applied Mathematics at UCLA. He is the co-director of the Learning in Machines and Brain research program (formerly Neural Computation & Adaptive Perception) of CIFAR. In 2016, he was the visiting professor of computer science on the Chaire Annuelle Informatique et Sciences Numériques at Collège de France in Paris, where he presented the leçon inaugurale (inaugural lecture). In 2023, he was named as the inaugural Jacob T. Schwartz Chaired Professor in Computer Science at NYU's Courant Institute. LeCun is also a scientific advisor to French research group Kyutai which is being funded by Xavier Niel, Rodolphe Saadé, Eric Schmidt, and others. === Meta Platforms === LeCun joined Facebook (now Meta Platforms) in 2013 as chief AI scientist and led the company's AI research laboratory, FAIR. === AMI Labs === On 19 November 2025, LeCun confirmed that he would be leaving Meta after ten years to found his own company focused on world-model architectures and human-like artificial intelligence he calls superintelligence. The company he founded, Advanced Machine Intelligence Labs (or AMI Labs), is run by CEO Alex LeBrun, with LeCun serving as Executive Chair. This venture is focused on building AI "world models": systems that learn to understand the physical world's structure and dynamics rather than just predict text like large language models. In March 2026, AMI announced it had raised $1.03 billion in funding at a $3.5 billion pre-money valuation. The funding round was co-led by investors including Cathay Innovation, Greycroft, Hiro Capital, HV Capital and Bezos Expeditions. In January 2026, LeCun became founding chair of the Technical Research Board of Logical Intelligence, an AI company developing energy-based (EBM) reasoning systems. == Honours and awards == LeCun is a member of the US National Academy of Sciences, National Academy of Engineering and the French Académie des Sciences. He has received honorary doctorates from Instituto Politécnico Nacional (IPN) in Mexico City in 2016, from EPFL in 2018, from Université Côte d'Azur in 2021, from Università di Siena in 2023, and from Hong Kong University of Science and Technology in 2023. In 2014, he received the IEEE Neural Network Pioneer Award and in 2015, the PAMI Distinguished Researcher Award. In 2018, LeCun was awarded the IRI Medal, established by the Industrial Research Institute (IRI), and the Harold Pender Award, given by the University of Pennsylvania. In 2019, he received the Golden Plate Award of the American Academy of Achievement. In March 2019, LeCun won the 2018 Turing Award, sharing it with Yoshua Bengio and Geoffrey Hinton. In 2022, he received the Princess of Asturias Award in the category "Scientific Research", along with Yoshua Bengio, Geoffrey Hinton and Demis Hassabis. In 2023, the President of France made him a Chevalier (Knight) of the French Legion of Honour. During the World Economic Forum (WEF) 2024 in Davos, he received the Global Swiss AI Award 2023. The same year, he received the grand prize of the VinFuture Prize alongside Yoshua Bengio, Jensen Huang, Geoffrey Hinton, and Fei-Fei Li for their groundbreaking contributions to neural networks and deep learning algorithms. In 2025 he was awarded the Queen Elizabeth Prize for Engineering jointly with Yoshua Bengio, Bill Dally, Geoffrey E. Hinton, John Hopfield, Jensen Huang and Fei-Fei Li.

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  • Rule-based system

    Rule-based system

    In computer science, a rule-based system is a computer system in which domain-specific knowledge is represented in the form of rules and general-purpose reasoning is used to solve problems in the domain. Two different kinds of rule-based systems emerged within the field of artificial intelligence in the 1970s: Production systems, which use if-then rules to derive actions from conditions. Logic programming systems, which use conclusion if conditions rules to derive conclusions from conditions. The differences and relationships between these two kinds of rule-based system has been a major source of misunderstanding and confusion. Both kinds of rule-based systems use either forward or backward chaining, in contrast with imperative programs, which execute commands listed sequentially. However, logic programming systems have a logical interpretation, whereas production systems do not. == Production system rules == A classic example of a production rule-based system is the domain-specific expert system that uses rules to make deductions or choices. For example, an expert system might help a doctor choose the correct diagnosis based on a cluster of symptoms, or select tactical moves to play a game. Rule-based systems can be used to perform lexical analysis to compile or interpret computer programs, or in natural language processing. Rule-based programming attempts to derive execution instructions from a starting set of data and rules. This is a more indirect method than that employed by an imperative programming language, which lists execution steps sequentially. === Construction === A typical rule-based system has four basic components: A list of rules or rule base, which is a specific type of knowledge base. An inference engine or semantic reasoner, which infers information or takes action based on the interaction of input and the rule base. The interpreter executes a production system program by performing the following match-resolve-act cycle: Match: In this first phase, the condition sides of all productions are matched against the contents of working memory. As a result a set (the conflict set) is obtained, which consists of instantiations of all satisfied productions. An instantiation of a production is an ordered list of working memory elements that satisfies the condition side of the production. Conflict-resolution: In this second phase, one of the production instantiations in the conflict set is chosen for execution. If no productions are satisfied, the interpreter halts. Act: In this third phase, the actions of the production selected in the conflict-resolution phase are executed. These actions may change the contents of working memory. At the end of this phase, execution returns to the first phase. Temporary working memory, which is a database of facts. A user interface or other connection to the outside world through which input and output signals are received and sent. Whereas the matching phase of the inference engine has a logical interpretation, the conflict resolution and action phases do not. Instead, "their semantics is usually described as a series of applications of various state-changing operators, which often gets quite involved (depending on the choices made in deciding which ECA rules fire, when, and so forth), and they can hardly be regarded as declarative". == Logic programming rules == The logic programming family of computer systems includes the programming language Prolog, the database language Datalog and the knowledge representation and problem-solving language Answer Set Programming (ASP). In all of these languages, rules are written in the form of clauses: A :- B1, ..., Bn. and are read as declarative sentences in logical form: A if B1 and ... and Bn. In the simplest case of Horn clauses (or "definite" clauses), which are a subset of first-order logic, all of the A, B1, ..., Bn are atomic formulae. Although Horn clause logic programs are Turing complete, for many practical applications, it is useful to extend Horn clause programs by allowing negative conditions, implemented by negation as failure. Such extended logic programs have the knowledge representation capabilities of a non-monotonic logic. == Differences and relationships between production rules and logic programming rules == The most obvious difference between the two kinds of systems is that production rules are typically written in the forward direction, if A then B, and logic programming rules are typically written in the backward direction, B if A. In the case of logic programming rules, this difference is superficial and purely syntactic. It does not affect the semantics of the rules. Nor does it affect whether the rules are used to reason backwards, Prolog style, to reduce the goal B to the subgoals A, or whether they are used, Datalog style, to derive B from A. In the case of production rules, the forward direction of the syntax reflects the stimulus-response character of most production rules, with the stimulus A coming before the response B. Moreover, even in cases when the response is simply to draw a conclusion B from an assumption A, as in modus ponens, the match-resolve-act cycle is restricted to reasoning forwards from A to B. Reasoning backwards in a production system would require the use of an entirely different kind of inference engine. In his Introduction to Cognitive Science, Paul Thagard includes logic and rules as alternative approaches to modelling human thinking. He does not consider logic programs in general, but he considers Prolog to be, not a rule-based system, but "a programming language that uses logic representations and deductive techniques" (page 40). He argues that rules, which have the form IF condition THEN action, are "very similar" to logical conditionals, but they are simpler and have greater psychological plausibility (page 51). Among other differences between logic and rules, he argues that logic uses deduction, but rules use search (page 45) and can be used to reason either forward or backward (page 47). Sentences in logic "have to be interpreted as universally true", but rules can be defaults, which admit exceptions (page 44). He does not observe that all of these features of rules apply to logic programming systems.

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  • Read Along

    Read Along

    Read Along, formerly known as Bolo, is an Android language-learning app for children developed by Google for the Android operating system. The application was released on the Play Store on March 7, 2019. It features a character named Diya helping children learn to read through illustrated stories. It has the facility to learn English and Indian major languages i.e. Hindi, Bengali, Tamil, Telugu, Marathi and Urdu, as well as Spanish, Portuguese and Arabic. == Technology == The app uses text-to-speech technology, through which the character named Dia reads the story, as well as speech-to-text technology, which mechanically identifies the matches between the text and the reading of the user. The story of Chhota Bheem and Katha Kids was added in September 2019. In April 2020, a new version of the application was released. In September 2020, it added Arabic language to its language option. A web version was launched in August 2022.

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  • OntoCAPE

    OntoCAPE

    OntoCAPE is a large-scale ontology for the domain of Computer-Aided Process Engineering (CAPE). It can be downloaded free of charge via the OntoCAPE Homepage. OntoCAPE is partitioned into 62 sub-ontologies, which can be used individually or as an integrated suite. The sub-ontologies are organized across different abstraction layers, which separate general knowledge from knowledge about particular domains and applications. The upper layers have the character of an upper ontology, covering general topics such as mereotopology, systems theory, quantities and units. The lower layers conceptualize the domain of chemical process engineering, covering domain-specific topics such as materials, chemical reactions, or unit operations.

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  • Computational creativity

    Computational creativity

    Computational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts (e.g., computational art as part of computational culture). Is the application of computer systems to emulate human-like creative processes, facilitating the generation of artistic and design outputs that mimic innovation and originality. The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends: To construct a program or computer capable of human-level creativity. To better understand human creativity and to formulate an algorithmic perspective on creative behavior in humans. To design programs that can enhance human creativity without necessarily being creative themselves. The field of computational creativity concerns itself with theoretical and practical issues in the study of creativity. Theoretical work on the nature and proper definition of creativity is performed in parallel with practical work on the implementation of systems that exhibit creativity, with one strand of work informing the other. The applied form of computational creativity is known as media synthesis. == Theoretical issues == Theoretical approaches concern the essence of creativity. Especially, under what circumstances it is possible to call the model a "creative" if eminent creativity is about rule-breaking or the disavowal of convention. This is a variant of Ada Lovelace's objection to machine intelligence, as recapitulated by modern theorists such as Teresa Amabile. If a machine can do only what it was programmed to do, how can its behavior ever be called creative? Indeed, not all computer theorists would agree with the premise that computers can only do what they are programmed to do—a key point in favor of computational creativity. == Defining creativity in computational terms == Because no single perspective or definition seems to offer a complete picture of creativity, the AI researchers Newell, Shaw and Simon developed the combination of novelty and usefulness into the cornerstone of a multi-pronged view of creativity, one that uses the following four criteria to categorize a given answer or solution as creative: The answer is novel and useful (either for the individual or for society) The answer demands that we reject ideas we had previously accepted The answer results from intense motivation and persistence The answer comes from clarifying a problem that was originally vague Margaret Boden focused on the first two of these criteria, arguing instead that creativity (at least when asking whether computers could be creative) should be defined as "the ability to come up with ideas or artifacts that are new, surprising, and valuable". Mihaly Csikszentmihalyi argued that creativity had to be considered instead in a social context, and his DIFI (Domain-Individual-Field Interaction) framework has since strongly influenced the field. In DIFI, an individual produces works whose novelty and value are assessed by the field—other people in society—providing feedback and ultimately adding the work, now deemed creative, to the domain of societal works from which an individual might be later influenced. Whereas the above reflects a top-down approach to computational creativity, an alternative thread has developed among bottom-up computational psychologists involved in artificial neural network research. During the late 1980s and early 1990s, for example, such generative neural systems were driven by genetic algorithms. Experiments involving recurrent nets were successful in hybridizing simple musical melodies and predicting listener expectations. == Historical evolution of computational creativity == The use computational processes to generate creative artifacts has been present from early times in history. During the late 1800's, methods for composing music combinatorily were explored, involving prominent figures like Mozart, Bach, Haydn, and Kiernberger. This approach extended to analytical endeavors as early as 1934, where simple mechanical models were built to explore mathematical problem solving. Professional interest in the creative aspect of computation also was commonly addressed in early discussions of artificial intelligence. The 1956 Dartmouth Conference, listed creativity, invention, and discovery as key goals for artificial intelligence. As the development of computers allowed systems of greater complexity, the 1970's and 1980's saw invention of early systems that modelled creativity using symbolic or rule-based approaches. The field of creative storytelling investigated several such models. Meehan's TALE-SPIN (1977) generated narratives through simulation of character goals and decision trees. Dehn's AUTHOR (1981) approached generation by simulating an author's process for crafting a story. Beyond narrative generation, computational creativity expanded into artistic and scientific domains. Artistic image generation was one of the disciplines that saw early potential in generated artifacts through computational creativity. One of the most prominent examples was Harold Cohen's AARON, which produced art through composition and adaptation of figures based on a large set of symbolic rules and heuristics for visual composition. Some systems also tackled creativity in scientific endeavors. BACON was said to rediscover natural laws like Boyle's Law and Kepler's law through hypothesis testing in constrained spaces. By the 1990's the modeling techniques became more adaptive, attempting to implement cognitive creative rules for generation. Turner's MINSTREL (1993) introduced TRAMs (Transform Recall Adapt Methods) to simulate creative re-use of prior material for generative storytelling. Meanwhile, Pérez y Pérez's MEXICA (1999) modeled the creative writing process using cycles of engagement and reflection. As systems increasingly incorporated models of internal evaluation, another approach that emerged was that of combining symbolic generation with domain-specific evaluation metrics, modeling generative and selective steps to creativity In the field of generational humor, the JAPE system (1994) generated pun-based riddles using Prolog and WordNet, applying symbolic pattern-matching rules and a large lexical database (WordNet) to compose riddles involving wordplay. WordNet is a system developed by George Miller and his team at Princeton, its platform and inspired word-mapping structures have been used as the backbone of several syntactic and semantic AI programs. A notable system for music generation was David Cope's EMI (Experiments in Musical Intelligence) or Emmy, which was trained in the styles of artists like Bach, Beethoven, or Chopin and generated novel pieces in their style through pattern abstraction and recomposition. In the 2000s and beyond, machine learning began influencing creative system design. Researchers such as Mihalcea and Strapparava trained classifiers to distinguish humorous from non-humorous text, using stylistic and semantic features. Meanwhile custom computational approaches led to chess systems like Deep Blue generating quasi-creative gameplay strategies through search algorithms and parallel processing constrained by specific rules and patterns for evaluation. The institutional development of computational creativity grew along its technical advances. Dedicated workshops such as the IJWCC emerged in the 1990s, growing out of interdisciplinary conferences focused on AI and creativity. By the early 2000s, the field coalesced around annual conferences like the International Conference on Computational Creativity (ICCC). Recently, with the advent of Deep Learning, Transformers, and further refinement in Machine Learning structures, computational creativity's implementation space has new tools for development. == Machine learning for computational creativity == While traditional computational approaches to creativity rely on the explicit formulation of prescriptions by developers and a certain degree of randomness in computer programs, machine learning methods allow computer programs to learn on heuristics from input data enabling creative capacities within the computer programs. Especially, deep artificial neural networks allow to learn patterns from input data that allow for the non-linear generation of creative artefacts. Before 1989, artificial neural networks have been used to model certain aspects of creativity. Peter Todd (1989) first trained a neural network to reproduce musical melodies from a training set of musical pieces. Then he used a change algorithm to modify the network's input parameters. The network was able to randomly generate new music in a highly uncontrolled manner. In 1992, Todd extended this work, using the so-called distal teacher approach that had been d

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  • Model

    Model

    A model is an informative representation of an object, person, or system. The term originally denoted the plans of a building in 16th-century English, and derived via French and Italian ultimately from Latin modulus, 'a measure'. Models can be divided into physical models (e.g. a ship model) and abstract models (e.g. a set of mathematical equations describing the workings of the atmosphere for the purpose of weather forecasting). Abstract or conceptual models are central to philosophy of science. In scholarly research and applied science, a model should not be confused with a theory: while a model seeks only to represent reality with the purpose of better understanding or predicting the world, a theory is more ambitious in that it claims to be an explanation of reality. == Types of model == === Model in specific contexts === As a noun, model has specific meanings in certain fields, derived from its original meaning of "structural design or layout": Model (art), a person posing for an artist, e.g. a 15th-century criminal representing the biblical Judas in Leonardo da Vinci's painting The Last Supper Model (person), a person who serves as a template for others to copy, as in a role model, often in the context of advertising commercial products; e.g. the first fashion model, Marie Vernet Worth in 1853, wife of designer Charles Frederick Worth. Model (product), a particular design of a product as displayed in a catalogue or show room (e.g. Ford Model T, an early car model) Model (organism) a non-human species that is studied to understand biological phenomena in other organisms, e.g. a guinea pig starved of vitamin C to study scurvy, an experiment that would be immoral to conduct on a person Model (mimicry), a species that is mimicked by another species Model (logic), a structure (a set of items, such as natural numbers 1, 2, 3,..., along with mathematical operations such as addition and multiplication, and relations, such as < {\displaystyle <} ) that satisfies a given system of axioms (basic truisms), i.e. that satisfies the statements of a given theory Model (CGI), a mathematical representation of any surface of an object in three dimensions via specialized software Model (MVC), the information-representing internal component of a software, as distinct from its user interface === Physical model === A physical model (most commonly referred to simply as a model but in this context distinguished from a conceptual model) is a smaller or larger physical representation of an object, person or system. The object being modelled may be small (e.g., an atom) or large (e.g., the Solar System) or life-size (e.g., a fashion model displaying clothes for similarly-built potential customers). The geometry of the model and the object it represents are often similar in the sense that one is a rescaling of the other. However, in many cases the similarity is only approximate or even intentionally distorted. Sometimes the distortion is systematic, e.g., a fixed scale horizontally and a larger fixed scale vertically when modelling topography to enhance a region's mountains. An architectural model permits visualization of internal relationships within the structure or external relationships of the structure to the environment. Another use is as a toy. Instrumented physical models are an effective way of investigating fluid flows for engineering design. Physical models are often coupled with computational fluid dynamics models to optimize the design of equipment and processes. This includes external flow such as around buildings, vehicles, people, or hydraulic structures. Wind tunnel and water tunnel testing is often used for these design efforts. Instrumented physical models can also examine internal flows, for the design of ductwork systems, pollution control equipment, food processing machines, and mixing vessels. Transparent flow models are used in this case to observe the detailed flow phenomenon. These models are scaled in terms of both geometry and important forces, for example, using Froude number or Reynolds number scaling (see Similitude). In the pre-computer era, the UK economy was modelled with the hydraulic model MONIAC, to predict for example the effect of tax rises on employment. === Conceptual model === A conceptual model is a theoretical representation of a system, e.g. a set of mathematical equations attempting to describe the workings of the atmosphere for the purpose of weather forecasting. It consists of concepts used to help understand or simulate a subject the model represents. Abstract or conceptual models are central to philosophy of science, as almost every scientific theory effectively embeds some kind of model of the physical or human sphere. In some sense, a physical model "is always the reification of some conceptual model; the conceptual model is conceived ahead as the blueprint of the physical one", which is then constructed as conceived. Thus, the term refers to models that are formed after a conceptualization or generalization process. === Examples === Conceptual model (computer science), an agreed representation of entities and their relationships, to assist in developing software Economic model, a theoretical construct representing economic processes Language model, a probabilistic model of a natural language, used for speech recognition, language generation, and information retrieval Large language models are artificial neural networks used for generative artificial intelligence (AI), e.g. ChatGPT Mathematical model, a description of a system using mathematical concepts and language Statistical model, a mathematical model that usually specifies the relationship between one or more random variables and other non-random variables Model (CGI), a mathematical representation of any surface of an object in three dimensions via specialized software Medical model, a proposed "set of procedures in which all doctors are trained" Mental model, in psychology, an internal representation of external reality Model (logic), a set along with a collection of finitary operations, and relations that are defined on it, satisfying a given collection of axioms Model (MVC), information-representing component of a software, distinct from the user interface (the "view"), both linked by the "controller" component, in the context of the model–view–controller software design Model act, a law drafted centrally to be disseminated and proposed for enactment in multiple independent legislatures Standard model (disambiguation) == Properties of models, according to general model theory == According to Herbert Stachowiak, a model is characterized by at least three properties: 1. Mapping A model always is a model of something—it is an image or representation of some natural or artificial, existing or imagined original, where this original itself could be a model. 2. Reduction In general, a model will not include all attributes that describe the original but only those that appear relevant to the model's creator or user. 3. Pragmatism A model does not relate unambiguously to its original. It is intended to work as a replacement for the original a) for certain subjects (for whom?) b) within a certain time range (when?) c) restricted to certain conceptual or physical actions (what for?). For example, a street map is a model of the actual streets in a city (mapping), showing the course of the streets while leaving out, say, traffic signs and road markings (reduction), made for pedestrians and vehicle drivers for the purpose of finding one's way in the city (pragmatism). Additional properties have been proposed, like extension and distortion as well as validity. The American philosopher Michael Weisberg differentiates between concrete and mathematical models and proposes computer simulations (computational models) as their own class of models. == Uses of models == According to Bruce Edmonds, there are at least 5 general uses for models: Prediction: reliably anticipating unknown data, including data within the domain of the training data (interpolation), and outside the domain (extrapolation) Explanation: establishing plausible chains of causality by proposing mechanisms that can explain patterns seen in data Theoretical exposition: discovering or proposing new hypotheses, or refuting existing hypotheses about the behaviour of the system being modelled Description: representing important aspects of the system being modelled Illustration: communicating an idea or explanation

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  • Multi-task learning

    Multi-task learning

    Multi-task learning (MTL) is a subfield of machine learning in which multiple learning tasks are solved at the same time, while exploiting commonalities and differences across tasks. This can result in improved learning efficiency and prediction accuracy for the task-specific models, when compared to training the models separately. Inherently, Multi-task learning is a multi-objective optimization problem having trade-offs between different tasks. Early versions of MTL were called "hints". In a widely cited 1997 paper, Rich Caruana gave the following characterization:Multitask Learning is an approach to inductive transfer that improves generalization by using the domain information contained in the training signals of related tasks as an inductive bias. It does this by learning tasks in parallel while using a shared representation; what is learned for each task can help other tasks be learned better. In the classification context, MTL aims to improve the performance of multiple classification tasks by learning them jointly. One example is a spam-filter, which can be treated as distinct but related classification tasks across different users. To make this more concrete, consider that different people have different distributions of features which distinguish spam emails from legitimate ones, for example an English speaker may find that all emails in Russian are spam, not so for Russian speakers. Yet there is a definite commonality in this classification task across users, for example one common feature might be text related to money transfer. Solving each user's spam classification problem jointly via MTL can let the solutions inform each other and improve performance. Further examples of settings for MTL include multiclass classification and multi-label classification. Multi-task learning works because regularization induced by requiring an algorithm to perform well on a related task can be superior to regularization that prevents overfitting by penalizing all complexity uniformly. One situation where MTL may be particularly helpful is if the tasks share significant commonalities and are generally slightly under sampled. However, as discussed below, MTL has also been shown to be beneficial for learning unrelated tasks. == Methods == The key challenge in multi-task learning, is how to combine learning signals from multiple tasks into a single model. This may strongly depend on how well different task agree with each other, or contradict each other. There are several ways to address this challenge: === Task grouping and overlap === Within the MTL paradigm, information can be shared across some or all of the tasks. Depending on the structure of task relatedness, one may want to share information selectively across the tasks. For example, tasks may be grouped or exist in a hierarchy, or be related according to some general metric. Suppose, as developed more formally below, that the parameter vector modeling each task is a linear combination of some underlying basis. Similarity in terms of this basis can indicate the relatedness of the tasks. For example, with sparsity, overlap of nonzero coefficients across tasks indicates commonality. A task grouping then corresponds to those tasks lying in a subspace generated by some subset of basis elements, where tasks in different groups may be disjoint or overlap arbitrarily in terms of their bases. Task relatedness can be imposed a priori or learned from the data. Hierarchical task relatedness can also be exploited implicitly without assuming a priori knowledge or learning relations explicitly. For example, the explicit learning of sample relevance across tasks can be done to guarantee the effectiveness of joint learning across multiple domains. === Exploiting unrelated tasks: Auxiliary learning === In auxiliary learning, one attempts learning a group of principal tasks using a group of auxiliary tasks, unrelated to the principal ones. With the right unrelated tasks, joint learning of unrelated tasks which use the same input data have been shown to be beneficial, and provide significant improvement over standard MTL. The reason is that prior knowledge about task relatedness can lead to sparser and more informative representations for each task grouping, essentially by screening out idiosyncrasies of the data distribution. It has been proposed to build on a prior multitask methodology by favoring a shared low-dimensional representation within each task grouping, and imposing a penalty on tasks from different groups which encourages the two representations to be orthogonal. Learning with auxiliary unrelated tasks poses two major challenges: Finding useful auxiliary tasks and combining losses of all tasks in a useful way. Some methods can learn these from data together with the training process, and combine tasks efficiently. === Transfer of knowledge === Related to multi-task learning is the concept of knowledge transfer. Whereas traditional multi-task learning implies that a shared representation is developed concurrently across tasks, transfer of knowledge implies a sequentially shared representation. Large scale machine learning projects such as the deep convolutional neural network GoogLeNet, an image-based object classifier, can develop robust representations which may be useful to further algorithms learning related tasks. For example, the pre-trained model can be used as a feature extractor to perform pre-processing for another learning algorithm. Or the pre-trained model can be used to initialize a model with similar architecture which is then fine-tuned to learn a different classification task. === Multiple non-stationary tasks === Traditionally Multi-task learning and transfer of knowledge are applied to stationary learning settings. Their extension to non-stationary environments is termed Group online adaptive learning (GOAL). Sharing information could be particularly useful if learners operate in continuously changing environments, because a learner could benefit from previous experience of another learner to quickly adapt to their new environment. Such group-adaptive learning has numerous applications, from predicting financial time-series, through content recommendation systems, to visual understanding for adaptive autonomous agents. === Multi-task optimization === Multi-task optimization focuses on solving optimizing the whole process. The paradigm has been inspired by the well-established concepts of transfer learning and multi-task learning in predictive analytics. The key motivation behind multi-task optimization is that if optimization tasks are related to each other in terms of their optimal solutions or the general characteristics of their function landscapes, the search progress can be transferred to substantially accelerate the search on the other. The success of the paradigm is not necessarily limited to one-way knowledge transfers from simpler to more complex tasks. In practice an attempt is to intentionally solve a more difficult task that may unintentionally solve several smaller problems. There is a direct relationship between multitask optimization and multi-objective optimization. In some cases, the simultaneous training of seemingly related tasks may hinder performance compared to single-task models. Commonly, MTL models employ task-specific modules on top of a joint feature representation obtained using a shared module. Since this joint representation must capture useful features across all tasks, MTL may hinder individual task performance if the different tasks seek conflicting representation, i.e., the gradients of different tasks point to opposing directions or differ significantly in magnitude. This phenomenon is commonly referred to as negative transfer. To mitigate this issue, various MTL optimization methods have been proposed. It has been reported that meta-knowledge transfer could help avoid negative transfer.Besides, the per-task gradients are combined into a joint update direction through various aggregation algorithms or heuristics. There are several common approaches for multi-task optimization: Bayesian optimization, evolutionary computation, and approaches based on Game theory. ==== Multi-task Bayesian optimization ==== Multi-task Bayesian optimization is a modern model-based approach that leverages the concept of knowledge transfer to speed up the automatic hyperparameter optimization process of machine learning algorithms. The method builds a multi-task Gaussian process model on the data originating from different searches progressing in tandem. The captured inter-task dependencies are thereafter utilized to better inform the subsequent sampling of candidate solutions in respective search spaces. ==== Evolutionary multi-tasking ==== Evolutionary multi-tasking has been explored as a means of exploiting the implicit parallelism of population-based search algorithms to simultaneously progress multiple distinct optimization tasks. By mapping all task

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  • Chinese room

    Chinese room

    The Chinese room argument holds that a computer executing a program cannot have a mind, understanding, or consciousness, regardless of how intelligently or human-like the program may make the computer behave. The argument was presented in a 1980 paper by the American philosopher John Searle, entitled "Minds, Brains, and Programs" and published in the journal Behavioral and Brain Sciences. Similar arguments had been made previously by others, including Gottfried Wilhelm Leibniz, Peter Winch, and Anatoly Dneprov. Searle's version has been widely discussed in the years since. The centerpiece of Searle's argument is a thought experiment known as the "Chinese room". The argument is directed against the philosophical positions of functionalism and computationalism, which hold that the mind may be viewed as an information-processing system operating on formal symbols, and that simulation of a given mental state is sufficient for its presence. Specifically, the argument is intended to refute a position Searle calls the strong AI hypothesis: "The appropriately programmed computer with the right inputs and outputs would thereby have a mind in exactly the same sense human beings have minds." Although its proponents originally presented the argument in reaction to statements of artificial intelligence (AI) researchers, it is not an argument against the goals of mainstream AI research because it does not show a limit in the amount of intelligent behavior a machine can display. The argument applies only to digital computers running programs and does not apply to machines in general. While widely discussed, the argument has been subject to significant criticism and remains controversial among philosophers of mind and AI researchers. == Chinese room thought experiment == Suppose that artificial intelligence research has succeeded in programming a computer to behave as if it understands Chinese. The machine accepts Chinese characters as input, carries out each instruction of the program step by step, and then produces Chinese characters as output. The machine does this so perfectly that no one can tell that they are communicating with a machine and not a hidden Chinese speaker. The questions at issue are these: does the machine actually understand the conversation, or is it just simulating the ability to understand the conversation? Does the machine have a mind in exactly the same sense that people do, or is it just acting as if it had a mind? Now suppose that Searle is in a room with an English version of the program, along with sufficient pencils, paper, erasers and filing cabinets. Chinese characters are slipped in under the door, and he follows the program step-by-step, which eventually instructs him to slide other Chinese characters back out under the door. If the computer had passed the Turing test this way, it follows that Searle would do so as well, simply by running the program by hand. Searle can see no essential difference between the roles of the computer and himself in the experiment. Each simply follows a program, step-by-step, producing behavior that makes them appear to understand. However, Searle would not be able to understand the conversation. Therefore, he argues, it follows that the computer would not be able to understand the conversation either. Searle argues that, without "understanding" (or "intentionality"), we cannot describe what the machine is doing as "thinking" and, since it does not think, it does not have a "mind" in the normal sense of the word. Therefore, he concludes that the strong AI hypothesis is false: a computer running a program that simulates a mind would not have a mind in the same sense that human beings have a mind. == History == Gottfried Wilhelm Leibniz made a similar argument in 1713 against mechanism, the idea that everything that makes up a human being could, in principle, be explained in mechanical terms—in other words, that a person, including their mind, is merely a very complex machine. Leibniz used the thought experiment of expanding the brain until it was the size of a mill. He found it difficult to imagine that a "mind" capable of "perception" could be constructed using only mechanical processes. British philosopher Peter Winch made the same point in his 1958 book The Idea of a Social Science and its Relation to Philosophy, in which he argues that "a man who understands Chinese is not a man who has a firm grasp of the statistical probabilities for the occurrence of the various words in the Chinese language" (p. 108). Soviet cyberneticist Anatoly Dneprov made an essentially identical argument in 1961, in the form of his short story "The Game". In it, a stadium of people act as switches and memory cells implementing a program to translate a sentence from Portuguese, a language none of them know. The game was organized by a "Professor Zarubin" to answer the question "Can mathematical machines think?" Speaking through Zarubin, Dneprov writes that "the only way to prove that machines can think is to turn yourself into a machine and examine your thinking process", and he concludes, as Searle does, that "even the most perfect simulation of machine thinking is not the thinking process itself." In 1974, Lawrence H. Davis imagined duplicating the brain using telephone lines and offices staffed by people, and in 1978, Ned Block envisioned the entire population of China involved in such a brain simulation. This is known as the China brain thought experiment. Searle's version appeared in his 1980 article "Minds, Brains, and Programs", published in Behavioral and Brain Sciences. It eventually became the journal's "most influential target article", generating an enormous number of commentaries and responses in the ensuing decades, and Searle had continued to defend and refine the argument in multiple papers, popular articles, and books. David Cole writes that "the Chinese Room argument has probably been the most widely discussed philosophical argument in cognitive science to appear in the past 25 years". Most of the discussion consists of attempts to refute it. "The overwhelming majority", notes Behavioral and Brain Sciences editor Stevan Harnad, "still think that the Chinese Room Argument is dead wrong". The sheer volume of the literature that has grown up around it inspired Pat Hayes to comment that the field of cognitive science ought to be redefined as "the ongoing research program of showing Searle's Chinese Room Argument to be false". Searle's argument has become "something of a classic in cognitive science", according to Harnad. Varol Akman agrees, and has described the original paper as "an exemplar of philosophical clarity and purity". == Philosophy == Although the Chinese Room argument was originally presented in reaction to the statements of artificial intelligence researchers, philosophers have come to consider it as an important part of the philosophy of mind. It is a challenge to functionalism and the computational theory of mind, and is related to such questions as the mind–body problem, the problem of other minds, the symbol grounding problem, and the hard problem of consciousness. === Strong AI === Searle identified a philosophical position he calls "strong AI": The appropriately programmed computer with the right inputs and outputs would thereby have a mind in exactly the same sense human beings have minds. The definition depends on the distinction between simulating a mind and actually having one. Searle writes that "according to Strong AI, the correct simulation really is a mind. According to Weak AI, the correct simulation is a model of the mind." The claim is implicit in some of the statements of early AI researchers and analysts. For example, in 1957, the economist and psychologist Herbert A. Simon declared that "there are now in the world machines that think, that learn and create". Simon, together with Allen Newell and Cliff Shaw, after having completed the first program that could do formal reasoning (the Logic Theorist), claimed that they had "solved the venerable mind–body problem, explaining how a system composed of matter can have the properties of mind." John Haugeland wrote that "AI wants only the genuine article: machines with minds, in the full and literal sense. This is not science fiction, but real science, based on a theoretical conception as deep as it is daring: namely, we are, at root, computers ourselves." Searle also ascribes the following claims to advocates of strong AI: AI systems can be used to explain the mind; The study of the brain is irrelevant to the study of the mind; and The Turing test is adequate for establishing the existence of mental states. === Strong AI as computationalism or functionalism === In more recent presentations of the Chinese room argument, Searle has identified "strong AI" as "computer functionalism" (a term he attributes to Daniel Dennett). Functionalism is a position in modern philosophy of mind that holds that we can define menta

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  • Eimear Kenny

    Eimear Kenny

    Eimear E. Kenny is a researcher in population genetics and translation genomics, and is the Founding Director of the Institute for Genomic Health, and Endowed Chair and Professor of Genomic Health at the Icahn School of Medicine at Mount Sinai. She is known for novel approaches in computational genomics, advancing the study of human genetic variation and its connection to disease risk and diagnosis. Her research has laid the foundation for integrating artificial intelligence (AI) and genomics into precision medicine and routine clinical care. By combining genomics, computer science, and medicine, her work leverages genomic sequencing technologies and machine learning algorithms to uncover insights that improve patient care, accelerate genomic data analysis, and enable the future of AI-driven healthcare. She has led multiple genomics-based clinical trials, applying computational biology and AI in clinical settings to advance genomic medicine and precision healthcare. == Research == A recipient of the Early-Career Award from the American Society of Human Genetics (USA), Kenny, as of 2024, leads a team in genetics, computer science, and medicine, focusing on genetic ancestry, large-scale genomics, clinical trials, and genomic medicine at the Institute for Genomic Health. The lab works to advance understanding of genetic ancestry and its impact on health in order to inform better clinical medicine models. She is recognized for her work to leverage biobanks for translational genomics and her development of new genetic tests an strategies for health care management. In one study, she and her colleagues investigated genetic disorders that might be under-diagnosed due to insufficient data, and found a variant in a collagen gene associated with Steel syndrome. This syndrome caused short stature and bone and joint issues and was thought to be rare. However, the study revealed it is common in individuals with Puerto Rican ancestry. Three of Kenny's genomic medicine clinical trials assessed how to bring new technology, such as digital apps, or information, such as polygenic risk scores, into routine clinical care. In the 2010s, Kenny was instrumental in several large-scale sequencing studies, including the 1000 Genomes Project, the Exome Sequencing Project, the Genome Sequencing Project, and the Trans-Omics for Precision Medicine. In 2012, she led work that discovered the variant responsible for blond hair in Melanesia, work that was featured in the Smithsonian NHGRI Human Genome Exhibit in Washington, D.C. In 2017, her group was one of the first to demonstrate that polygenic risk scores derived in predominantly European populations have reduced accuracy when applied in populations now widely acknowledged as a major challenge in the field of genomic risk prediction. As of 2024, she is Principal Investigator in many NIH-funded international consortium focused on computational genomics and genomic medicine, including Electronic Medical Records and Genomics, Polygenic Risk Methods in Diverse Populations, and the Human Pangenome Reference Consortium. In 2023, Kenny played a key role in a groundbreaking advancement in genomics research by helping to map a diverse human pangenome—a major shift from reliance on a single reference genome. Unlike the earlier genetic map, based on one man of mixed European and African ancestry in Buffalo, this new pangenome project captures far greater human genetic diversity. As reported by The Washington Post, Kenny's work demonstrates how a more inclusive human genome can drive discoveries in rare genetic diseases, improve genomic medicine, and accelerate the future of precision healthcare. Kenny was co-developer and current license holder for Random Forest adMIXture (RFMix), a patented software for inferring continental and sub-continental ancestry at genomic loci. == Education and career == Kenny graduated from Trinity College Dublin with a BA in Biochemistry in 1999 and did a masters in Bioinformatics at Leeds University. She received her PhD in Computational Genomics at Rockefeller University, and did her post-doctoral work in the lab of Dr. Carlos D. Bustamante at Stanford University. === Academic appointments === As of 2024, at Mount Sinai, she serves as the Endowed Chair and Professor of Genomic Health, Professor at the Department of Medicine and Professor at the Department of Genetics and Genomic Sciences. Since 2018 she has served as the Founding Director of the Institute for Genomic Health, and since 2022, she also serves as the Founding Director of the Center for Translational Genomics. She is also the Director of Translational Research, Division for Genomic Medicine. Former appointments include Assistant Professor at the Department of Genetics and Genomic Sciences and Member at The Charles Bronfman Institute of Personalized Medicine, both at Mount Sinai. She was also Bioinformatics Programmer at the California Institute of Technology, and research assistant at the Massachusetts Institute of Technology. == Publications == As of 2024, Kenny is an advisor to Cell Genomics. Google Scholar reports 50,623 citations, an h-index of 66 and an i10-index of 130. The five most-cited articles she contributed to are: Auton, A; Brooks, LD; Durbin, RM; Garrison, EP; Kang, HM; Korbel, JO; Marchini, JL; McCarthy, S; McVean, GA; Abecasis, GR (2015). "A global reference for human genetic variation". Nature. 526 (7571): 68–74. Bibcode:2015Natur.526...68T. doi:10.1038/nature15393. PMC 4750478. PMID 26432245.. Cited by 14847 Abecasis, GR; Auton, A; Brooks, LD; DePristo, MA; Durbin, RM; Handsaker, RE; Kang, HM; Marth, GT; McVean, GA (2012). "An integrated map of genetic variation from 1,092 human genomes". Nature. 491 (7422): 56–65. Bibcode:2012Natur.491...56T. doi:10.1038/nature11632. PMC 3498066. PMID 23128226.. Cited by 8287 Jacob A. Tennessen et al. Evolution and Functional Impact of Rare Coding Variation from Deep Sequencing of Human Exomes.Science337,64–69(2012).DOI:10.1126/science.1219240 Cited by 1886 Taliun, D.; Harris, D.N.; Kessler, M.D.; et al. (2021). "Sequencing of 53,831 diverse genomes from the NHLBI TOPMed Program". Nature. 590 (7845): 290–299. Bibcode:2021Natur.590..290T. doi:10.1038/s41586-021-03205-y. PMC 7875770. PMID 33568819.. Cited by 1369 Vilhjálmsson, BJ; et al. (2015). "Modeling Linkage Disequilibrium Increases Accuracy of Polygenic Risk Scores". Am J Hum Genet. 97 (4): 576–92. doi:10.1016/j.ajhg.2015.09.001. PMC 4596916. PMID 26430803.. Cited by 1327

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