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  • MobileNet

    MobileNet

    MobileNet is a family of convolutional neural network (CNN) architectures designed for image classification, object detection, and other computer vision tasks. They are designed for small size, low latency, and low power consumption, making them suitable for on-device inference and edge computing on resource-constrained devices like mobile phones and embedded systems. They were originally designed to be run efficiently on mobile devices with TensorFlow Lite. The need for efficient deep learning models on mobile devices led researchers at Google to develop MobileNet. As of June 2025, the family has five versions, each improving upon the previous one in terms of performance and efficiency. == Features == === V1 === MobileNetV1 was published in April 2017. Its main architectural innovation was incorporation of depthwise separable convolutions. 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. 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. The MobileNetV1 has two hyperparameters: a width multiplier α {\displaystyle \alpha } that controls the number of channels in each layer. Smaller values of α {\displaystyle \alpha } lead to smaller and faster models, but at the cost of reduced accuracy, and a resolution multiplier ρ {\displaystyle \rho } , which controls the input resolution of the images. Lower resolutions result in faster processing but potentially lower accuracy. === V2 === MobileNetV2 was published in March 2019. It uses inverted residual layers and linear bottlenecks. Inverted residuals modify the traditional residual block structure. Instead of compressing the input channels before the depthwise convolution, they expand them. This expansion is followed by a 1 × 1 {\displaystyle 1\times 1} depthwise convolution and then a 1 × 1 {\displaystyle 1\times 1} projection layer that reduces the number of channels back down. This inverted structure helps to maintain representational capacity by allowing the depthwise convolution to operate on a higher-dimensional feature space, thus preserving more information flow during the convolutional process. Linear bottlenecks removes the typical ReLU activation function in the projection layers. This was rationalized by arguing that that nonlinear activation loses information in lower-dimensional spaces, which is problematic when the number of channels is already small. === V3 === MobileNetV3 was published in 2019. The publication included MobileNetV3-Small, MobileNetV3-Large, and MobileNetEdgeTPU (optimized for Pixel 4). They were found by a form of neural architecture search (NAS) that takes mobile latency into account, to achieve good trade-off between accuracy and latency. It used piecewise-linear approximations of swish and sigmoid activation functions (which they called "h-swish" and "h-sigmoid"), squeeze-and-excitation modules, and the inverted bottlenecks of MobileNetV2. === V4 === MobileNetV4 was published in September 2024. The publication included a large number of architectures found by NAS. Inspired by Vision Transformers, the V4 series included multi-query attention. It also unified both inverted residual and inverted bottleneck from the V3 series with the "universal inverted bottleneck", which includes these two as special cases. === V5 === MobileNetV5's architecture was published shortly after the release of Gemma 3n in June 2025. While the announcement stated a technical report on MobileNetV5 would be available soon, this has not yet materialised. The network is 10 times larger than the largest V4 variant.

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  • Best AI Video Generators in 2026

    Best AI Video Generators in 2026

    Curious about the best AI video generator? An AI video generator is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI video generator slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • State complexity

    State complexity

    State complexity is an area of theoretical computer science dealing with the size of abstract automata, such as different kinds of finite automata. The classical result in the area is that simulating an n {\displaystyle n} -state nondeterministic finite automaton by a deterministic finite automaton requires exactly 2 n {\displaystyle 2^{n}} states in the worst case. == Transformation between variants of finite automata == Finite automata can be deterministic and nondeterministic, one-way (DFA, NFA) and two-way (2DFA, 2NFA). Other related classes are unambiguous (UFA), self-verifying (SVFA) and alternating (AFA) finite automata. These automata can also be two-way (2UFA, 2SVFA, 2AFA). All these machines can accept exactly the regular languages. However, the size of different types of automata necessary to accept the same language (measured in the number of their states) may be different. For any two types of finite automata, the state complexity tradeoff between them is an integer function f {\displaystyle f} where f ( n ) {\displaystyle f(n)} is the least number of states in automata of the second type sufficient to recognize every language recognized by an n {\displaystyle n} -state automaton of the first type. The following results are known. NFA to DFA: 2 n {\displaystyle 2^{n}} states. This is the subset construction by Rabin and Scott, proved optimal by Lupanov. UFA to DFA: 2 n {\displaystyle 2^{n}} states, see Leung, An earlier lower bound by Schmidt was smaller. NFA to UFA: 2 n − 1 {\displaystyle 2^{n}-1} states, see Leung. There was an earlier smaller lower bound by Schmidt. SVFA to DFA: Θ ( 3 n / 3 ) {\displaystyle \Theta (3^{n/3})} states, see Jirásková and Pighizzini 2DFA to DFA: n ( n n − ( n − 1 ) n ) {\displaystyle n(n^{n}-(n-1)^{n})} states, see Kapoutsis. Earlier construction by Shepherdson used more states, and an earlier lower bound by Moore was smaller. 2DFA to NFA: ( 2 n n + 1 ) = O ( 4 n n ) {\displaystyle {\binom {2n}{n+1}}=O({\frac {4^{n}}{\sqrt {n}}})} , see Kapoutsis. Earlier construction by Birget used more states. 2NFA to NFA: ( 2 n n + 1 ) {\displaystyle {\binom {2n}{n+1}}} , see Kapoutsis. 2NFA to NFA accepting the complement: O ( 4 n ) {\displaystyle O(4^{n})} states, see Vardi. AFA to DFA: 2 2 n {\displaystyle 2^{2^{n}}} states, see Chandra, Kozen and Stockmeyer. AFA to NFA: 2 n {\displaystyle 2^{n}} states, see Fellah, Jürgensen and Yu. 2AFA to DFA: 2 n 2 n {\displaystyle 2^{n2^{n}}} , see Ladner, Lipton and Stockmeyer. 2AFA to NFA: 2 Θ ( n log ⁡ n ) {\displaystyle 2^{\Theta (n\log n)}} , see Geffert and Okhotin. === The 2DFA vs. 2NFA problem and logarithmic space === It is an open problem whether all 2NFAs can be converted to 2DFAs with polynomially many states, i.e. whether there is a polynomial p ( n ) {\displaystyle p(n)} such that for every n {\displaystyle n} -state 2NFA there exists a p ( n ) {\displaystyle p(n)} -state 2DFA. The problem was raised by Sakoda and Sipser, who compared it to the P vs. NP problem in the computational complexity theory. Berman and Lingas discovered a formal relation between this problem and the L vs. NL open problem. This relation was further elaborated by Kapoutsis. == State complexity of operations for finite automata == Given a binary regularity-preserving operation on languages ∘ {\displaystyle \circ } and a family of automata X (DFA, NFA, etc.), the state complexity of ∘ {\displaystyle \circ } is an integer function f ( m , n ) {\displaystyle f(m,n)} such that for each m-state X-automaton A and n-state X-automaton B there is an f ( m , n ) {\displaystyle f(m,n)} -state X-automaton for L ( A ) ∘ L ( B ) {\displaystyle L(A)\circ L(B)} , and for all integers m, n there is an m-state X-automaton A and an n-state X-automaton B such that every X-automaton for L ( A ) ∘ L ( B ) {\displaystyle L(A)\circ L(B)} must have at least f ( m , n ) {\displaystyle f(m,n)} states. Analogous definition applies for operations with any number of arguments. The first results on state complexity of operations for DFAs were published by Maslov and by Yu, Zhuang and Salomaa. Holzer and Kutrib pioneered the state complexity of operations on NFA. The known results for basic operations are listed below. === Union === If language L 1 {\displaystyle L_{1}} requires m states and language L 2 {\displaystyle L_{2}} requires n states, how many states does L 1 ∪ L 2 {\displaystyle L_{1}\cup L_{2}} require? DFA: m n {\displaystyle mn} states, see Maslov and Yu, Zhuang and Salomaa. NFA: m + n + 1 {\displaystyle m+n+1} states, see Holzer and Kutrib. UFA: at least min ( n , m ) Ω ( log ⁡ ( min ( n , m ) ) ) {\displaystyle \min(n,m)^{\Omega (\log(\min(n,m)))}} ; between m n + m + n {\displaystyle mn+m+n} and m + n m 2 0.79 m {\displaystyle m+nm2^{0.79m}} states, see Jirásek, Jirásková and Šebej. SVFA: m n {\displaystyle mn} states, see Jirásek, Jirásková and Szabari. 2DFA: between m + n {\displaystyle m+n} and 4 m + n + 4 {\displaystyle 4m+n+4} states, see Kunc and Okhotin. 2NFA: m + n {\displaystyle m+n} states, see Kunc and Okhotin. === Intersection === How many states does L 1 ∩ L 2 {\displaystyle L_{1}\cap L_{2}} require? DFA: m n {\displaystyle mn} states, see Maslov and Yu, Zhuang and Salomaa. NFA: m n {\displaystyle mn} states, see Holzer and Kutrib. UFA: m n {\displaystyle mn} states, see Jirásek, Jirásková and Šebej. SVFA: m n {\displaystyle mn} states, see Jirásek, Jirásková and Szabari. 2DFA: between m + n {\displaystyle m+n} and m + n + 1 {\displaystyle m+n+1} states, see Kunc and Okhotin. 2NFA: between m + n {\displaystyle m+n} and m + n + 1 {\displaystyle m+n+1} states, see Kunc and Okhotin. === Complementation === If language L requires n states then how many states does its complement require? DFA: n {\displaystyle n} states, by exchanging accepting and rejecting states. NFA: 2 n {\displaystyle 2^{n}} states, see Birget. or Jirásková UFA: at least n Ω ~ ( log ⁡ n ) {\displaystyle n^{{\tilde {\Omega }}(\log n)}} states, see Göös, Kiefer and Yuan, (this follows an earlier bound by Raskin); and at most n + 1 ⋅ 2 0.5 n {\displaystyle {\sqrt {n+1}}\cdot 2^{0.5n}} states, see Indzhev and Kiefer. SVFA: n {\displaystyle n} states, by exchanging accepting and rejecting states. 2DFA: at least n {\displaystyle n} and at most 4 n {\displaystyle 4n} states, see Geffert, Mereghetti and Pighizzini. === Concatenation === How many states does L 1 L 2 = { w 1 w 2 ∣ w 1 ∈ L 1 , w 2 ∈ L 2 } {\displaystyle L_{1}L_{2}=\{w_{1}w_{2}\mid w_{1}\in L_{1},w_{2}\in L_{2}\}} require? DFA: m ⋅ 2 n − 2 n − 1 {\displaystyle m\cdot 2^{n}-2^{n-1}} states, see Maslov and Yu, Zhuang and Salomaa. NFA: m + n {\displaystyle m+n} states, see Holzer and Kutrib. UFA: 3 4 2 m + n − 1 {\displaystyle {\frac {3}{4}}2^{m+n}-1} states, see Jirásek, Jirásková and Šebej. SVFA: Θ ( 3 n / 3 2 m ) {\displaystyle \Theta (3^{n/3}2^{m})} states, see Jirásek, Jirásková and Szabari. 2DFA: at least 2 Ω ( n ) log ⁡ m {\displaystyle {\frac {2^{\Omega (n)}}{\log m}}} and at most 2 m m + 1 ⋅ 2 n n + 1 {\displaystyle 2m^{m+1}\cdot 2^{n^{n+1}}} states, see Jirásková and Okhotin. === Kleene star === DFA: 3 4 2 n {\displaystyle {\frac {3}{4}}2^{n}} states, see Maslov and Yu, Zhuang and Salomaa. NFA: n + 1 {\displaystyle n+1} states, see Holzer and Kutrib. UFA: 3 4 2 n {\displaystyle {\frac {3}{4}}2^{n}} states, see Jirásek, Jirásková and Šebej. SVFA: 3 4 2 n {\displaystyle {\frac {3}{4}}2^{n}} states, see Jirásek, Jirásková and Szabari. 2DFA: at least 1 n 2 n 2 − 1 {\displaystyle {\frac {1}{n}}2^{{\frac {n}{2}}-1}} and at most 2 O ( n n + 1 ) {\displaystyle 2^{O(n^{n+1})}} states, see Jirásková and Okhotin. === Reversal === DFA: 2 n {\displaystyle 2^{n}} states, see Mirkin, Leiss, and Yu, Zhuang and Salomaa. NFA: n + 1 {\displaystyle n+1} states, see Holzer and Kutrib. UFA: n {\displaystyle n} states. SVFA: 2 n + 1 {\displaystyle 2n+1} states, see Jirásek, Jirásková and Szabari. 2DFA: between n + 1 {\displaystyle n+1} and n + 2 {\displaystyle n+2} states, see Jirásková and Okhotin. == Finite automata over a unary alphabet == State complexity of finite automata with a one-letter (unary) alphabet, pioneered by Chrobak, is different from the multi-letter case. Let g ( n ) = e Θ ( n ln ⁡ n ) {\displaystyle g(n)=e^{\Theta ({\sqrt {n\ln n}})}} be Landau's function. === Transformation between models === For a one-letter alphabet, transformations between different types of finite automata are sometimes more efficient than in the general case. NFA to DFA: g ( n ) + O ( n 2 ) {\displaystyle g(n)+O(n^{2})} states, see Chrobak. 2DFA to DFA: g ( n ) + O ( n ) {\displaystyle g(n)+O(n)} states, see Chrobak and Kunc and Okhotin. 2NFA to DFA: O ( g ( n ) ) {\displaystyle O(g(n))} states, see Mereghetti and Pighizzini. and Geffert, Mereghetti and Pighizzini. NFA to 2DFA: at most O ( n 2 ) {\displaystyle O(n^{2})} states, see Chrobak. 2NFA to 2DFA: at most n O ( log ⁡ n ) {\displaystyle n^{O(\log n)}} states, proved by implementing the method of Savitch's theorem, see

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  • Internettolken

    Internettolken

    Internettolken (or InternetPreter) is a web-based machine translating tool. As the first Swedish online translating service, it was started in 2002 and included the English and Swedish languages. Today, there are 14 languages with more than 120 possible combinations. The service is free up to 150 words per day, and as a 2,000-word free testing account. It is available both on its website, and as a gadget on iGoogle. The interface is either English or Swedish. Being a dictionary-based tool, with its own translation software, it can sometimes offer a more accurate translation than Google Translate and others, although the grammar will be incorrect. == Languages currently available ==

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  • AI data center

    AI data center

    An AI data center is a specialized data center facility designed for the computationally intensive tasks of training and running inference for artificial intelligence (AI) and machine learning models. Unlike general-purpose data centers, they are optimized for the parallel processing demands of AI workloads, typically using hardware such as AI accelerators (e.g., GPUs, TPUs) and high-speed interconnects. The global push to construct these specialized facilities accelerated dramatically during the AI boom of the 2020s. Memory manufacturers prioritized production of High Bandwidth Memory (HBM) essential for AI servers, which led to a global memory supply shortage amid a broader competition for advanced chips, power, and infrastructure. Major tech companies are estimated to spend $650 billion on AI data centers in 2026. == Architecture == Data centers for building and running large machine learning models contain specialized computer chips, GPUs, that use 2 to 4 times as much energy as their regular CPU counterparts (250-500 watts). AI data centers use 60 or more kilowatts per server rack, whereas more standard data centers typically use 5 to 10 kilowatts per rack. == Operators == As of August 2025, The Information tracked 18 planned or existing AI data centers in the United States, operated by Amazon Web Services, CoreWeave, Crusoe, Meta, Microsoft/OpenAI, Oracle, Tesla, and xAI. Other AI data center operators include Digital Realty and Alibaba. Data centers are also being built in China, India, Europe, Saudi Arabia, and Canada. The New Yorker described CoreWeave as the most prominent AI data center operator in the United States. Two types of data center providers for machine learning have been noted: hyperscalers and neoclouds. The Verge listed large technology companies such as Google, Meta, Microsoft, Oracle and Amazon as hyperscalers. The New York Times described neoclouds as "a new generation of data center providers". CoreWeave, Nebius, Nscale, and Lambda have been described as examples of neoclouds. In January 2025, OpenAI, in partnership with Oracle and Softbank, announced the Stargate project, which as of September 2025 is composed of six built or proposed AI data centers in the United States. In response to the Stargate project, Amazon launched in October 2025 an AI data center on 1,200 acres of farmland in Indiana. This data center, known as Project Rainier, is one of the largest AI data centers in the world, with Amazon spending $11 billion on the project. Rainier is specifically intended for training and running machine learning models from Anthropic. As of that time, this facility contains seven data centers (out of an estimated 30 planned) and will use 2.2 gigawatts of electricity (equivalent to 1 million households) and millions of gallons of water per year. Computer chips from Annapurna Labs and Anthropic, Trainium 2, were designed for use in such facilities. Amazon pumped millions of gallons of water out of the ground to construct the data center, and as of June 2025, Indiana state officials are investigating whether this dewatering process led to dry wells for local residents. In November 2025, Anthropic announced a plan in partnership with Fluidstack to develop artificial intelligence infrastructure in the United States, including data centers in New York and Texas, worth $50 billion. Other AI data center projects include the Colossus supercomputer from xAI, a Louisiana-based project from Meta, Hyperion, expected to use 5 GW of power, and a second Ohio-based Meta project, Prometheus, with a capacity of 1 GW. A 3,200-acre AI data center, capable of 4.4-4.5 GW of power and located on the decommissioned Homer City Generating Station, is under construction as of 2025, and will use seven 30-acre gas generating stations supplied by EQT. As of December 2025, CRH is working on over 100 data centers in the United States. In 2025, ExxonMobil and NextEra announced plans to build a data center powered by natural gas and using carbon capture technology, with 1.2 GW of power capacity. They previously purchased 2,500 acres of land in the Southeastern United States and plan to market the data center to an artificial intelligence company. The increased interest in AI data centers has led to several executives from companies in that space becoming billionaires, including CoreWeave, QTS, Nebius, Astera Labs, Groq, Fermi (which is connected to former United States Secretary of Energy Rick Perry), Snowflake and Cipher Mining. Several companies involved in cryptocurrency mining, such as Bitdeer, CoreWeave, Cipher Mining, TeraWulf, IREN, Core Scientific, and CleanSpark have also been involved with AI data centers. == Finances == Between January and August 2024, Microsoft, Meta, Google and Amazon collectively spent $125 billion on AI data centers. Citigroup forecasted that $2.8 trillion would be spent on AI data centers by 2030, while McKinsey and Company estimated that almost $7 trillion would be spent globally by that time. According to S&P Global, $61 billion has been spent on the data center market as a whole in 2025, while debt issuance for data centers was $182 billion during the same year. Large technology companies have offloaded the financial risks of building AI data centers by setting up special purpose vehicles or by contracting with neoclouds. For example, Meta's Hyperion was mostly funded by Blue Owl Capital, which did so using a bond offering from PIMCO. Those bonds were sold to a number of clients, including BlackRock. Meta did not borrow money itself and instead established a special purpose vehicle from which it would rent the data center. This deal was structured by Morgan Stanley for $30 billion, the largest known private capital transaction as of 2025. Neoclouds such as CoreWeave have gone into debt to buy computer chips from Nvidia for their data centers, and the chips themselves have been used for loan collateral. As of December 2025, CoreWeave took out three GPU-backed loans, collectively worth $12.4 billion, from private credit firms (Blackstone, Coatue, BlackRock, PIMCO) and from banks (Goldman Sachs, JPMorgan Chase, Wells Fargo). Thus, these companies provide an indirect connection between private credit and established banks. Data centers have also established asset-backed securities, and debt for data centers has its own derivative financial products. The real estate industry, including asset managers, public companies and private investors, has also invested in data centers. == Energy sourcing == == Environmental footprint == Average AI data centers have an electricity footprint equivalent to 100,000 households, and use billions of gallons of water for cooling their hardware. In 2025, the International Energy Agency estimated that the larger AI data centers currently under construction could consume as much electricity as 2 million households. A 2024 report from the United States Department of Energy stated that data centers overall used 17 billion gallons of water per year in the United States, primarily due to "rapid proliferation of AI servers", and that this usage was forecasted to grow to nearly 80 billion gallons by 2028. Researchers estimated that AI data centers in the United States would emit 24-44 million metric tons of carbon dioxide and use 731–1,125 million cubic meters of water per year between 2024 and 2030. Peaking power plants, which have been proposed as a power source for AI data centers, emit sulfur dioxide and have historically been located disproportionately near communities of color in the United States. Reciprocating internal combustion engines, proposed as another power source for a data center, emit PM 2.5, nitrogen oxides, and volatile organic compounds. == AI data centers in the United States == In the United States, both the Biden administration and second Trump administration supported the construction of AI data centers. In January 2025, then-president Joe Biden signed an executive order for federal government agencies to support AI data centers on federal sites built by private companies, study their effect on energy prices, and encourage their use of renewable energy. In April 2025, the United States Department of Energy suggested 16 possible sites, including Los Alamos National Laboratory, Sandia National Laboratories and Oak Ridge National Laboratory. In its July 2025 AI Action Plan, the second Trump administration supported increased production of AI data centers. Several US states have incentivized local data center construction. For example, in 2024, lawmakers in Michigan approved tax breaks for data center equipment and construction material. Some data center companies have also invested or promised to invest in the infrastructure of local communities. In December 2025, Democratic senators Elizabeth Warren, Chris Van Hollen, and Richard Blumenthal wrote to seven technology companies (Google, Microsoft, Amazon, Meta, CoreWeave, Digital Realty, and Equinix) that they w

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  • Bonnie Webber

    Bonnie Webber

    Bonnie Lynn Nash-Webber (born August 30, 1946) is a computational linguist. She is an honorary professor of intelligent systems in the Institute for Language, Cognition and Computation (ILCC) at the University of Edinburgh. == Education and career == Webber completed her PhD at Harvard University in 1978, advised by Bill Woods, while at the same time working with Woods at Bolt Beranek and Newman. == Career and research == Webber was appointed a professor at the University of Pennsylvania for 20 years before moving to Edinburgh in 1998. She has many academic descendants through her student at Pennsylvania, Martha E. Pollack. After retiring from the University of Edinburgh in 2016, she was listed by the university as an honorary professor. === Publications === Webber's doctoral dissertation, A Formal Approach to Discourse Anaphora, used formal logic to model the meanings of natural-language statements; it was published by Garland Publishers in 1979 in their Outstanding Dissertations in Linguistics Series. With Norman Badler and Cary Phillips, Webber is a co-author of the book Simulating Humans: Computer Graphics Animation and Control (Oxford University Press, 1993). With Aravind Joshi and Ivan Sag she is a co-editor of Elements of Discourse Understanding, with Nils Nilsson she is co-editor of Readings in Artificial Intelligence, and with Barbara Grosz and Karen Spärck Jones she is co-editor of Readings in Natural Language Processing. === Awards and honours === Webber was appointed a Founding Fellow of the Association for the Advancement of Artificial Intelligence (AAAI) in 1990, and was elected a Fellow of the Royal Society of Edinburgh (FRSE) in 2004. She served as president of the Association for Computational Linguistics (ACL) in 1980, and became a Fellow of the Association for Computational Linguistics in 2012, "for significant contributions to discourse structure and discourse-based interpretation". In 2020, she was awarded the Association for Computational Linguistics Lifetime Achievement Award.

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  • Gato (DeepMind)

    Gato (DeepMind)

    Gato is a deep neural network for a range of complex tasks that exhibits multimodality. It can perform tasks such as engaging in a dialogue, playing video games, controlling a robot arm to stack blocks, and more. == Overview == Gato was created by researchers at London-based AI firm DeepMind. It is a transformer, like GPT-3. According to MIT Technology Review, the system "learns multiple different tasks at the same time, which means it can switch between them without having to forget one skill before learning another" whereas "[t]he AI systems of today are called “narrow,” meaning they can only do a specific, restricted set of tasks such as generate text", and according to The Independent, it is a "'generalist agent' that can carry out a huge range of complex tasks, from stacking blocks to writing poetry". It uses supervised learning with 1.2B parameters. The technology has been described as "general purpose" artificial intelligence and a "step toward" artificial general intelligence.

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  • Lorien Pratt

    Lorien Pratt

    Lorien Pratt is an American computer scientist known for contributions to transfer learning and for her work in promoting and developing the concept of decision intelligence. She is chief scientist and founder of Quantellia. Since 1988, she has conducted research on the use of machine learning as an academic, professor, industry analyst, and practicing data scientist. Pratt received her AB degree in computer science from Dartmouth College and her master's and doctorate degrees in computer science from Rutgers University. == Learning to Learn == She is best known for her book "Learning to Learn," co-edited with Sebastian Thrun, which provided an overview on how to use machine learning to better understand bias and generalization of discrete subjects. This approach, still largely theoretical when the book was published in 1998, is also called metalearning and is now a foundational underpinning of machine learning algorithms such as GPT-3 and DALL-E. == Research == === Transfer learning === Pratt's research includes early work in transfer learning where she developed the discriminability-based transfer (DBT) algorithm in 1993 during her tenure as a professor of computer science at Colorado School of Mines. This paper is considered one of the earliest academic works referring to the use of transfer in machine learning and has been cited over 400 times as foundational research for deep neural networks. === Decision intelligence === Since then, Pratt's research has continued to explore the relationships between machine learning and human cognition with the concept of decision intelligence, an emerging field of machine learning guided analytics designed to support human decision. Pratt introduced this concept in 2008, and this term has since been used by a number of vendors providing machine learning-guided analytics including Diwo, Peak AI, Sisu, and Tellius as the technologies used to support machine learning at scale have become easier to deploy, manage, and embed into software platforms. Pratt's work is cited as a core starting point for defining modern aspects of decision intelligence. Pratt's work at Quantellia since 2020 has focused on the use of decision intelligence to improve COVID-19-based outcomes.

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  • Facebook Messenger

    Facebook Messenger

    Messenger (formerly known as Facebook Messenger) is an American proprietary instant messaging service developed by Meta Platforms, the company that operates Facebook. Originally developed as Facebook Chat in 2008, the client application of Messenger is currently available on iOS and Android mobile platforms, Windows and macOS desktop platforms, through the Messenger.com web application, and on the standalone Meta Portal hardware. Messenger is used to send messages and exchange photos, videos, stickers, audio, and files, and also react to other users' messages and interact with bots. The service also supports voice and video calling. The standalone apps support using multiple accounts, conversations with end-to-end encryption, and playing games. There are also group chats where you can connect with multiple people at once in a private space such as Panama Chat. With a monthly userbase of over 1 billion people, it is among the largest social media platforms. == History == Following tests of a new instant messaging platform on Facebook in March 2008, the feature, then-titled "Facebook Chat", was gradually released to users in April 2008. Facebook revamped its messaging platform in November 2010, and subsequently acquired group messaging service Beluga in March 2011, which the company used to launch its standalone iOS and Android mobile apps on August 9, 2011. Facebook later launched a BlackBerry version in October 2011. An app for Windows Phone, though lacking features including voice messaging and chat heads, was released in March 2014. In April 2014, Facebook announced that the messaging feature would be removed from the main Facebook app and users will be required to download the separate Messenger app. An iPad-optimized version of the iOS app was released in July 2014. On April 8, 2015, Facebook launched a website interface for Messenger. A Tizen app was released on July 13, 2015. Facebook launched Messenger for Windows 10 in April 2016. In October 2016, Facebook released Messenger Lite, a stripped-down version of Messenger with a reduced feature set. The app is aimed primarily at old Android phones and regions where high-speed Internet is not widely available. In April 2017, Messenger Lite was expanded to 132 more countries. In May 2017, Facebook revamped the design for Messenger on Android and iOS, bringing a new home screen with tabs and categorization of content and interactive media, red dots indicating new activity, and relocated sections. Facebook announced a Messenger program for Windows 7 in a limited beta test in November 2011. The following month, Israeli blog TechIT leaked a download link for the program, with Facebook subsequently confirming and officially releasing the program. The program was eventually discontinued in March 2014. A Firefox web browser add-on was released in December 2012, but was also discontinued in March 2014. In December 2017, Facebook announced Messenger Kids, a new app aimed for persons under 13 years of age. The app comes with some differences compared to the standard version. In 2019, Messenger announced to be the 2nd most downloaded mobile app of the decade, from 2011 to 2019. In December 2019, Messenger dropped support for users to sign in using only a mobile number, meaning that users must sign in to a Facebook account in order to use the service. In March 2020, Facebook started to ship its dedicated Messenger for macOS app through the Mac App Store. The app is currently live in regions including France, Australia, Mexico, Poland, and many others. In April 2020, Facebook began rolling out a new feature called Messenger Rooms, a video chat feature that allows users to chat with up to 50 people at a time. The feature rivals Zoom, an application that gained a lot of popularity during the COVID-19 pandemic. Privacy concerns arose since the feature uses the same data collection policies as mainstream Facebook. In July 2020, Facebook added a new feature in Messenger that lets iOS users to use Apple's Face ID or Touch ID to lock their chats. The feature is called App Lock and is a part of several changes in Messenger regarding privacy and security. The option to view only "Unread Threads" was removed from the inbox, requiring the account holder to scroll through the entire inbox to be certain every unread message has been seen. On October 13, 2020, the Messenger application introduced cross-app messaging with Instagram, which was launched in September 2021. In addition to the integrated messaging, the application announced the introduction of a new logo, which should be an amalgamation of the Messenger and Instagram logo. The desktop app of Messenger was shut down on December 15, 2025. Messaging services were moved to the Facebook website or Messenger's site for those without an account on the former. The Messenger site was discontinued on April 16, 2026. Messaging services were moved to the Facebook website on the morning of April 17, 2026 without an Messenger account on the former to use Facebook account. == Features == The following is a table of features available in Messenger, as well as their geographical coverage and what devices they are available on. In addition there is a vanishing message feature. In addition there is an audio recording feature which allows audio recordings of up to one minute which may or may not be vanishing: === Messenger Rooms === It is a video conferencing feature of Messenger. It allows users to add up to 50 people at a time. Messenger Rooms does not require a Facebook account. Messenger Rooms competes with other services such as Zoom. Back in 2014, Facebook introduced an unrelated, stand-alone application named Rooms, letting users create places for users with similar interests, with users being anonymous to others. This was shut down in December 2015. In April 2020, during the COVID-19 pandemic, Facebook revealed video conferencing features for Messenger called Messenger Rooms. This was seen as a response to the popularity of other video conferencing platforms such as Zoom and Skype in the midst of the COVID-19 pandemic. Messenger Rooms allows users to add up to 50 people per room, without restrictions on time. It does not require a Facebook account or a separate app from Messenger. When used, it only prompts the user for basic information. Users can add 360° virtual backgrounds, mood lighting, and other AR effects as well as share screens. To prevent unwanted participants from joining, users can lock rooms and remove participants. Some have voiced concerns in regards to Messenger Room's privacy and how its parent, Facebook, handles data. Messenger Rooms, unlike some of its competitors, does not use end-to-end encryption. In addition, there have been concerns over how Messenger Rooms collects user data. == Monetization == In January 2017, Facebook announced that it was testing showing advertisements in Messenger's home feed. At the time, the testing was limited to a "small number of users in Australia and Thailand", with the ad format being swipe-based carousel ads. In July, the company announced that they were expanding the testing to a global audience. Stan Chudnovsky, head of Messenger, told VentureBeat that "We'll start slow ... When the average user can be sure to see them we truly don't know because we're just going to be very data-driven and user feedback-driven on making that decision". Facebook told TechCrunch that the advertisements' placement in the inbox depends on factors such as thread count, phone screen size, and pixel density. In a TechCrunch editorial by Devin Coldewey, he described the ads as "huge" in the space they occupy, "intolerable" in the way they appear in the user interface, and "irrelevant" due to the lack of context. Coldewey finished by writing "Advertising is how things get paid for on the internet, including TechCrunch, so I'm not an advocate of eliminating it or blocking it altogether. But bad advertising experiences can spoil a perfectly good app like (for the purposes of argument) Messenger. Messaging is a personal, purposeful use case and these ads are a bad way to monetize it." == Reception == In November 2014, the Electronic Frontier Foundation (EFF) listed Messenger (Facebook chat) on its Secure Messaging Scorecard. It received a score of 2 out of 7 points on the scorecard. It received points for having communications encrypted in transit and for having recently completed an independent security audit. It missed points because the communications were not encrypted with keys the provider didn't have access to, users could not verify contacts' identities, past messages were not secure if the encryption keys were stolen, the source code was not open to independent review, and the security design was not properly documented. As stated by Facebook in its Help Center, there is no way to log out of the Messenger application. Instead, users can choose between different availability statuses, including "Appear as inactive", "S

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  • Lin-Shan Lee

    Lin-Shan Lee

    Lin-Shan Lee (Chinese: 李琳山; born 23 September 1952) is a Taiwanese computer scientist. == Education and career == Lee earned a bachelor's degree in electrical engineering from National Taiwan University in 1974, and pursued a doctorate in the same subject at Stanford University, graduating in 1977. He subsequently returned to Taiwan and joined the NTU faculty in 1982. Lee is a 1993 fellow of the Institute of Electrical and Electronics Engineers, recognized "[f]or contributions to computer voice input/output techniques for Mandarin Chinese and to engineering education." The International Speech Communication Association elevated him to fellow status in 2010 "[f]or his contributions to Chinese spoken language processing and speech information retrieval, and his service to the speech language community." In 2016, Lee was elected a member of Academia Sinica.

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  • Evaluation of machine translation

    Evaluation of machine translation

    Various methods for the evaluation for machine translation have been employed. This article focuses on the evaluation of the output of machine translation, rather than on performance or usability evaluation. == Round-trip translation == A typical way for lay people to assess machine translation quality is to translate from a source language to a target language and back to the source language with the same engine. Though intuitively this may seem like a good method of evaluation, it has been shown that round-trip translation is a "poor predictor of quality". The reason why it is such a poor predictor of quality is reasonably intuitive. A round-trip translation is not testing one system, but two systems: the language pair of the engine for translating into the target language, and the language pair translating back from the target language. Consider the following examples of round-trip translation performed from English to Italian and Portuguese from Somers (2005): In the first example, where the text is translated into Italian then back into English—the English text is significantly garbled, but the Italian is a serviceable translation. In the second example, the text translated back into English is perfect, but the Portuguese translation is meaningless; the program thought "tit" was a reference to a tit (bird), which was intended for a "tat", a word it did not understand. While round-trip translation may be useful to generate a "surplus of fun," the methodology is deficient for serious study of machine translation quality. == Human evaluation == This section covers two of the large scale evaluation studies that have had significant impact on the field—the ALPAC 1966 study and the ARPA study. === Automatic Language Processing Advisory Committee (ALPAC) === One of the constituent parts of the ALPAC report was a study comparing different levels of human translation with machine translation output, using human subjects as judges. The human judges were specially trained for the purpose. The evaluation study compared an MT system translating from Russian into English with human translators, on two variables. The variables studied were "intelligibility" and "fidelity". Intelligibility was a measure of how "understandable" the sentence was, and was measured on a scale of 1–9. Fidelity was a measure of how much information the translated sentence retained compared to the original, and was measured on a scale of 0–9. Each point on the scale was associated with a textual description. For example, 3 on the intelligibility scale was described as "Generally unintelligible; it tends to read like nonsense but, with a considerable amount of reflection and study, one can at least hypothesize the idea intended by the sentence". Intelligibility was measured without reference to the original, while fidelity was measured indirectly. The translated sentence was presented, and after reading it and absorbing the content, the original sentence was presented. The judges were asked to rate the original sentence on informativeness. So, the more informative the original sentence, the lower the quality of the translation. The study showed that the variables were highly correlated when the human judgment was averaged per sentence. The variation among raters was small, but the researchers recommended that at the very least, three or four raters should be used. The evaluation methodology managed to separate translations by humans from translations by machines with ease. The study concluded that, "highly reliable assessments can be made of the quality of human and machine translations". === Advanced Research Projects Agency (ARPA) === As part of the Human Language Technologies Program, the Advanced Research Projects Agency (ARPA) created a methodology to evaluate machine translation systems, and continues to perform evaluations based on this methodology. The evaluation programme was instigated in 1991, and continues to this day. Details of the programme can be found in White et al. (1994) and White (1995). The evaluation programme involved testing several systems based on different theoretical approaches; statistical, rule-based and human-assisted. A number of methods for the evaluation of the output from these systems were tested in 1992 and the most recent suitable methods were selected for inclusion in the programmes for subsequent years. The methods were; comprehension evaluation, quality panel evaluation, and evaluation based on adequacy and fluency. Comprehension evaluation aimed to directly compare systems based on the results from multiple choice comprehension tests, as in Church et al. (1993). The texts chosen were a set of articles in English on the subject of financial news. These articles were translated by professional translators into a series of language pairs, and then translated back into English using the machine translation systems. It was decided that this was not adequate for a standalone method of comparing systems and as such abandoned due to issues with the modification of meaning in the process of translating from English. The idea of quality panel evaluation was to submit translations to a panel of expert native English speakers who were professional translators and get them to evaluate them. The evaluations were done on the basis of a metric, modelled on a standard US government metric used to rate human translations. This was good from the point of view that the metric was "externally motivated", since it was not specifically developed for machine translation. However, the quality panel evaluation was very difficult to set up logistically, as it necessitated having a number of experts together in one place for a week or more, and furthermore for them to reach consensus. This method was also abandoned. Along with a modified form of the comprehension evaluation (re-styled as informativeness evaluation), the most popular method was to obtain ratings from monolingual judges for segments of a document. The judges were presented with a segment, and asked to rate it for two variables, adequacy and fluency. Adequacy is a rating of how much information is transferred between the original and the translation, and fluency is a rating of how good the English is. This technique was found to cover the relevant parts of the quality panel evaluation, while at the same time being easier to deploy, as it didn't require expert judgment. Measuring systems based on adequacy and fluency, along with informativeness is now the standard methodology for the ARPA evaluation program. == Automatic evaluation == In the context of this article, a metric is a measurement. A metric that evaluates machine translation output represents the quality of the output. The quality of a translation is inherently subjective, there is no objective or quantifiable "good." Therefore, any metric must assign quality scores so they correlate with the human judgment of quality. That is, a metric should score highly translations that humans score highly, and give low scores to those humans give low scores. Human judgment is the benchmark for assessing automatic metrics, as humans are the end-users of any translation output. The measure of evaluation for metrics is correlation with human judgment. This is generally done at two levels, at the sentence level, where scores are calculated by the metric for a set of translated sentences, and then correlated against human judgment for the same sentences. And at the corpus level, where scores over the sentences are aggregated for both human judgments and metric judgments, and these aggregate scores are then correlated. Figures for correlation at the sentence level are rarely reported, although Banerjee et al. (2005) do give correlation figures that show that, at least for their metric, sentence-level correlation is substantially worse than corpus level correlation. While not widely reported, it has been noted that the genre, or domain, of a text has an effect on the correlation obtained when using metrics. Coughlin (2003) reports that comparing the candidate text against a single reference translation does not adversely affect the correlation of metrics when working in a restricted domain text. Even if a metric correlates well with human judgment in one study on one corpus, this successful correlation may not carry over to another corpus. Good metric performance, across text types or domains, is important for the reusability of the metric. A metric that only works for text in a specific domain is useful, but less useful than one that works across many domains—because creating a new metric for every new evaluation or domain is undesirable. Another important factor in the usefulness of an evaluation metric is to have a good correlation, even when working with small amounts of data, that is candidate sentences and reference translations. Turian et al. (2003) point out that, "Any MT evaluation measure is less reliable on shorter translations", and

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  • The Best Free AI Virtual Assistant for Beginners

    The Best Free AI Virtual Assistant for Beginners

    Comparing the best AI virtual assistant? An AI virtual assistant is software that uses machine learning to help you get more done — it lowers the barrier so anyone can produce professional output. Privacy matters too: check whether your data trains the model and whether a no-log or enterprise tier is available. Whether you are a beginner or a pro, the right AI virtual assistant slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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  • AI effect

    AI effect

    The AI effect is a phenomenon in which advances in artificial intelligence lead to a redefinition of what is considered intelligence, such that capabilities achieved by AI systems are no longer regarded as examples of "real" intelligence. The concept has been used to describe both a cognitive tendency and a sociotechnical pattern, in which successful AI techniques are reclassified as routine computation or absorbed into other domains. Historian Pamela McCorduck described this as a recurring feature of AI research, noting in her 2004 book Machines Who Think that once a problem is solved, it is no longer considered evidence of intelligence. Researcher Rodney Brooks similarly observed in 2002 that once systems are understood, they are often regarded as "just computation". == Definition == The AI effect refers to a shift in how intelligence is defined as machines acquire new capabilities. Tasks such as playing chess, recognizing speech, or interpreting images were historically considered indicators of intelligence, but after successful automation they are often reclassified as routine computation. McCorduck described this as an "odd paradox", in which successful AI systems are assimilated into other domains, leaving AI researchers to focus on unsolved problems. The phenomenon is often interpreted as an instance of moving the goalposts. A commonly cited formulation is Tesler's theorem, often expressed as "AI is whatever hasn't been done yet". When problems are not fully formalised, they may be described using models involving human computation, such as human-assisted Turing machines. == Historical examples == === Game playing === Early AI systems capable of playing games such as checkers and chess were initially regarded as demonstrations of machine intelligence. As these systems improved and became better understood, their achievements were often reinterpreted as examples of computation rather than intelligence. The victory of IBM's Deep Blue over Garry Kasparov in 1997 is a frequently cited example. Critics argued that the system relied on brute-force methods rather than genuine understanding. === Pattern recognition === Technologies such as optical character recognition and speech recognition were once considered core problems in artificial intelligence. As these systems became reliable and widely deployed, they were increasingly treated as standard engineering solutions. === Integration into applications === Many techniques originally developed within AI research have been incorporated into broader technological systems, including marketing, automation, and software applications. Michael Swaine reported in 2007 that AI advances are often presented as developments in other fields. Marvin Minsky observed that successful AI innovations often evolve into separate disciplines. Nick Bostrom noted in 2006 that widely adopted technologies are often no longer labeled as AI. == Contemporary discussion == The AI effect continues to be discussed in the context of recent advances in machine learning, particularly large language models and other generative AI systems. As these systems have become more widely used, some researchers and commentators have noted that their capabilities are frequently described as statistical or mechanical once understood, rather than as intelligence. A 2016 survey of artificial intelligence also noted that AI systems are increasingly embedded in everyday applications, reinforcing earlier observations that successful AI technologies tend to become normalized and no longer identified as AI. At the same time, the widespread commercial use of artificial intelligence has led to greater visibility of the field, contrasting with earlier periods in which AI techniques were often present but unacknowledged. == Interpretations == === Cognitive bias === Some authors describe the AI effect as a cognitive bias in which expectations of intelligence shift as machines achieve new capabilities. === Sociotechnical perspective === Another interpretation emphasizes how technologies are reclassified over time as they become widespread and commercially successful. === Philosophical debate === Some philosophers argue that reclassification reflects genuine conceptual distinctions rather than bias. == Historical context == During periods such as the AI winter, researchers sometimes avoided the term "artificial intelligence" due to negative perceptions. In the 21st century, however, the term "AI" has become widely used in public discourse and marketing. == Broader implications == The AI effect has been linked to broader questions about human uniqueness and the nature of intelligence. Michael Kearns suggested that people may seek to preserve a special role for humans. Similar patterns have been observed in studies of animal cognition. Herbert A. Simon noted that artificial intelligence can provoke strong emotional reactions.

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  • FastText

    FastText

    fastText is a library for learning of word embeddings and text classification created by Facebook's AI Research (FAIR) lab. The model allows one to create an unsupervised learning or supervised learning algorithm for obtaining vector representations for words. Facebook makes available pretrained models for 294 languages. Several papers describe the techniques used by fastText. The GitHub repository was archived on March 19, 2024.

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  • Tamara Broderick

    Tamara Broderick

    Tamara Ann Broderick is an American computer scientist at the Massachusetts Institute of Technology. She works on machine learning and Bayesian inference. == Education and early career == Broderick is from Parma Heights, Ohio. She attended Laurel School and graduated in 2003. Whilst at high school she took part in the inaugural Massachusetts Institute of Technology Women's Technology Program. She studied mathematics at Princeton University, earning a bachelor's degree in 2007. She was a Marshall scholar, allowing her to pursue graduate research at the University of Cambridge. She was a runner-up in the Association for Women in Mathematics Alice T. Shafer Prize for Excellence in Mathematics. She was co-president of the Princeton Math Club and organised a competition for high school maths teams. She won the Phi Beta Kappa Prize for the highest academic average at Princeton University. During her undergraduate degree, Broderick worked on dark matter haloes with Rachel Mandelbaum. Broderick moved to the United Kingdom for her graduate studies, earning a Master of Advanced Studies for completing Part III of the Mathematical Tripos at the University of Cambridge in 2009. Her Master's thesis looked at the Nomon selection method, improving the efficiency of communications. She returned to America in 2009, joining University of California, Berkeley for her Master's and PhD. Her graduate research was supported by the Berkeley Fellowship and a National Science Foundation Fellowship. Her PhD thesis Clusters and features from combinatorial stochastic processes looked at clustering and speeding up the analysis of large, streaming data sets. In 2013 she was selected for the Berkeley EECS Rising Stars conference. == Research and career == Broderick joined Massachusetts Institute of Technology as an assistant professor in 2015. She is interested in Bayesian statistics and graphical models. She was the recipient of a Google Faculty Research Grant and International Society for Bayesian Analysis Lifetime Members Junior Researcher Award. She was awarded an Army Research Office young investigator program award to investigate machine-learning to quantify uncertainty in data analysis. Broderick is also Alfred P. Sloan Foundation scholar. === Academic service === In 2018, Broderick spoke at the Harvard University Institute for Applied Computational Science Women in Data Science conference. She spoke about Bayesian inference at the 2018 International Conference on Machine Learning. She led a three-day Masterclass on machine learning at University College London in June 2018. Broderick is a scientific advisor for AI.Reverie and WiML (Women in Machine Learning). She has developed a high-school level introduction to machine learning with the Women's Technology Program (WTP). Software she has developed is available on her website. === Awards and honors === Broderick was awarded the Evelyn Fix Memorial Medal and Citation and the International Society for Bayesian Analysis Savage Award for her doctoral thesis. She was awarded a National Science Foundation CAREER Award to scale her machine learning techniques. She was a 2021 Leadership Academy winner of the Committee of Presidents of Statistical Societies.

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