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  • Human–robot interaction

    Human–robot interaction

    Human–robot interaction (HRI) is the study of interactions between humans and robots. Human–robot interaction is a multidisciplinary field with contributions from human–computer interaction, artificial intelligence, robotics, natural language processing, design, psychology and philosophy. A subfield known as physical human–robot interaction (pHRI) has tended to focus on device design to enable people to safely interact with robotic systems. == Origins == Human–robot interaction has been a topic of both science fiction and academic speculation even before any robots existed. Because much of active HRI development depends on natural language processing, many aspects of HRI are continuations of human communications, a field of research which is much older than robotics. The origin of HRI as a discrete problem was stated by 20th-century author Isaac Asimov in 1941, in his novel I, Robot. Asimov coined Three Laws of Robotics, namely: A robot may not injure a human being or, through inaction, allow a human being to come to harm. A robot must obey the orders given it by human beings except where such orders would conflict with the First Law. A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws. These three laws provide an overview of the goals engineers and researchers hold for safety in the HRI field, although the fields of robot ethics and machine ethics are more complex than these three principles. However, generally human–robot interaction prioritizes the safety of humans that interact with potentially dangerous robotics equipment. Solutions to this problem range from the philosophical approach of treating robots as ethical agents (individuals with moral agency), to the practical approach of creating safety zones. These safety zones use technologies such as lidar to detect human presence or physical barriers to protect humans by preventing any contact between machine and operator. Although initially robots in the human–robot interaction field required some human intervention to function, research has expanded this to the extent that fully autonomous systems are now far more common than in the early 2000s. Autonomous systems include from simultaneous localization and mapping systems which provide intelligent robot movement to natural-language processing and natural-language generation systems which allow for natural, human-esque interaction which meet well-defined psychological benchmarks. Anthropomorphic robots (machines which imitate human body structure) are better described by the biomimetics field, but overlap with HRI in many research applications. Examples of robots which demonstrate this trend include Willow Garage's PR2 robot, the NASA Robonaut, and Honda ASIMO. However, robots in the human–robot interaction field are not limited to human-like robots: Paro and Kismet are both robots designed to elicit emotional response from humans, and so fall into the category of human–robot interaction. Goals in HRI range from industrial manufacturing through Cobots, medical technology through rehabilitation, autism intervention, and elder care devices, entertainment, human augmentation, and human convenience. Future research therefore covers a wide range of fields, much of which focuses on assistive robotics, robot-assisted search-and-rescue, and space exploration. == The goal of friendly human–robot interactions == Robots are artificial agents with capacities of perception and action in the physical world often referred by researchers as workspace. Their use has been generalized in factories but nowadays they tend to be found in the most technologically advanced societies in such critical domains as search and rescue, military battle, mine and bomb detection, scientific exploration, law enforcement, entertainment and hospital care. These new domains of applications imply a closer interaction with the user, sharing the workspace but also goals in terms of task achievement. The subfield of physical human–robot interaction (pHRI) has largely focused on device design to enable people to safely interact with robotic systems but is increasingly developing algorithmic approaches in an attempt to support fluent and expressive interactions between humans and robotic systems. With the advance in AI, the research is focusing on one part towards the safest physical interaction but also on a socially correct interaction, dependent on cultural criteria. The goal is to build an intuitive, and easy communication with the robot through speech, gestures, and facial expressions. Kerstin Dautenhahn refers to friendly Human–robot interaction as "Robotiquette" defining it as the "social rules for robot behaviour (a 'robotiquette') that is comfortable and acceptable to humans" The robot has to adapt itself to our way of expressing desires and orders and not the contrary. But every day environments such as homes have much more complex social rules than those implied by factories or even military environments. Thus, the robot needs perceiving and understanding capacities to build dynamic models of its surroundings. It needs to categorize objects, recognize and locate humans and further recognize their emotions. The need for dynamic capacities pushes forward every sub-field of robotics. Furthermore, by understanding and perceiving social cues, robots can enable collaborative scenarios with humans. For example, with the rapid rise of personal fabrication machines such as desktop 3D printers, laser cutters, etc., entering our homes, scenarios may arise where robots can collaboratively share control, co-ordinate and achieve tasks together. Industrial robots have already been integrated into industrial assembly lines and are collaboratively working with humans. The social impact of such robots have been studied and has indicated that workers still treat robots and social entities, rely on social cues to understand and work together. On the other end of HRI research the cognitive modelling of the "relationship" between human and the robots benefits the psychologists and robotic researchers the user study are often of interests on both sides. This research endeavours part of human society. For effective human – humanoid robot interaction numerous communication skills and related features should be implemented in the design of such artificial agents/systems. == General HRI research == HRI research spans a wide range of fields, some general to the nature of HRI. === Methods for perceiving humans === Methods for perceiving humans in the environment are based on sensor information. Research on sensing components and software led by Microsoft provide useful results for extracting the human kinematics (see Kinect). An example of older technique is to use colour information for example the fact that for light skinned people the hands are lighter than the clothes worn. In any case a human modelled a priori can then be fitted to the sensor data. The robot builds or has (depending on the level of autonomy the robot has) a 3D mapping of its surroundings to which is assigned the humans locations. Most methods intend to build a 3D model through vision of the environment. The proprioception sensors permit the robot to have information over its own state. This information is relative to a reference. Theories of proxemics may be used to perceive and plan around a person's personal space. A speech recognition system is used to interpret human desires or commands. By combining the information inferred by proprioception, sensor and speech the human position and state (standing, seated). In this matter, natural-language processing is concerned with the interactions between computers and human (natural) languages, in particular how to program computers to process and analyze large amounts of natural-language data. For instance, neural-network architectures and learning algorithms that can be applied to various natural-language processing tasks including part-of-speech tagging, chunking, named-entity recognition, and semantic role labeling. === Methods for motion planning === Motion planning in dynamic environments is a challenge that can at the moment only be achieved for robots with 3 to 10 degrees of freedom. Humanoid robots or even 2 armed robots, which can have up to 40 degrees of freedom, are unsuited for dynamic environments with today's technology. However lower-dimensional robots can use the potential field method to compute trajectories which avoid collisions with humans. === Cognitive models and theory of mind === Humans exhibit negative social and emotional responses as well as decreased trust toward some robots that closely, but imperfectly, resemble humans; this phenomenon has been termed the "Uncanny Valley". However recent research in telepresence robots has established that mimicking human body postures and expressive gestures has made the robots likeable and engaging in a remote setting. Further, the presence o

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  • Ordinal regression

    Ordinal regression

    In statistics, ordinal regression, also called ordinal classification, is a type of regression analysis used for predicting an ordinal variable, i.e. a variable whose value exists on an arbitrary scale where only the relative ordering between different values is significant. It can be considered an intermediate problem between regression and classification. Examples of ordinal regression are ordered logit and ordered probit. Ordinal regression turns up often in the social sciences, for example in the modeling of human levels of preference (on a scale from, say, 1–5 for "very poor" through "excellent"), as well as in information retrieval. In machine learning, ordinal regression may also be called ranking learning. == Linear models for ordinal regression == Ordinal regression can be performed using a generalized linear model (GLM) that fits both a coefficient vector and a set of thresholds to a dataset. Suppose one has a set of observations, represented by length-p vectors x1 through xn, with associated responses y1 through yn, where each yi is an ordinal variable on a scale 1, ..., K. For simplicity, and without loss of generality, we assume y is a non-decreasing vector, that is, yi ≤ {\displaystyle \leq } yi+1. To this data, one fits a length-p coefficient vector w and a set of thresholds θ1, ..., θK−1 with the property that θ1 < θ2 < ... < θK−1. This set of thresholds divides the real number line into K disjoint segments, corresponding to the K response levels. The model can now be formulated as Pr ( y ≤ i ∣ x ) = σ ( θ i − w ⋅ x ) {\displaystyle \Pr(y\leq i\mid \mathbf {x} )=\sigma (\theta _{i}-\mathbf {w} \cdot \mathbf {x} )} or, the cumulative probability of the response y being at most i is given by a function σ (the inverse link function) applied to a linear function of x. Several choices exist for σ; the logistic function σ ( θ i − w ⋅ x ) = 1 1 + e − ( θ i − w ⋅ x ) {\displaystyle \sigma (\theta _{i}-\mathbf {w} \cdot \mathbf {x} )={\frac {1}{1+e^{-(\theta _{i}-\mathbf {w} \cdot \mathbf {x} )}}}} gives the ordered logit model, while using the CDF of the standard normal distribution gives the ordered probit model. A third option is to use an exponential function σ ( θ i − w ⋅ x ) = 1 − exp ⁡ ( − exp ⁡ ( θ i − w ⋅ x ) ) {\displaystyle \sigma (\theta _{i}-\mathbf {w} \cdot \mathbf {x} )=1-\exp(-\exp(\theta _{i}-\mathbf {w} \cdot \mathbf {x} ))} which gives the proportional hazards model. === Latent variable model === The probit version of the above model can be justified by assuming the existence of a real-valued latent variable (unobserved quantity) y, determined by y ∗ = w ⋅ x + ε {\displaystyle y^{}=\mathbf {w} \cdot \mathbf {x} +\varepsilon } where ε is normally distributed with zero mean and unit variance, conditioned on x. The response variable y results from an "incomplete measurement" of y, where one only determines the interval into which y falls: y = { 1 if y ∗ ≤ θ 1 , 2 if θ 1 < y ∗ ≤ θ 2 , 3 if θ 2 < y ∗ ≤ θ 3 ⋮ K if θ K − 1 < y ∗ . {\displaystyle y={\begin{cases}1&{\text{if}}~~y^{}\leq \theta _{1},\\2&{\text{if}}~~\theta _{1} Read more →

  • Random neural network

    Random neural network

    The Random Neural Network (RNN) is a mathematical representation of an interconnected network of neurons or cells which exchange spiking signals. It was invented by Erol Gelenbe and is linked to the G-network model of queueing networks which Erol Gelenbe also invented, and with his Gene Regulatory Network models. In this model, each neuronal cell state is represented by an integer whose value rises when the cell receives an excitatory spike and drops when it receives an inhibitory spike. The spikes can originate outside the network itself, or they can come from other cells in the networks. Cells whose internal excitatory state has a positive value are allowed to send out spikes of either kind to other cells in the network according to specific cell-dependent spiking rates. The model has a mathematical solution in steady-state which provides the joint probability distribution of the network in terms of the individual probabilities that each cell is excited and able to send out spikes. Computing this solution is based on solving a set of non-linear algebraic equations whose parameters are related to the spiking rates of individual cells and their connectivity to other cells, as well as the arrival rates of spikes from outside the network. The RNN is a recurrent model, i.e. a neural network that is allowed to have complex feedback loops. A highly energy-efficient implementation of random neural networks was demonstrated by Krishna Palem et al. using the Probabilistic CMOS or PCMOS technology and was shown to be c. 226–300 times more efficient in terms of Energy-Performance-Product. RNNs are also related to artificial neural networks, which (like the random neural network) have gradient-based learning algorithms. The learning algorithm for an n-node random neural network that includes feedback loops (it is also a recurrent neural network) is of computational complexity O(n^3) (the number of computations is proportional to the cube of n, the number of neurons). The random neural network can also be used with other learning algorithms such as reinforcement learning. The RNN has been shown to be a universal approximator for bounded and continuous functions.

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  • Linguamatics

    Linguamatics

    Linguamatics, headquartered in Cambridge, England, with offices in the United States and UK, is a provider of text mining systems through software licensing and services, primarily for pharmaceutical and healthcare applications. Founded in 2001, the company was purchased by IQVIA in January 2019. == Technology == The company develops enterprise search tools for the life sciences sector. The core natural language processing engine (I2E) uses a federated architecture to incorporate data from 3rd party resources. Initially developed to be used interactively through a graphic user interface, the core software also has an application programming interface that can be used to automate searches. LabKey, Penn Medicine, Atrius Health and Mercy all use Linguamatics software to extract electronic health record data into data warehouses. Linguamatics software is used by 17 of the top 20 global pharmaceutical companies, the US Food and Drug Administration, as well as healthcare providers. == Software community == The core software, "I2E", is used by a number of companies to either extend their own software or to publish their data. Copyright Clearance Center uses I2E to produce searchable indexes of material that would otherwise be unsearchable due to copyright. Thomson Reuters produces Cortellis Informatics Clinical Text Analytics, which depends on I2E to make clinical data accessible and searchable. Pipeline Pilot can integrate I2E as part of a workflow. ChemAxon can be used alongside I2E to allow named entity recognition of chemicals within unstructured data. Data sources include MEDLINE, ClinicalTrials.gov, FDA Drug Labels, PubMed Central, and Patent Abstracts.

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  • U-Net

    U-Net

    U-Net is a convolutional neural network that was developed for image segmentation. The network is based on a fully convolutional neural network whose architecture was modified and extended to work with fewer training images and to yield more precise segmentation. Segmentation of a 512 × 512 image takes less than a second on a modern (2015) GPU using the U-Net architecture. The U-Net architecture has also been employed in diffusion models for iterative image denoising. This technology underlies many modern image generation models, such as DALL-E, Midjourney, and Stable Diffusion. U-Net is also being explored for language models. Tokenization is not a separate step, allowing the model to more easily understand spelling and concurrently vectorizing / tokenizing higher level concepts. == Description == The U-Net architecture stems from the so-called "fully convolutional network". The main idea is to supplement a usual contracting network by successive layers, where pooling operations are replaced by upsampling operators. Hence these layers increase the resolution of the output. A successive convolutional layer can then learn to assemble a precise output based on this information. One important modification in U-Net is that there are a large number of feature channels in the upsampling part, which allow the network to propagate context information to higher resolution layers. As a consequence, the expansive path is more or less symmetric to the contracting part, and yields a u-shaped architecture. The network only uses the valid part of each convolution without any fully connected layers. To predict the pixels in the border region of the image, the missing context is extrapolated by mirroring the input image. This tiling strategy is important to apply the network to large images, since otherwise the resolution would be limited by the GPU memory. Recently, there had also been an interest in receptive field based U-Net models for medical image segmentation. == Network architecture == The network consists of a contracting path and an expansive path, which gives it the u-shaped architecture. The contracting path is a typical convolutional network that consists of repeated application of convolutions, each followed by a rectified linear unit (ReLU) and a max pooling operation. During the contraction, the spatial information is reduced while feature information is increased. The expansive pathway combines the feature and spatial information through a sequence of up-convolutions and concatenations with high-resolution features from the contracting path. == Applications == There are many applications of U-Net in biomedical image segmentation, such as brain image segmentation (''BRATS'') and liver image segmentation ("siliver07") as well as protein binding site prediction. U-Net implementations have also found use in the physical sciences, for example in the analysis of micrographs of materials. Variations of the U-Net have also been applied for medical image reconstruction. Here are some variants and applications of U-Net as follows: Pixel-wise regression using U-Net and its application on pansharpening; 3D U-Net: Learning Dense Volumetric Segmentation from Sparse Annotation; TernausNet: U-Net with VGG11 Encoder Pre-Trained on ImageNet for Image Segmentation. Image-to-image translation to estimate fluorescent stains In binding site prediction of protein structure. == History == U-Net was created by Olaf Ronneberger, Philipp Fischer, Thomas Brox in 2015 and reported in the paper "U-Net: Convolutional Networks for Biomedical Image Segmentation". It is an improvement and development of FCN: Evan Shelhamer, Jonathan Long, Trevor Darrell (2014). "Fully convolutional networks for semantic segmentation".

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  • SqueezeNet

    SqueezeNet

    SqueezeNet is a deep neural network for image classification released in 2016. SqueezeNet was developed by researchers at DeepScale, University of California, Berkeley, and Stanford University. In designing SqueezeNet, the authors' goal was to create a smaller neural network with fewer parameters while achieving competitive accuracy. Their best-performing model achieved the same accuracy as AlexNet on ImageNet classification, but has a size 510x less than it. == Version history == SqueezeNet was originally released on February 22, 2016. This original version of SqueezeNet was implemented on top of the Caffe deep learning software framework. Shortly thereafter, the open-source research community ported SqueezeNet to a number of other deep learning frameworks. On February 26, 2016, Eddie Bell released a port of SqueezeNet for the Chainer deep learning framework. On March 2, 2016, Guo Haria released a port of SqueezeNet for the Apache MXNet framework. On June 3, 2016, Tammy Yang released a port of SqueezeNet for the Keras framework. In 2017, companies including Baidu, Xilinx, Imagination Technologies, and Synopsys demonstrated SqueezeNet running on low-power processing platforms such as smartphones, FPGAs, and custom processors. As of 2018, SqueezeNet ships "natively" as part of the source code of a number of deep learning frameworks such as PyTorch, Apache MXNet, and Apple CoreML. In addition, third party developers have created implementations of SqueezeNet that are compatible with frameworks such as TensorFlow. Below is a summary of frameworks that support SqueezeNet. == Relationship to other networks == === AlexNet === SqueezeNet was originally described in SqueezeNet: AlexNet-level accuracy with 50x fewer parameters and <0.5MB model size. AlexNet is a deep neural network that has 240 MB of parameters, and SqueezeNet has just 5 MB of parameters. This small model size can more easily fit into computer memory and can more easily be transmitted over a computer network. However, it's important to note that SqueezeNet is not a "squeezed version of AlexNet." Rather, SqueezeNet is an entirely different DNN architecture than AlexNet. What SqueezeNet and AlexNet have in common is that both of them achieve approximately the same level of accuracy when evaluated on the ImageNet image classification validation dataset. === Model compression === Model compression (e.g. quantization and pruning of model parameters) can be applied to a deep neural network after it has been trained. In the SqueezeNet paper, the authors demonstrated that a model compression technique called Deep Compression can be applied to SqueezeNet to further reduce the size of the parameter file from 5 MB to 500 KB. Deep Compression has also been applied to other DNNs, such as AlexNet and VGG. == Variants == Some of the members of the original SqueezeNet team have continued to develop resource-efficient deep neural networks for a variety of applications. A few of these works are noted in the following table. As with the original SqueezeNet model, the open-source research community has ported and adapted these newer "squeeze"-family models for compatibility with multiple deep learning frameworks. In addition, the open-source research community has extended SqueezeNet to other applications, including semantic segmentation of images and style transfer.

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  • Physical neural network

    Physical neural network

    A physical neural network is a type of artificial neural network in which an electrically adjustable material is used to emulate the function of a neural synapse or a higher-order (dendritic) neuron model. "Physical" neural network is used to emphasize the reliance on physical hardware used to emulate neurons as opposed to software-based approaches. More generally the term is applicable to other artificial neural networks in which a memristor or other electrically adjustable resistance material is used to emulate a neural synapse. == Types of physical neural networks == === ADALINE === In the 1960s Bernard Widrow and Ted Hoff developed ADALINE (Adaptive Linear Neuron) which used electrochemical cells called memistors (memory resistors) to emulate synapses of an artificial neuron. The memistors were implemented as 3-terminal devices operating based on the reversible electroplating of copper such that the resistance between two of the terminals is controlled by the integral of the current applied via the third terminal. The ADALINE circuitry was briefly commercialized by the Memistor Corporation in the 1960s enabling some applications in pattern recognition. However, since the memistors were not fabricated using integrated circuit fabrication techniques the technology was not scalable and was eventually abandoned as solid-state electronics became mature. === Analog VLSI === In 1989 Carver Mead published his book Analog VLSI and Neural Systems, which spun off perhaps the most common variant of analog neural networks. The physical realization is implemented in analog VLSI. This is often implemented as field effect transistors in low inversion. Such devices can be modelled as translinear circuits. This is a technique described by Barrie Gilbert in several papers around mid 1970th, and in particular his Translinear Circuits from 1981. With this method circuits can be analyzed as a set of well-defined functions in steady-state, and such circuits assembled into complex networks. === Physical Neural Network === Alex Nugent describes a physical neural network as one or more nonlinear neuron-like nodes used to sum signals and nanoconnections formed from nanoparticles, nanowires, or nanotubes which determine the signal strength input to the nodes. Alignment or self-assembly of the nanoconnections is determined by the history of the applied electric field performing a function analogous to neural synapses. Numerous applications for such physical neural networks are possible. For example, a temporal summation device can be composed of one or more nanoconnections having an input and an output thereof, wherein an input signal provided to the input causes one or more of the nanoconnection to experience an increase in connection strength thereof over time. Another example of a physical neural network is taught by U.S. Patent No. 7,039,619 entitled "Utilized nanotechnology apparatus using a neural network, a solution and a connection gap," which issued to Alex Nugent by the U.S. Patent & Trademark Office on May 2, 2006. A further application of physical neural network is shown in U.S. Patent No. 7,412,428 entitled "Application of hebbian and anti-hebbian learning to nanotechnology-based physical neural networks," which issued on August 12, 2008. Nugent and Molter have shown that universal computing and general-purpose machine learning are possible from operations available through simple memristive circuits operating the AHaH plasticity rule. More recently, it has been argued that also complex networks of purely memristive circuits can serve as neural networks. === Phase change neural network === In 2002, Stanford Ovshinsky described an analog neural computing medium in which phase-change material has the ability to cumulatively respond to multiple input signals. An electrical alteration of the resistance of the phase change material is used to control the weighting of the input signals. === Memristive neural network === Greg Snider of HP Labs describes a system of cortical computing with memristive nanodevices. The memristors (memory resistors) are implemented by thin film materials in which the resistance is electrically tuned via the transport of ions or oxygen vacancies within the film. DARPA's SyNAPSE project has funded IBM Research and HP Labs, in collaboration with the Boston University Department of Cognitive and Neural Systems (CNS), to develop neuromorphic architectures which may be based on memristive systems. === Protonic artificial synapses === In 2022, researchers reported the development of nanoscale brain-inspired artificial synapses, using the ion proton (H+), for 'analog deep learning'.

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  • Prefrontal cortex basal ganglia working memory

    Prefrontal cortex basal ganglia working memory

    Prefrontal cortex basal ganglia working memory (PBWM) is an algorithm that models working memory in the prefrontal cortex and the basal ganglia. It can be compared to long short-term memory (LSTM) in functionality, but is more biologically explainable. It uses the primary value learned value model to train prefrontal cortex working-memory updating system, based on the biology of the prefrontal cortex and basal ganglia. It is used as part of the Leabra framework and was implemented in Emergent in 2019. == Abstract == The prefrontal cortex has long been thought to subserve both working memory (the holding of information online for processing) and "executive" functions (deciding how to manipulate working memory and perform processing). Although many computational models of working memory have been developed, the mechanistic basis of executive function remains elusive. PBWM is a computational model of the prefrontal cortex to control both itself and other brain areas in a strategic, task-appropriate manner. These learning mechanisms are based on subcortical structures in the midbrain, basal ganglia and amygdala, which together form an actor/critic architecture. The critic system learns which prefrontal representations are task-relevant and trains the actor, which in turn provides a dynamic gating mechanism for controlling working memory updating. Computationally, the learning mechanism is designed to simultaneously solve the temporal and structural credit assignment problems. The model's performance compares favorably with standard backpropagation-based temporal learning mechanisms on the challenging 1-2-AX working memory task, and other benchmark working memory tasks. == Model == First, there are multiple separate stripes (groups of units) in the prefrontal cortex and striatum layers. Each stripe can be independently updated, such that this system can remember several different things at the same time, each with a different "updating policy" of when memories are updated and maintained. The active maintenance of the memory is in prefrontal cortex (PFC), and the updating signals (and updating policy more generally) come from the striatum units (a subset of basal ganglia units). PVLV provides reinforcement learning signals to train up the dynamic gating system in the basal ganglia. === Sensory input and motor output === The sensory input is connected to the posterior cortex which is connected to the motor output. The sensory input is also linked to the PVLV system. === Posterior cortex === The posterior cortex form the hidden layers of the input/output mapping. The PFC is connected with the posterior cortex to contextualize this input/output mapping. === PFC === The PFC (for output gating) has a localist one-to-one representation of the input units for every stripe. Thus, you can look at these PFC representations and see directly what the network is maintaining. The PFC maintains the working memory needed to perform the task. === Striatum === This is the dynamic gating system representing the striatum units of the basal ganglia. Every even-index unit within a stripe represents "Go", while the odd-index units represent "NoGo." The Go units cause updating of the PFC, while the NoGo units cause the PFC to maintain its existing memory representation. There are groups of units for every stripe. In the PBWM model in Emergent, the matrices represent the striatum. === PVLV === All of these layers are part of PVLV system. The PVLV system controls the dopaminergic modulation of the basal ganglia (BG). Thus, BG/PVLV form an actor-critic architecture where the PVLV system learns when to update. ==== SNrThal ==== SNrThal represents the substantia nigra pars reticulata (SNr) and the associated area of the thalamus, which produce a competition among the Go/NoGo units within a given stripe and mediates competition using k-winners-take-all dynamics. If there is more overall Go activity in a given stripe, then the associated SNrThal unit gets activated, and it drives updating in PFC. For every stripe, there is one unit in SNrThal. ==== VTA and SNc ==== Ventral tegmental area (VTA) and substantia nigra pars compacta (SNc) are part of the dopamine layer. This layer models midbrain dopamine neurons. They control the dopaminergic modulation of the basal ganglia.

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  • Elements (toolchain)

    Elements (toolchain)

    RemObjects Elements is a toolchain for software development, comprising six programming languages: C#, Swift, Go, Java, Oxygene (a form of modern Object Pascal), and Visual Basic .NET. All languages interoperate, meaning a single project can use any combination of languages, and they can all be compiled to .NET, the JVM, native, or WebAssembly. Elements supports Microsoft Windows, all Apple Inc. platforms (including iOS, visionOS and watchOS), Android, and Linux. Elements also supports language conversion, allowing source code in one language to be rewritten in another. Elements is supported in Visual Studio, but RemObjects also makes their own IDEs, Fire (on MacOS) and Water (on Windows.) == Background == RemObjects began in 2002, creating software for Delphi, but in 2005 in response to the growth of .NET and that Delphi was targeting only native Windows, they released Oxygene (known as Chrome at the time) as a new version of Object Pascal, with more modern syntax as well as being .NET-native. Since then, five other languages have been added to the suite, as well as compiling for the web via WebAssembly and to native architectures (eg Intel 32/64 or ARM64). Elements is primarily intended for developers who want to pull together libraries and codebases written in multiple languages, including legacy codebases in older languages while modernizing either with newer syntax and features or by adding in the use of newer or more popular languages. Because of the Oxygene flavour of Object Pascal, supporting Delphi apps is a primary focus, including allowing Pascal to be compiled for other architectures or providing language features that match other prominent languages. == Approach == New versions of the Elements come out approximately every week. RemObjects names its programming languages after chemical elements, sometimes with poetic or musical spelling, rather than referring to them directly. They are: C#: Hydrogene Object Pascal: Oxygene Java: Iodine Visual Basic: Mercury Go: Gold Swift: Silver == History == The Elements compiler was first introduced with version 1.0 in 2005 under the name "Chrome", with support for only the Oxygene language on the .NET platform, primarily as a response to the then-new and not well-received Delphi .NET compiler from Embarcadero. Chrome saw updates to version 1.5 'Floorshow' and Chrome 2.0 'Joyride' over the next few years, moving in parallel with major advancements on the .NET platform for .NET 2.0 (Generics) and .NET 3.x (LINQ), respectively. With the release of version 3.0 (code-named Oxygène after the Jean-Michel Jarre album of the same name) Chrome was rebranded to Oxygene in 2008, and also shipped co-branded by Embarcadero as Delphi Prism (later just Prism) as part of RAD Studio, replacing Embarcadero's own and now-defunct Delphi.NET compiler. 2010 saw the release of Oxygene 4 ("Echoes"), the last version to focus on just a single language and platform. With Oxygene 5 in 2011 and Oxygene 6 in 2013, RemObjects introduced new platform support for Java/Android (code-name "Cooper") and then Cocoa, the Apple development platform (code-name "Toffee"). Elements 7.0 was released at the beginning of 2014, adding the second programming language, C# to the compiler, and delegating Oxygene from the product name to merely branding the Object Pascal-based language. Over the subsequent years, Elements gained support for additional languages, with Apple Swift in 2015, Java in 2017, and subsequently Google's Go and Mercury, a revitalized Visual Basic.NET. Elements also gained support for its fourth target platform, "Island", for CPU-native compilation for Windows, Linux, and WebAssembly. In addition to the chemical elements-based names for the different languages, the "Elements" concept was carried on with the introduction of dedicated development environments alchemically named Fire (for the Mac, in 2015) and Water (for Windows, in 2018). == Fire and Water (IDEs) == Fire and Water are integrated development environments developed by RemObjects Software. They are designed specifically for use with the Elements Compiler. Fire is the version developed for macOS, while Water is intended for Microsoft Windows. Both IDEs are designed to work closely with the Elements compiler and are primarily intended for developers using the RemObjects language ecosystem. They support software development across multiple platforms, including .NET, Android, iOS, macOS, Windows, Linux, and WebAssembly. The IDEs include standard development tools such as syntax highlighting, code completion, debugging, and project navigation. Build operations are managed using a custom system known as EBuild, which is part of the broader Elements toolchain. The IDEs are distributed as part of the RemObjects Elements package and are updated in coordination with the compiler itself. == In media == Oxygene has been mentioned several times by Verity Stob in their Chronicles of Delphi series, currently living at The Register.

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  • Stochastic gradient descent

    Stochastic gradient descent

    Stochastic gradient descent (often abbreviated SGD) is an iterative method for optimizing an objective function with suitable smoothness properties (e.g. differentiable or subdifferentiable). It can be regarded as a stochastic approximation of gradient descent optimization, since it replaces the actual gradient (calculated from the entire data set) by an estimate thereof (calculated from a randomly selected subset of the data). Especially in high-dimensional optimization problems this reduces the very high computational burden, achieving faster iterations in exchange for a lower convergence rate. The basic idea behind stochastic approximation can be traced back to the Robbins–Monro algorithm of the 1950s. Today, stochastic gradient descent has become an important optimization method in machine learning. == Background == Both statistical estimation and machine learning consider the problem of minimizing an objective function that has the form of a sum: Q ( w ) = 1 n ∑ i = 1 n Q i ( w ) , {\displaystyle Q(w)={\frac {1}{n}}\sum _{i=1}^{n}Q_{i}(w),} where the parameter w {\displaystyle w} that minimizes Q ( w ) {\displaystyle Q(w)} is to be estimated. Each summand function Q i {\displaystyle Q_{i}} is typically associated with the i {\displaystyle i} -th observation in the data set (used for training). In classical statistics, sum-minimization problems arise in least squares and in maximum-likelihood estimation (for independent observations). The general class of estimators that arise as minimizers of sums are called M-estimators. However, in statistics, it has been long recognized that requiring even local minimization is too restrictive for some problems of maximum-likelihood estimation. Therefore, contemporary statistical theorists often consider stationary points of the likelihood function (or zeros of its derivative, the score function, and other estimating equations). The sum-minimization problem also arises for empirical risk minimization. There, Q i ( w ) {\displaystyle Q_{i}(w)} is the value of the loss function at i {\displaystyle i} -th example, and Q ( w ) {\displaystyle Q(w)} is the empirical risk. When used to minimize the above function, a standard (or "batch") gradient descent method would perform the following iterations: w := w − η ∇ Q ( w ) = w − η n ∑ i = 1 n ∇ Q i ( w ) . {\displaystyle w:=w-\eta \,\nabla Q(w)=w-{\frac {\eta }{n}}\sum _{i=1}^{n}\nabla Q_{i}(w).} The step size is denoted by η {\displaystyle \eta } (sometimes called the learning rate in machine learning) and here " := {\displaystyle :=} " denotes the update of a variable in the algorithm. In many cases, the summand functions have a simple form that enables inexpensive evaluations of the sum-function and the sum gradient. For example, in statistics, one-parameter exponential families allow economical function-evaluations and gradient-evaluations. However, in other cases, evaluating the sum-gradient may require expensive evaluations of the gradients from all summand functions. When the training set is enormous and no simple formulas exist, evaluating the sums of gradients becomes very expensive, because evaluating the gradient requires evaluating all the summand functions' gradients. To economize on the computational cost at every iteration, stochastic gradient descent samples a subset of summand functions at every step. This is very effective in the case of large-scale machine learning problems. == Iterative method == In stochastic (or "on-line") gradient descent, the true gradient of Q ( w ) {\displaystyle Q(w)} is approximated by a gradient at a single sample: w := w − η ∇ Q i ( w ) . {\displaystyle w:=w-\eta \,\nabla Q_{i}(w).} As the algorithm sweeps through the training set, it performs the above update for each training sample. Several passes can be made over the training set until the algorithm converges. If this is done, the data can be shuffled for each pass to prevent cycles. Typical implementations may use an adaptive learning rate so that the algorithm converges. In pseudocode, stochastic gradient descent can be presented as : A compromise between computing the true gradient and the gradient at a single sample is to compute the gradient against more than one training sample (called a "mini-batch") at each step. This can perform significantly better than "true" stochastic gradient descent described, because the code can make use of vectorization libraries rather than computing each step separately as was first shown in where it was called "the bunch-mode back-propagation algorithm". It may also result in smoother convergence, as the gradient computed at each step is averaged over more training samples. The convergence of stochastic gradient descent has been analyzed using the theories of convex minimization and of stochastic approximation. Briefly, when the learning rates η {\displaystyle \eta } decrease with an appropriate rate, and subject to relatively mild assumptions, stochastic gradient descent converges almost surely to a global minimum when the objective function is convex or pseudoconvex, and otherwise converges almost surely to a local minimum. This is in fact a consequence of the Robbins–Siegmund theorem. == Linear regression == Suppose we want to fit a straight line y ^ = w 1 + w 2 x {\displaystyle {\hat {y}}=w_{1}+w_{2}x} to a training set with observations ( ( x 1 , y 1 ) , ( x 2 , y 2 ) … , ( x n , y n ) ) {\displaystyle ((x_{1},y_{1}),(x_{2},y_{2})\ldots ,(x_{n},y_{n}))} and corresponding estimated responses ( y ^ 1 , y ^ 2 , … , y ^ n ) {\displaystyle ({\hat {y}}_{1},{\hat {y}}_{2},\ldots ,{\hat {y}}_{n})} using least squares. The objective function to be minimized is Q ( w ) = ∑ i = 1 n Q i ( w ) = ∑ i = 1 n ( y ^ i − y i ) 2 = ∑ i = 1 n ( w 1 + w 2 x i − y i ) 2 . {\displaystyle Q(w)=\sum _{i=1}^{n}Q_{i}(w)=\sum _{i=1}^{n}\left({\hat {y}}_{i}-y_{i}\right)^{2}=\sum _{i=1}^{n}\left(w_{1}+w_{2}x_{i}-y_{i}\right)^{2}.} The last line in the above pseudocode for this specific problem will become: [ w 1 w 2 ] ← [ w 1 w 2 ] − η [ ∂ ∂ w 1 ( w 1 + w 2 x i − y i ) 2 ∂ ∂ w 2 ( w 1 + w 2 x i − y i ) 2 ] = [ w 1 w 2 ] − η [ 2 ( w 1 + w 2 x i − y i ) 2 x i ( w 1 + w 2 x i − y i ) ] . {\displaystyle {\begin{bmatrix}w_{1}\\w_{2}\end{bmatrix}}\leftarrow {\begin{bmatrix}w_{1}\\w_{2}\end{bmatrix}}-\eta {\begin{bmatrix}{\frac {\partial }{\partial w_{1}}}(w_{1}+w_{2}x_{i}-y_{i})^{2}\\{\frac {\partial }{\partial w_{2}}}(w_{1}+w_{2}x_{i}-y_{i})^{2}\end{bmatrix}}={\begin{bmatrix}w_{1}\\w_{2}\end{bmatrix}}-\eta {\begin{bmatrix}2(w_{1}+w_{2}x_{i}-y_{i})\\2x_{i}(w_{1}+w_{2}x_{i}-y_{i})\end{bmatrix}}.} Note that in each iteration or update step, the gradient is only evaluated at a single x i {\displaystyle x_{i}} . This is the key difference between stochastic gradient descent and batched gradient descent. In general, given a linear regression y ^ = ∑ k ∈ 1 : m w k x k {\displaystyle {\hat {y}}=\sum _{k\in 1:m}w_{k}x_{k}} problem, stochastic gradient descent behaves differently when m < n {\displaystyle m

  • Polynomial kernel

    Polynomial kernel

    In machine learning, the polynomial kernel is a kernel function commonly used with support vector machines (SVMs) and other kernelized models, that represents the similarity of vectors (training samples) in a feature space over polynomials of the original variables, allowing learning of non-linear models. Intuitively, the polynomial kernel looks not only at the given features of input samples to determine their similarity, but also combinations of these. In the context of regression analysis, such combinations are known as interaction features. The (implicit) feature space of a polynomial kernel is equivalent to that of polynomial regression, but without the combinatorial blowup in the number of parameters to be learned. When the input features are binary-valued (booleans), then the features correspond to logical conjunctions of input features. == Definition == For degree-d polynomials, the polynomial kernel is defined as K ( x , y ) = ( x T y + c ) d {\displaystyle K(\mathbf {x} ,\mathbf {y} )=(\mathbf {x} ^{\mathsf {T}}\mathbf {y} +c)^{d}} where x and y are vectors of size n in the input space, i.e. vectors of features computed from training or test samples and c ≥ 0 is a free parameter trading off the influence of higher-order versus lower-order terms in the polynomial. When c = 0, the kernel is called homogeneous. (A further generalized polykernel divides xTy by a user-specified scalar parameter a.) As a kernel, K corresponds to an inner product in a feature space based on some mapping φ: K ( x , y ) = ⟨ φ ( x ) , φ ( y ) ⟩ {\displaystyle K(\mathbf {x} ,\mathbf {y} )=\langle \varphi (\mathbf {x} ),\varphi (\mathbf {y} )\rangle } The nature of φ can be seen from an example. Let d = 2, so we get the special case of the quadratic kernel. After using the multinomial theorem (twice—the outermost application is the binomial theorem) and regrouping, K ( x , y ) = ( ∑ i = 1 n x i y i + c ) 2 = ∑ i = 1 n ( x i 2 ) ( y i 2 ) + ∑ i = 2 n ∑ j = 1 i − 1 ( 2 x i x j ) ( 2 y i y j ) + ∑ i = 1 n ( 2 c x i ) ( 2 c y i ) + c 2 {\displaystyle K(\mathbf {x} ,\mathbf {y} )=\left(\sum _{i=1}^{n}x_{i}y_{i}+c\right)^{2}=\sum _{i=1}^{n}\left(x_{i}^{2}\right)\left(y_{i}^{2}\right)+\sum _{i=2}^{n}\sum _{j=1}^{i-1}\left({\sqrt {2}}x_{i}x_{j}\right)\left({\sqrt {2}}y_{i}y_{j}\right)+\sum _{i=1}^{n}\left({\sqrt {2c}}x_{i}\right)\left({\sqrt {2c}}y_{i}\right)+c^{2}} From this it follows that the feature map is given by: φ ( x ) = ( x n 2 , … , x 1 2 , 2 x n x n − 1 , … , 2 x n x 1 , 2 x n − 1 x n − 2 , … , 2 x n − 1 x 1 , … , 2 x 2 x 1 , 2 c x n , … , 2 c x 1 , c ) {\displaystyle \varphi (x)=\left(x_{n}^{2},\ldots ,x_{1}^{2},{\sqrt {2}}x_{n}x_{n-1},\ldots ,{\sqrt {2}}x_{n}x_{1},{\sqrt {2}}x_{n-1}x_{n-2},\ldots ,{\sqrt {2}}x_{n-1}x_{1},\ldots ,{\sqrt {2}}x_{2}x_{1},{\sqrt {2c}}x_{n},\ldots ,{\sqrt {2c}}x_{1},c\right)} generalizing for ( x T y + c ) d {\displaystyle \left(\mathbf {x} ^{T}\mathbf {y} +c\right)^{d}} , where x ∈ R n {\displaystyle \mathbf {x} \in \mathbb {R} ^{n}} , y ∈ R n {\displaystyle \mathbf {y} \in \mathbb {R} ^{n}} and applying the multinomial theorem: ( x T y + c ) d = ∑ j 1 + j 2 + ⋯ + j n + 1 = d d ! j 1 ! ⋯ j n ! j n + 1 ! x 1 j 1 ⋯ x n j n c j n + 1 d ! j 1 ! ⋯ j n ! j n + 1 ! y 1 j 1 ⋯ y n j n c j n + 1 = φ ( x ) T φ ( y ) {\displaystyle {\begin{alignedat}{2}\left(\mathbf {x} ^{T}\mathbf {y} +c\right)^{d}&=\sum _{j_{1}+j_{2}+\dots +j_{n+1}=d}{\frac {\sqrt {d!}}{\sqrt {j_{1}!\cdots j_{n}!j_{n+1}!}}}x_{1}^{j_{1}}\cdots x_{n}^{j_{n}}{\sqrt {c}}^{j_{n+1}}{\frac {\sqrt {d!}}{\sqrt {j_{1}!\cdots j_{n}!j_{n+1}!}}}y_{1}^{j_{1}}\cdots y_{n}^{j_{n}}{\sqrt {c}}^{j_{n+1}}\\&=\varphi (\mathbf {x} )^{T}\varphi (\mathbf {y} )\end{alignedat}}} The last summation has l d = ( n + d d ) {\displaystyle l_{d}={\tbinom {n+d}{d}}} elements, so that: φ ( x ) = ( a 1 , … , a l , … , a l d ) {\displaystyle \varphi (\mathbf {x} )=\left(a_{1},\dots ,a_{l},\dots ,a_{l_{d}}\right)} where l = ( j 1 , j 2 , . . . , j n , j n + 1 ) {\displaystyle l=(j_{1},j_{2},...,j_{n},j_{n+1})} and a l = d ! j 1 ! ⋯ j n ! j n + 1 ! x 1 j 1 ⋯ x n j n c j n + 1 | j 1 + j 2 + ⋯ + j n + j n + 1 = d {\displaystyle a_{l}={\frac {\sqrt {d!}}{\sqrt {j_{1}!\cdots j_{n}!j_{n+1}!}}}x_{1}^{j_{1}}\cdots x_{n}^{j_{n}}{\sqrt {c}}^{j_{n+1}}\quad |\quad j_{1}+j_{2}+\dots +j_{n}+j_{n+1}=d} == Practical use == Although the RBF kernel is more popular in SVM classification than the polynomial kernel, the latter is quite popular in natural language processing (NLP). The most common degree is d = 2 (quadratic), since larger degrees tend to overfit on NLP problems. Various ways of computing the polynomial kernel (both exact and approximate) have been devised as alternatives to the usual non-linear SVM training algorithms, including: full expansion of the kernel prior to training/testing with a linear SVM, i.e. full computation of the mapping φ as in polynomial regression; basket mining (using a variant of the apriori algorithm) for the most commonly occurring feature conjunctions in a training set to produce an approximate expansion; inverted indexing of support vectors. One problem with the polynomial kernel is that it may suffer from numerical instability: when xTy + c < 1, K(x, y) = (xTy + c)d tends to zero with increasing d, whereas when xTy + c > 1, K(x, y) tends to infinity.

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  • ID3 algorithm

    ID3 algorithm

    In decision tree learning, ID3 (Iterative Dichotomiser 3) is a greedy algorithm invented by Ross Quinlan used to generate a decision tree from a dataset. ID3 is the precursor to the C4.5 algorithm. The 3 in the name is meant to signify that this was Quinlan's third attempt at a model based on entropy-based splitting, and the term dichotimser is a misnomer as it implies a binary split, but the ID3 algorithm can split on multi-valued attributes. == Algorithm == The ID3 algorithm begins with the original set S {\displaystyle S} as the root node. On each iteration of the algorithm, it iterates through every unused attribute of the set S {\displaystyle S} and calculates the entropy H ( S ) {\displaystyle \mathrm {H} {(S)}} or the information gain I G ( S ) {\displaystyle IG(S)} of that attribute. It then selects the attribute which has the smallest entropy (or largest information gain) value. The set S {\displaystyle S} is then split or partitioned by the selected attribute to produce subsets of the data. (For example, a node can be split into child nodes based upon the subsets of the population whose ages are less than 50, between 50 and 100, and greater than 100.) The algorithm continues to recurse on each subset, considering only attributes never selected before. Recursion on a subset may stop in one of these cases: every element in the subset belongs to the same class; in which case the node is turned into a leaf node and labelled with the class of the examples. there are no more attributes to be selected, but the examples still do not belong to the same class. In this case, the node is made a leaf node and labelled with the most common class of the examples in the subset. there are no examples in the subset, which happens when no example in the parent set was found to match a specific value of the selected attribute. An example could be the absence of a person among the population with age over 100 years. Then a leaf node is created and labelled with the most common class of the examples in the parent node's set. Throughout the algorithm, the decision tree is constructed with each non-terminal node (internal node) representing the selected attribute on which the data was split, and terminal nodes (leaf nodes) representing the class label of the final subset of this branch. === Summary === Calculate the entropy of every attribute a {\displaystyle a} of the data set S {\displaystyle S} . Partition ("split") the set S {\displaystyle S} into subsets using the attribute for which the resulting entropy after splitting is minimized; or, equivalently, information gain is maximum. Make a decision tree node containing that attribute. Recurse on subsets using the remaining attributes. === Properties === ID3 does not guarantee an optimal solution. It can converge upon local optima. It uses a greedy strategy by selecting the locally best attribute to split the dataset on each iteration. The algorithm's optimality can be improved by using backtracking during the search for the optimal decision tree at the cost of possibly taking longer. ID3 can overfit the training data. To avoid overfitting, smaller decision trees should be preferred over larger ones. This algorithm usually produces small trees, but it does not always produce the smallest possible decision tree. ID3 is harder to use on continuous data than on factored data (factored data has a discrete number of possible values, thus reducing the possible branch points). If the values of any given attribute are continuous, then there are many more places to split the data on this attribute, and searching for the best value to split by can be time-consuming. === Usage === The ID3 algorithm is used by training on a data set S {\displaystyle S} to produce a decision tree which is stored in memory. At runtime, this decision tree is used to classify new test cases (feature vectors) by traversing the decision tree using the features of the datum to arrive at a leaf node. == The ID3 metrics == === Entropy === Entropy H ( S ) {\displaystyle \mathrm {H} {(S)}} is a measure of the amount of uncertainty in the (data) set S {\displaystyle S} (i.e. entropy characterizes the (data) set S {\displaystyle S} ). H ( S ) = ∑ x ∈ X − p ( x ) log 2 ⁡ p ( x ) {\displaystyle \mathrm {H} {(S)}=\sum _{x\in X}{-p(x)\log _{2}p(x)}} Where, S {\displaystyle S} – The current dataset for which entropy is being calculated This changes at each step of the ID3 algorithm, either to a subset of the previous set in the case of splitting on an attribute or to a "sibling" partition of the parent in case the recursion terminated previously. X {\displaystyle X} – The set of classes in S {\displaystyle S} p ( x ) {\displaystyle p(x)} – The proportion of the number of elements in class x {\displaystyle x} to the number of elements in set S {\displaystyle S} When H ( S ) = 0 {\displaystyle \mathrm {H} {(S)}=0} , the set S {\displaystyle S} is perfectly classified (i.e. all elements in S {\displaystyle S} are of the same class). In ID3, entropy is calculated for each remaining attribute. The attribute with the smallest entropy is used to split the set S {\displaystyle S} on this iteration. Entropy in information theory measures how much information is expected to be gained upon measuring a random variable; as such, it can also be used to quantify the amount to which the distribution of the quantity's values is unknown. A constant quantity has zero entropy, as its distribution is perfectly known. In contrast, a uniformly distributed random variable (discretely or continuously uniform) maximizes entropy. Therefore, the greater the entropy at a node, the less information is known about the classification of data at this stage of the tree; and therefore, the greater the potential to improve the classification here. As such, ID3 is a greedy heuristic performing a best-first search for locally optimal entropy values. Its accuracy can be improved by preprocessing the data. === Information gain === Information gain I G ( A ) {\displaystyle IG(A)} is the measure of the difference in entropy from before to after the set S {\displaystyle S} is split on an attribute A {\displaystyle A} . In other words, how much uncertainty in S {\displaystyle S} was reduced after splitting set S {\displaystyle S} on attribute A {\displaystyle A} . I G ( S , A ) = H ( S ) − ∑ t ∈ T p ( t ) H ( t ) = H ( S ) − H ( S | A ) . {\displaystyle IG(S,A)=\mathrm {H} {(S)}-\sum _{t\in T}p(t)\mathrm {H} {(t)}=\mathrm {H} {(S)}-\mathrm {H} {(S|A)}.} Where, H ( S ) {\displaystyle \mathrm {H} (S)} – Entropy of set S {\displaystyle S} T {\displaystyle T} – The subsets created from splitting set S {\displaystyle S} by attribute A {\displaystyle A} such that S = ⋃ t ∈ T t {\displaystyle S=\bigcup _{t\in T}t} p ( t ) {\displaystyle p(t)} – The proportion of the number of elements in t {\displaystyle t} to the number of elements in set S {\displaystyle S} H ( t ) {\displaystyle \mathrm {H} (t)} – Entropy of subset t {\displaystyle t} In ID3, information gain can be calculated (instead of entropy) for each remaining attribute. The attribute with the largest information gain is used to split the set S {\displaystyle S} on this iteration.

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  • LIVAC Synchronous Corpus

    LIVAC Synchronous Corpus

    LIVAC is an uncommon language corpus dynamically maintained since 1995. Different from other existing corpora, LIVAC has adopted a rigorous and regular "Windows" approach in processing and filtering massive media texts from representative Chinese speech communities such as Beijing, Hong Kong, Macau, Taipei, Singapore, Shanghai, as well as Guangzhou, and Shenzhen. The contents are thus deliberately repetitive in most cases, represented by textual samples drawn from editorials, local and international news, cross-Taiwan Strait news, as well as news on finance, sports and entertainment. By 2023, more than 3 billion characters of news media texts have been filtered, of which 700 million characters have been processed and analyzed and have yielded an expanding Pan-Chinese dictionary of 2.5 million words from the Pan-Chinese printed media. Through rigorous analysis based on computational linguistic methodology, LIVAC has at the same time accumulated a large amount of accurate and meaningful statistical data on the Chinese language and on their diverse speech communities in the Pan-Chinese context, and the results show considerable and important long standing as well as evolving variations. The "Windows" approach is the most innovative feature of LIVAC and has enabled Pan-Chinese media texts to be quantitatively analyzed according to various attributes such as locations, time and subject domains. Thus, various types of comparative studies and applications in information technology as well as development of often related innovative applications have been possible. Moreover, LIVAC has allowed longitudinal developments to be taken into account, facilitating Key Word in Context (KWIC) search and comprehensive study of target words and their underlying concepts as well as linguistic structures over the past 25 years, based on the above mentioned variables of location, time and subject. Results from the extensive and accumulative data analysis contained in LIVAC have enabled the cultivation of textual databases of proper names, place names, organization names, new words, and bi-weekly and annual rosters of media figures. Related applications have included the establishment of verb and adjective databases, the formulation of sentiment indices, and related opinion mining, to measure and compare the popularity of global media figures in the Chinese media (LIVAC Annual Pan-Chinese Celebrity Rosters, later renamed as the Pan-Chinese Newsmaker Rosters). Notable among these are the decades long periodic reviews of the 25 years of annual pan-Chinese rosters since 2000 and compilation of new word databases (LIVAC Annual Pan-Chinese New Word Rosters). On this basis, the analysis of the emergence, diffusion and transformation of new words, and the publication of dictionaries of neologisms have been made possible. A recent focus is on the relative balance between disyllabic words and growing trisyllabic words in the Chinese language, and the comparative study of light verbs in three Chinese speech communities. as well as the link between the language use and use of language as a reflection of epochal change in China. A new LIVAC version 3.1 was launched in February 2024. == Corpus data processing == Accessing media texts, manual input, etc. Text unification including conversion from simplified to traditional Chinese characters, stored as Big5 and Unicode versions Automatic word segmentation Automatic alignment of parallel texts Manual verification, part-of-speech tagging Extraction of words and addition to regional sub-corpora Combination of regional sub-corpora to update the LIVAC corpus, and master lexical database == Labeling for data curation == Categories used include general terms and proper names, such as: general names, surnames, semi titles; geographical, organizations and commercial entities, etc.; time, prepositions, locations, etc.; stack-words; loanwords; case-word; numerals, etc. Construction of databases of proper names, place names, and specific terms, etc. Generate rosters: "new word rosters", "celebrity or media personality rosters", "place name rosters", compound words and matched words Other parts of speech tagging for sub-database, such as common nouns, numerals, numeral classifiers, different types of verbs, and of adjectives, pronouns, adverbs, prepositions, conjunctions, particles marking mood, onomatopoeia, interjection, etc. == Applications == Compilation of Pan-Chinese dictionaries or local dictionaries Information technology research, such as predictive Chinese text input for mobile phones, automatic speech to text conversion, opinion mining Comparative studies on linguistic and cultural developments in the Pan-Chinese regions, especially in a critical period of history in modern China. Language teaching and learning research, and speech-to-text conversion Customized service on linguistic research and lexical search for international corporations and government agencies The above applications are provided by the following functions: Word Segmentation Search Phrase Search Example Sentence Selection Multi-word Comparison Word Cloud

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  • FERET (facial recognition technology)

    FERET (facial recognition technology)

    The Facial Recognition Technology (FERET) program was a government-sponsored project that aimed to create a large, automatic face-recognition system for intelligence, security, and law enforcement purposes. The program began in 1993 under the combined leadership of Dr. Harry Wechsler at George Mason University (GMU) and Dr. Jonathon Phillips at the Army Research Laboratory (ARL) in Adelphi, Maryland and resulted in the development of the Facial Recognition Technology (FERET) database. The goal of the FERET program was to advance the field of face recognition technology by establishing a common database of facial imagery for researchers to use and setting a performance baseline for face-recognition algorithms. Potential areas where this face-recognition technology could be used include: Automated searching of mug books using surveillance photos Controlling access to restricted facilities or equipment Checking the credentials of personnel for background and security clearances Monitoring airports, border crossings, and secure manufacturing facilities for particular individuals Finding and logging multiple appearances of individuals over time in surveillance videos Verifying identities at ATM machines Searching photo ID records for fraud detection The FERET database has been used by more than 460 research groups and is currently managed by the National Institute of Standards and Technology (NIST). By 2017, the FERET database has been used to train artificial intelligence programs and computer vision algorithms to identify and sort faces. == History == The origin of facial recognition technology is largely attributed to Woodrow Wilson Bledsoe and his work in the 1960s, when he developed a system to identify faces from a database of thousands of photographs. The FERET program first began as a way to unify a large body of face-recognition technology research under a standard database. Before the program's inception, most researchers created their own facial imagery database that was attuned to their own specific area of study. These personal databases were small and usually consisted of images from less than 50 individuals. The only notable exceptions were the following: Alex Pentland’s database of around 7500 facial images at the Massachusetts Institute of Technology (MIT) Joseph Wilder's database of around 250 individuals at Rutgers University Christoph von der Malsburg’s database of around 100 facial images at the University of Southern California (USC) The lack of a common database made it difficult to compare the results of face recognition studies in the scientific literature because each report involved different assumptions, scoring methods, and images. Most of the papers that were published did not use images from a common database nor follow a standard testing protocol. As a result, researchers were unable to make informed comparisons between the performances of different face-recognition algorithms. In September 1993, the FERET program was spearheaded by Dr. Harry Wechsler and Dr. Jonathon Phillips under the sponsorship of the U.S. Department of Defense Counterdrug Technology Development Program through DARPA with ARL serving as technical agent. === Phase I === The first facial images for the FERET database were collected from August 1993 to December 1994, a time period known as Phase I. The pictures were initially taken with a 35-mm camera at both GMU and ARL facilities, and the same physical setup was used in each photography session to keep the images consistent. For each individual, the pictures were taken in sets, including two frontal views, a right and left profile, a right and left quarter profile, a right and left half profile, and sometimes at five extra locations. Therefore, a set of images consisted of 5 to 11 images per person. At the end of Phase I, the FERET database had collected 673 sets of images, resulting in over 5000 total images. At the end of Phase I, five organizations were given the opportunity to test their face-recognition algorithm on the newly created FERET database in order to compare how they performed against each other. There five principal investigators were: MIT, led by Alex Pentland Rutgers University, led by Joseph Wilder The Analytic Science Company (TASC), led by Gale Gordon The University of Illinois at Chicago (UIC) and the University of Illinois at Urbana-Champaign, led by Lewis Sadler and Thomas Huang USC, led by Christoph von der Malsburg During this evaluation, three different automatic tests were given to the principal investigators without human intervention: The large gallery test, which served to baseline how algorithms performed against a database when it has not been properly tuned. The false-alarm test, which tested how well the algorithm monitored an airport for suspected terrorists. The rotation test, which measured how well the algorithm performed when the images of an individual in the gallery had different poses compared to those in the probe set. For most of the test trials, the algorithms developed by USC and MIT managed to outperform the other three algorithms for the Phase I evaluation. === Phase II === Phase II began after Phase I, and during this time, the FERET database acquired more sets of facial images. By the start of the Phase II evaluation in March 1995, the database contained 1109 sets of images for a total of 8525 images of 884 individuals. During the second evaluation, the same algorithms from the Phase I evaluation were given a single test. However, the database now contained significantly more duplicate images (463, compared to the previous 60), making the test more challenging. === Phase III === Afterwards, the FERET program entered Phase III where another 456 sets of facial images were added to the database. The Phase III evaluation, which took place in September 1996, aimed to not only gauge the progress of the algorithms since the Phase I assessment but also identify the strengths and weaknesses of each algorithm and determine future objectives for research. By the end of 1996, the FERET database had accumulated a total of 14,126 facial images pertaining to 1199 different individuals as well as 365 duplicate sets of images. As a result of the FERET program, researchers were able to establish a common baseline for comparing different face-recognition algorithms and create a large standard database of facial images that is open for research. In 2003, DARPA released a high-resolution, 24-bit color version of the images in the FERET database (existing reference).

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  • IBM Watsonx

    IBM Watsonx

    Watsonx is a platform by IBM for building and managing artificial intelligence (AI) applications for business use. Released on May 9, 2023, the platform provides software tools and infrastructure for companies to work with both IBM's own AI models and models from third-party sources. The platform consists of three main components: watsonx.ai, a studio for training, validating, and deploying AI models; watsonx.data, a system for storing and managing data used by the models; and watsonx.governance, a toolkit to ensure AI applications are compliant with company policies and regulations. A key feature of the platform is that it can be trained on a company's private data to perform specialized tasks, a process known as fine-tuning. IBM states that this client-specific data is not used to train its own models. == History == Watsonx was introduced on May 9, 2023, at the annual IBM Think conference, as a platform that includes multiple services. Just like Watson AI computer with the similar name, Watsonx was named after Thomas J. Watson, IBM's founder and first CEO. On February 13, 2024, Anaconda partnered with IBM to embed its open-source Python packages into Watsonx. Watsonx is used at ESPN's Fantasy Football App for managing players' performance, and by Italian telecommunications company Wind Tre. It was employed to generate editorial content around nominees during the 66th Annual Grammy Awards. In 2025, Wimbledon integrated IBM watsonx generative AI into its app and website. Integrated with IBM Safer Payments, IBM watsonx has been used in banking sector fraud detection and anti-money laundering (AML) systems. == Services == === watsonx.ai === Watsonx.ai is a platform that allows AI developers to leverage a wide range of LLMs under IBM's own Granite series and others such as Facebook's LLaMA-2, free and open-source model Mistral, and many others present in the Hugging Face community. These models come pre-trained and optimized for various natural language processing (NLP) applications.The platform also allows fine-tuning with its Tuning Studio. === watsonx.data === Watsonx.data is a platform designed to assist clients in addressing issues related to data volume, complexity, cost, and governance.. The platform facilitates seamless data access, whether stored in the cloud or on-premises, through a single entry point. === watsonx.governance === Watsonx.governance is a platform that utilizes IBM's AI capabilities to implement AI lifecycle governance. This helps them manage risks and maintain compliance with evolving AI and industry regulations, while reducing AI bias through automated oversight.

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