AI Data Trainer/annotator

AI Data Trainer/annotator — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Meta AI

    Meta AI

    Meta AI is a research division of Meta (formerly Facebook) that develops artificial intelligence and augmented reality technologies. == History == Meta AI was founded in 2013 as Facebook Artificial Intelligence Research (FAIR). It has workspaces in Menlo Park, London, New York City, Paris, Seattle, Pittsburgh, Tel Aviv, and Montreal as of 2025. In 2016, FAIR partnered with Google, Amazon, IBM, and Microsoft in creating the Partnership on Artificial Intelligence to Benefit People and Society. Meta AI was directed by Yann LeCun until 2018, when Jérôme Pesenti succeeded the role. Pesenti is formerly the CTO of IBM's big data group. FAIR's research includes self-supervised learning, generative adversarial networks, document classification and translation, and computer vision. FAIR released Torch deep-learning modules as well as PyTorch in 2017, an open-source machine learning framework, which was subsequently used in several deep learning technologies, such as Tesla's autopilot and Uber's Pyro. That same year, a pair of chatbots were falsely rumored to be discontinued for developing a language that was unintelligible to humans. FAIR clarified that the research had been shut down because they had accomplished their initial goal to understand how languages are generated by their models, rather than out of fear. FAIR was renamed Meta AI following the rebranding that changed Facebook, Inc. to Meta Platforms Inc. On October 1, 2025, Facebook announced "We will soon use your interactions with AI at Meta to personalize the content and ads you see". == Virtual assistant == Meta AI is also the name of the virtual assistant developed by the team, now integrated as a chatbot into Meta's social networking products. It is also available as a subscription-based stand-alone app. The virtual assistant was pre-installed on the second generation of Ray-Ban Meta smartglasses, and can incorporate inputs from the glasses' cameras after an update. It is also available on Quest 2 and newer HMDs. Since May 2024, the chatbot has summarized news from various outlets without linking directly to original articles, including in Canada, where news links are banned on its platforms. This use of news content without compensation and attribution has raised ethical and legal concerns, especially as Meta continues to reduce news visibility on its platforms. == Current research == === Natural language processing and chatbot === Natural language processing is the ability for machines to understand and generate natural language. The team is also researching unsupervised machine translation and multilingual chatbots. ==== Galactica ==== Galactica is a large language model (LLM) designed for generating scientific text. It was available for three days from 15 November 2022, before being withdrawn for generating racist and inaccurate content. ==== Llama ==== Llama is an LLM released in February 2023. As of January 2026, the most recent release is the Llama 4. === Hardware === Meta used CPUs and in-house custom chips before 2022; they switched to Nvidia GPUs since then. MTIA v1, one of their early chips, is designed for the company's content recommendation algorithms. It was fabricated on TSMC's 7 nm process technology and consumed 25W, capable of 51.2 TFlops FP16. == Controversy == The French media outlet Mediapart reports that in 2022, Facebook's parent company illegally used works accumulated by the pirate site LibGen to train its artificial intelligence.

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  • Geographical cluster

    Geographical cluster

    A geographical cluster is a localized anomaly, usually an excess of something given the distribution or variation of something else. Often it is considered as an incidence rate that is unusual in that there is more of some variable than might be expected. Examples would include: a local excess disease rate, a crime hot spot, areas of high unemployment, accident blackspots, unusually high positive residuals from a model, high concentrations of flora or fauna, physical features or events like earthquake epicenters etc... Identifying these extreme regions may be useful in that there could be implicit geographical associations with other variables that can be identified and would be of interest. Pattern detection via the identification of such geographical clusters is a very simple and generic form of geographical analysis that has many applications in many different contexts. The emphasis is on localized clustering or patterning because this may well contain the most useful information. A geographical cluster is different from a high concentration as it is generally second order, involving the factoring in of the distribution of something else. == Geographical cluster detection == Identifying geographical clusters can be an important stage in a geographical analysis. Mapping the locations of unusual concentrations may help identify causes of these. Some techniques include the Geographical Analysis Machine and Besag and Newell's cluster detection method.

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  • Inverted pendulum

    Inverted pendulum

    An inverted pendulum is a pendulum that has its center of mass above its pivot point. It is unstable and falls over without additional help. It can be suspended stably in this inverted position by using a control system to monitor the angle of the pole and move the pivot point horizontally back under the center of mass when it starts to fall over, keeping it balanced. The inverted pendulum is a classic problem in dynamics and control theory and is used as a benchmark for testing control strategies. It is often implemented with the pivot point mounted on a cart that can move horizontally under control of an electronic servo system as shown in the photo; this is called a cart and pole apparatus. Most applications limit the pendulum to 1 degree of freedom by affixing the pole to an axis of rotation. Whereas a normal pendulum is stable when hanging downward, an inverted pendulum is inherently unstable, and must be actively balanced in order to remain upright; this can be done either by applying a torque at the pivot point, by moving the pivot point horizontally as part of a feedback system, changing the rate of rotation of a mass mounted on the pendulum on an axis parallel to the pivot axis and thereby generating a net torque on the pendulum, or by oscillating the pivot point vertically. A simple demonstration of moving the pivot point in a feedback system is achieved by balancing an upturned broomstick on the end of one's finger. A second type of inverted pendulum is a tiltmeter for tall structures, which consists of a wire anchored to the bottom of the foundation and attached to a float in a pool of oil at the top of the structure that has devices for measuring movement of the neutral position of the float away from its original position. == Overview == A pendulum with its bob hanging directly below the support pivot is at a stable equilibrium point, where it remains motionless because there is no torque on the pendulum. If displaced from this position, it experiences a restoring torque that returns it toward the equilibrium position. A pendulum with its bob in an inverted position, supported on a rigid rod directly above the pivot, 180° from its stable equilibrium position, is at an unstable equilibrium point. At this point again there is no torque on the pendulum, but the slightest displacement away from this position causes a gravitation torque on the pendulum that accelerates it away from equilibrium, causing it to fall over. In order to stabilize a pendulum in this inverted position, a feedback control system can be used, which monitors the pendulum's angle and moves the position of the pivot point sideways when the pendulum starts to fall over, to keep it balanced. The inverted pendulum is a classic problem in dynamics and control theory and is widely used as a benchmark for testing control algorithms (PID controllers, state-space representation, neural networks, fuzzy control, genetic algorithms, etc.). Variations on this problem include multiple links, allowing the motion of the cart to be commanded while maintaining the pendulum, and balancing the cart-pendulum system on a see-saw. The inverted pendulum is related to rocket or missile guidance, where the center of gravity is located behind the center of drag causing aerodynamic instability. The understanding of a similar problem can be shown by simple robotics in the form of a balancing cart. Balancing an upturned broomstick on the end of one's finger is a simple demonstration, and the problem is solved by self-balancing personal transporters such as the Segway PT, the self-balancing hoverboard and the self-balancing unicycle. Another way that an inverted pendulum may be stabilized, without any feedback or control mechanism, is by oscillating the pivot rapidly up and down. This is called Kapitza's pendulum. If the oscillation is sufficiently strong (in terms of its acceleration and amplitude) then the inverted pendulum can recover from perturbations in a strikingly counterintuitive manner. If the driving point moves in simple harmonic motion, the pendulum's motion is described by the Mathieu equation. == Equations of motion == The equations of motion of inverted pendulums are dependent on what constraints are placed on the motion of the pendulum. Inverted pendulums can be created in various configurations resulting in a number of Equations of Motion describing the behavior of the pendulum. === Stationary pivot point === In a configuration where the pivot point of the pendulum is fixed in space, the equation of motion is similar to that for an uninverted pendulum. The equation of motion below assumes no friction or any other resistance to movement, a rigid massless rod, and the restriction to 2-dimensional movement. θ ¨ − g ℓ sin ⁡ θ = 0 {\displaystyle {\ddot {\theta }}-{g \over \ell }\sin \theta =0} Where θ ¨ {\displaystyle {\ddot {\theta }}} is the angular acceleration of the pendulum, g {\displaystyle g} is the standard gravity on the surface of the Earth, ℓ {\displaystyle \ell } is the length of the pendulum, and θ {\displaystyle \theta } is the angular displacement measured from the equilibrium position. When θ ¨ {\displaystyle {\ddot {\theta }}} added to both sides, it has the same sign as the angular acceleration term: θ ¨ = g ℓ sin ⁡ θ {\displaystyle {\ddot {\theta }}={g \over \ell }\sin \theta } Thus, the inverted pendulum accelerates away from the vertical unstable equilibrium in the direction initially displaced, and the acceleration is inversely proportional to the length. Tall pendulums fall more slowly than short ones. Derivation using torque and moment of inertia: The pendulum is assumed to consist of a point mass, of mass m {\displaystyle m} , affixed to the end of a massless rigid rod, of length ℓ {\displaystyle \ell } , attached to a pivot point at the end opposite the point mass. The net torque of the system must equal the moment of inertia times the angular acceleration: τ n e t = I θ ¨ {\displaystyle {\boldsymbol {\tau }}_{\mathrm {net} }=I{\ddot {\theta }}} The torque due to gravity providing the net torque: τ n e t = m g ℓ sin ⁡ θ {\displaystyle {\boldsymbol {\tau }}_{\mathrm {net} }=mg\ell \sin \theta \,\!} Where θ {\displaystyle \theta \ } is the angle measured from the inverted equilibrium position. The resulting equation: I θ ¨ = m g ℓ sin ⁡ θ {\displaystyle I{\ddot {\theta }}=mg\ell \sin \theta \,\!} The moment of inertia for a point mass: I = m R 2 {\displaystyle I=mR^{2}} In the case of the inverted pendulum the radius is the length of the rod, ℓ {\displaystyle \ell } . Substituting in I = m ℓ 2 {\displaystyle I=m\ell ^{2}} m ℓ 2 θ ¨ = m g ℓ sin ⁡ θ {\displaystyle m\ell ^{2}{\ddot {\theta }}=mg\ell \sin \theta \,\!} Mass and ℓ 2 {\displaystyle \ell ^{2}} is divided from each side resulting in: θ ¨ = g ℓ sin ⁡ θ {\displaystyle {\ddot {\theta }}={g \over \ell }\sin \theta } === Inverted pendulum on a cart === An inverted pendulum on a cart consists of a mass m {\displaystyle m} at the top of a pole of length ℓ {\displaystyle \ell } pivoted on a horizontally moving base as shown in the adjacent image. The cart is restricted to linear motion and is subject to forces resulting in or hindering motion. === Essentials of stabilization === The essentials of stabilizing the inverted pendulum can be summarized qualitatively in three steps. 1. If the tilt angle θ {\displaystyle \theta } is to the right, the cart must accelerate to the right and vice versa. 2. The position of the cart x {\displaystyle x} relative to track center is stabilized by slightly modulating the null angle (the angle error that the control system tries to null) by the position of the cart, that is, null angle = θ + k x {\displaystyle =\theta +kx} where k {\displaystyle k} is small. This makes the pole want to lean slightly toward track center and stabilize at track center where the tilt angle is exactly vertical. Any offset in the tilt sensor or track slope that would otherwise cause instability translates into a stable position offset. A further added offset gives position control. 3. A normal pendulum subject to a moving pivot point such as a load lifted by a crane, has a peaked response at the pendulum radian frequency of ω p = g / ℓ {\displaystyle \omega _{p}={\sqrt {g/\ell }}} . To prevent uncontrolled swinging, the frequency spectrum of the pivot motion should be suppressed near ω p {\displaystyle \omega _{p}} . The inverted pendulum requires the same suppression filter to achieve stability. As a consequence of the null angle modulation strategy, the position feedback is positive, that is, a sudden command to move right produces an initial cart motion to the left followed by a move right to rebalance the pendulum. The interaction of the pendulum instability and the positive position feedback instability to produce a stable system is a feature that makes the mathematical analysis an interesting and challenging problem. === From Lagrange's equations === The equations of motion c

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  • Neocognitron

    Neocognitron

    The neocognitron is a hierarchical, multilayered artificial neural network proposed by Kunihiko Fukushima in 1979. It has been used for Japanese handwritten character recognition and other pattern recognition tasks, and served as the inspiration for convolutional neural networks. Previously in 1969, he published a similar architecture, but with hand-designed kernels inspired by convolutions in mammalian vision. In 1975 he improved it to the Cognitron, and in 1979 he improved it to the neocognitron, which learns all convolutional kernels by unsupervised learning (in his terminology, "self-organized by 'learning without a teacher'"). The neocognitron was inspired by the model proposed by Hubel & Wiesel in 1959. They found two types of cells in the visual primary cortex called simple cell and complex cell, and also proposed a cascading model of these two types of cells for use in pattern recognition tasks. The neocognitron is a natural extension of these cascading models. The neocognitron consists of multiple types of cells, the most important of which are called S-cells and C-cells. The local features are extracted by S-cells, and these features' deformation, such as local shifts, are tolerated by C-cells. Local features in the input are integrated gradually and classified in the higher layers. The idea of local feature integration is found in several other models, such as the Convolutional Neural Network model, the SIFT method, and the HoG method. There are various kinds of neocognitron. For example, some types of neocognitron can detect multiple patterns in the same input by using backward signals to achieve selective attention.

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  • Carrenza

    Carrenza

    Carrenza was a cloud-computing company based in London, United Kingdom. The company was acquired by Six Degrees Technology Group in 2016. == Operations == Carrenza was a UK-based IT company that provides Cloud computing technologies. It offered a range of public cloud, private cloud and hybrid cloud services, including Infrastructure as a Service (IaaS), Platform as a Service (PaaS), enterprise application integration and system integration. Carrenza partnered with several enterprise IT providers and was an accredited VMware Enterprise Service Partner and HP (Hewlett-Packard) Cloud Agile Partner. The company was based on Commercial Street, in the heart of the East London Tech City district, which is host to a large number of technology companies. == History == Carrenza was formed in 2001 as a consultancy by chief executive and founder Dan Sutherland. It began trading in 2004 and launched its first enterprise cloud computing platform in 2006, becoming one of the first companies in Europe to provide this type of hosting service. In 2009, it formed a partnership with Comic Relief and its affiliated campaigns Red Nose Day Sport Relief to provide IT infrastructure services to the charity, an arrangement that has won industry recognition. In 2013 it launched its first overseas services, with a mainland Europe cloud node based in Amsterdam. == Partnerships and customers == Carrenza had formed partnerships with a range of IT providers. It was one of the first companies in Europe to become a HP Cloud Agile partner., using HP blade servers and HP 3PAR SAN technology to power its cloud computing services. The company's products also use VMware vCloud IaaS tools and it is taking part in the VMware lighthouse initiative helping develop the next generation of VMware products and services. Other technology companies that Carrenza has worked closely with include Cisco, for enterprise security and loadblancing services, and Oracle. The company was the first to deploy Oracle Database 11g stretched RAC in production. It has also won two Oracle partner awards, including a Special Recognition award for its work with Comic Relief. The company has also been recognised by the UK IT Industry, receiving awards in 2009 for Community Project of the Year and in 2010 for best small business project for its Monopoly City Streets Work. Other companies that have partnered with Carrenza for their cloud-based IT services include Age UK, Haymarket Media Group, the World Wide Fund for Nature, Royal Bank of Scotland, eBay and Cineworld. == Accreditations == Carrenza's services are accredited for their compliance with several key international IT security and quality standards. These include: ISO27001:2005, Information Security Management System for all Carrenza services. UK Government G-Cloud, Carrenza has been awarded a place on the UK government's G-Cloud iii framework as an Infrastructure as a Service provider.

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  • Vanishing gradient problem

    Vanishing gradient problem

    In machine learning, the vanishing gradient problem is the problem of greatly diverging gradient magnitudes between earlier and later layers encountered when training neural networks with backpropagation. In such methods, neural network weights are updated proportional to their partial derivative of the loss function. As the number of forward propagation steps in a network increases, for instance due to greater network depth, the gradients of earlier weights are calculated with increasingly many multiplications. These multiplications shrink the gradient magnitude. Consequently, the gradients of earlier weights will be exponentially smaller than the gradients of later weights. This difference in gradient magnitude might introduce instability in the training process, slow it, or halt it entirely. For instance, consider the hyperbolic tangent activation function. The gradients of this function are in range [0,1]. The product of repeated multiplication with such gradients decreases exponentially. The inverse problem, when weight gradients at earlier layers get exponentially larger, is called the exploding gradient problem. Backpropagation allowed researchers to train supervised deep artificial neural networks from scratch, initially with little success. Hochreiter's diplom thesis of 1991 formally identified the reason for this failure in the "vanishing gradient problem", which not only affects many-layered feedforward networks, but also recurrent networks. The latter are trained by unfolding them into very deep feedforward networks, where a new layer is created for each time-step of an input sequence processed by the network (the combination of unfolding and backpropagation is termed backpropagation through time). == Prototypical models == This section is based on the paper On the difficulty of training Recurrent Neural Networks by Pascanu, Mikolov, and Bengio. === Recurrent network model === A generic recurrent network has hidden states h 1 , h 2 , … {\displaystyle h_{1},h_{2},\dots } , inputs u 1 , u 2 , … {\displaystyle u_{1},u_{2},\dots } , and outputs x 1 , x 2 , … {\displaystyle x_{1},x_{2},\dots } . Let it be parameterized by θ {\displaystyle \theta } , so that the system evolves as ( h t , x t ) = F ( h t − 1 , u t , θ ) {\displaystyle (h_{t},x_{t})=F(h_{t-1},u_{t},\theta )} Often, the output x t {\displaystyle x_{t}} is a function of h t {\displaystyle h_{t}} , as some x t = G ( h t ) {\displaystyle x_{t}=G(h_{t})} . The vanishing gradient problem already presents itself clearly when x t = h t {\displaystyle x_{t}=h_{t}} , so we simplify our notation to the special case with: x t = F ( x t − 1 , u t , θ ) {\displaystyle x_{t}=F(x_{t-1},u_{t},\theta )} Now, take its differential: d x t = ∇ θ F ( x t − 1 , u t , θ ) d θ + ∇ x F ( x t − 1 , u t , θ ) d x t − 1 = ∇ θ F ( x t − 1 , u t , θ ) d θ + ∇ x F ( x t − 1 , u t , θ ) [ ∇ θ F ( x t − 2 , u t − 1 , θ ) d θ + ∇ x F ( x t − 2 , u t − 1 , θ ) d x t − 2 ] ⋮ = [ ∇ θ F ( x t − 1 , u t , θ ) + ∇ x F ( x t − 1 , u t , θ ) ∇ θ F ( x t − 2 , u t − 1 , θ ) + ⋯ ] d θ {\displaystyle {\begin{aligned}dx_{t}&=\nabla _{\theta }F(x_{t-1},u_{t},\theta )d\theta +\nabla _{x}F(x_{t-1},u_{t},\theta )dx_{t-1}\\&=\nabla _{\theta }F(x_{t-1},u_{t},\theta )d\theta +\nabla _{x}F(x_{t-1},u_{t},\theta )\left[\nabla _{\theta }F(x_{t-2},u_{t-1},\theta )d\theta +\nabla _{x}F(x_{t-2},u_{t-1},\theta )dx_{t-2}\right]\\&\;\;\vdots \\&=\left[\nabla _{\theta }F(x_{t-1},u_{t},\theta )+\nabla _{x}F(x_{t-1},u_{t},\theta )\nabla _{\theta }F(x_{t-2},u_{t-1},\theta )+\cdots \right]d\theta \end{aligned}}} Training the network requires us to define a loss function to be minimized. Let it be L ( x T , u 1 , … , u T ) {\displaystyle L(x_{T},u_{1},\dots ,u_{T})} , then minimizing it by gradient descent gives Δ θ = − η ⋅ [ ∇ x L ( x T ) ( ∇ θ F ( x t − 1 , u t , θ ) + ∇ x F ( x t − 1 , u t , θ ) ∇ θ F ( x t − 2 , u t − 1 , θ ) + ⋯ ) ] T {\displaystyle \Delta \theta =-\eta \cdot \left[\nabla _{x}L(x_{T})\left(\nabla _{\theta }F(x_{t-1},u_{t},\theta )+\nabla _{x}F(x_{t-1},u_{t},\theta )\nabla _{\theta }F(x_{t-2},u_{t-1},\theta )+\cdots \right)\right]^{T}} where η {\displaystyle \eta } is the learning rate. The vanishing/exploding gradient problem appears because there are repeated multiplications, of the form ∇ x F ( x t − 1 , u t , θ ) ∇ x F ( x t − 2 , u t − 1 , θ ) ∇ x F ( x t − 3 , u t − 2 , θ ) ⋯ {\displaystyle \nabla _{x}F(x_{t-1},u_{t},\theta )\nabla _{x}F(x_{t-2},u_{t-1},\theta )\nabla _{x}F(x_{t-3},u_{t-2},\theta )\cdots } ==== Example: recurrent network with sigmoid activation ==== For a concrete example, consider a typical recurrent network defined by x t = F ( x t − 1 , u t , θ ) = W rec σ ( x t − 1 ) + W in u t + b {\displaystyle x_{t}=F(x_{t-1},u_{t},\theta )=W_{\text{rec}}\sigma (x_{t-1})+W_{\text{in}}u_{t}+b} where θ = ( W rec , W in ) {\displaystyle \theta =(W_{\text{rec}},W_{\text{in}})} is the network parameter, σ {\displaystyle \sigma } is the sigmoid activation function, applied to each vector coordinate separately, and b {\displaystyle b} is the bias vector. Then, ∇ x F ( x t − 1 , u t , θ ) = W rec diag ⁡ ( σ ′ ( x t − 1 ) ) {\displaystyle \nabla _{x}F(x_{t-1},u_{t},\theta )=W_{\text{rec}}\operatorname {diag} (\sigma '(x_{t-1}))} , and so ∇ x F ( x t − 1 , u t , θ ) ∇ x F ( x t − 2 , u t − 1 , θ ) ⋯ ∇ x F ( x t − k , u t − k + 1 , θ ) = W rec diag ⁡ ( σ ′ ( x t − 1 ) ) W rec diag ⁡ ( σ ′ ( x t − 2 ) ) ⋯ W rec diag ⁡ ( σ ′ ( x t − k ) ) {\displaystyle {\begin{aligned}&\nabla _{x}F(x_{t-1},u_{t},\theta )\nabla _{x}F(x_{t-2},u_{t-1},\theta )\cdots \nabla _{x}F(x_{t-k},u_{t-k+1},\theta )\\&=W_{\text{rec}}\operatorname {diag} (\sigma '(x_{t-1}))W_{\text{rec}}\operatorname {diag} (\sigma '(x_{t-2}))\cdots W_{\text{rec}}\operatorname {diag} (\sigma '(x_{t-k}))\end{aligned}}} Since | σ ′ | ≤ 1 {\displaystyle \left|\sigma '\right|\leq 1} , the operator norm of the above multiplication is bounded above by ‖ W rec ‖ k {\displaystyle \left\|W_{\text{rec}}\right\|^{k}} . So if the spectral radius of W rec {\displaystyle W_{\text{rec}}} is γ < 1 {\displaystyle \gamma <1} , then at large k {\displaystyle k} , the above multiplication has operator norm bounded above by γ k → 0 {\displaystyle \gamma ^{k}\to 0} . This is the prototypical vanishing gradient problem. The effect of a vanishing gradient is that the network cannot learn long-range effects. Recall Equation (loss differential): ∇ θ L = ∇ x L ( x T , u 1 , … , u T ) [ ∇ θ F ( x t − 1 , u t , θ ) + ∇ x F ( x t − 1 , u t , θ ) ∇ θ F ( x t − 2 , u t − 1 , θ ) + ⋯ ] {\displaystyle \nabla _{\theta }L=\nabla _{x}L(x_{T},u_{1},\dots ,u_{T})\left[\nabla _{\theta }F(x_{t-1},u_{t},\theta )+\nabla _{x}F(x_{t-1},u_{t},\theta )\nabla _{\theta }F(x_{t-2},u_{t-1},\theta )+\cdots \right]} The components of ∇ θ F ( x , u , θ ) {\displaystyle \nabla _{\theta }F(x,u,\theta )} are just components of σ ( x ) {\displaystyle \sigma (x)} and u {\displaystyle u} , so if u t , u t − 1 , … {\displaystyle u_{t},u_{t-1},\dots } are bounded, then ‖ ∇ θ F ( x t − k − 1 , u t − k , θ ) ‖ {\displaystyle \left\|\nabla _{\theta }F(x_{t-k-1},u_{t-k},\theta )\right\|} is also bounded by some M > 0 {\displaystyle M>0} , and so the terms in ∇ θ L {\displaystyle \nabla _{\theta }L} decay as M γ k {\displaystyle M\gamma ^{k}} . This means that, effectively, ∇ θ L {\displaystyle \nabla _{\theta }L} is affected only by the first O ( γ − 1 ) {\displaystyle O(\gamma ^{-1})} terms in the sum. If γ ≥ 1 {\displaystyle \gamma \geq 1} , the above analysis does not quite work. For the prototypical exploding gradient problem, the next model is clearer. === Dynamical systems model === Following (Doya, 1993), consider this one-neuron recurrent network with sigmoid activation: x t + 1 = ( 1 − ε ) x t + ε σ ( w x t + b ) + ε w ′ u t {\displaystyle x_{t+1}=(1-\varepsilon )x_{t}+\varepsilon \sigma (wx_{t}+b)+\varepsilon w'u_{t}} At the small ε {\displaystyle \varepsilon } limit, the dynamics of the network becomes d x d t = − x ( t ) + σ ( w x ( t ) + b ) + w ′ u ( t ) {\displaystyle {\frac {dx}{dt}}=-x(t)+\sigma (wx(t)+b)+w'u(t)} Consider first the autonomous case, with u = 0 {\displaystyle u=0} . Set w = 5.0 {\displaystyle w=5.0} , and vary b {\displaystyle b} in [ − 3 , − 2 ] {\displaystyle [-3,-2]} . As b {\displaystyle b} decreases, the system has 1 stable point, then has 2 stable points and 1 unstable point, and finally has 1 stable point again. Explicitly, the stable points are ( x , b ) = ( x , ln ⁡ ( x 1 − x ) − 5 x ) {\displaystyle (x,b)=\left(x,\ln \left({\frac {x}{1-x}}\right)-5x\right)} . Now consider Δ x ( T ) Δ x ( 0 ) {\displaystyle {\frac {\Delta x(T)}{\Delta x(0)}}} and Δ x ( T ) Δ b {\displaystyle {\frac {\Delta x(T)}{\Delta b}}} , where T {\displaystyle T} is large enough that the system has settled into one of the stable points. If ( x ( 0 ) , b ) {\displaystyle (x(0),b)} puts the system very close to an unstable point, then a tiny variation in x ( 0 ) {\displaystyle x(0)} or b {\displaystyle b} wo

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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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  • Error-driven learning

    Error-driven learning

    In reinforcement learning, error-driven learning is a method for adjusting a model's (intelligent agent's) parameters based on the difference between its output results and the ground truth. These models stand out as they depend on environmental feedback, rather than explicit labels or categories. They are based on the idea that language acquisition involves the minimization of the prediction error (MPSE). By leveraging these prediction errors, the models consistently refine expectations and decrease computational complexity. Typically, these algorithms are operated by the GeneRec algorithm. Error-driven learning has widespread applications in cognitive sciences and computer vision. These methods have also found successful application in natural language processing (NLP), including areas like part-of-speech tagging, parsing, named entity recognition (NER), machine translation (MT), speech recognition (SR), and dialogue systems. == Formal Definition == Error-driven learning models are ones that rely on the feedback of prediction errors to adjust the expectations or parameters of a model. The key components of error-driven learning include the following: A set S {\displaystyle S} of states representing the different situations that the learner can encounter. A set A {\displaystyle A} of actions that the learner can take in each state. A prediction function P ( s , a ) {\displaystyle P(s,a)} that gives the learner's current prediction of the outcome of taking action a {\displaystyle a} in state s {\displaystyle s} . An error function E ( o , p ) {\displaystyle E(o,p)} that compares the actual outcome o {\displaystyle o} with the prediction p {\displaystyle p} and produces an error value. An update rule U ( p , e ) {\displaystyle U(p,e)} that adjusts the prediction p {\displaystyle p} in light of the error e {\displaystyle e} . == Algorithms == Error-driven learning algorithms refer to a category of reinforcement learning algorithms that leverage the disparity between the real output and the expected output of a system to regulate the system's parameters. Typically applied in supervised learning, these algorithms are provided with a collection of input-output pairs to facilitate the process of generalization. The widely utilized error backpropagation learning algorithm is known as GeneRec, a generalized recirculation algorithm primarily employed for gene prediction in DNA sequences. Many other error-driven learning algorithms are derived from alternative versions of GeneRec. == Applications == === Cognitive science === Simpler error-driven learning models effectively capture complex human cognitive phenomena and anticipate elusive behaviors. They provide a flexible mechanism for modeling the brain's learning process, encompassing perception, attention, memory, and decision-making. By using errors as guiding signals, these algorithms adeptly adapt to changing environmental demands and objectives, capturing statistical regularities and structure. Furthermore, cognitive science has led to the creation of new error-driven learning algorithms that are both biologically acceptable and computationally efficient. These algorithms, including deep belief networks, spiking neural networks, and reservoir computing, follow the principles and constraints of the brain and nervous system. Their primary aim is to capture the emergent properties and dynamics of neural circuits and systems. === Computer vision === Computer vision is a complex task that involves understanding and interpreting visual data, such as images or videos. In the context of error-driven learning, the computer vision model learns from the mistakes it makes during the interpretation process. When an error is encountered, the model updates its internal parameters to avoid making the same mistake in the future. This repeated process of learning from errors helps improve the model's performance over time. For NLP to do well at computer vision, it employs deep learning techniques. This form of computer vision is sometimes called neural computer vision (NCV), since it makes use of neural networks. NCV therefore interprets visual data based on a statistical, trial and error approach and can deal with context and other subtleties of visual data. === Natural Language Processing === ==== Part-of-speech tagging ==== Part-of-speech (POS) tagging is a crucial component in Natural Language Processing (NLP). It helps resolve human language ambiguity at different analysis levels. In addition, its output (tagged data) can be used in various applications of NLP such as information extraction, information retrieval, question Answering, speech eecognition, text-to-speech conversion, partial parsing, and grammar correction. ==== Parsing ==== Parsing in NLP involves breaking down a text into smaller pieces (phrases) based on grammar rules. If a sentence cannot be parsed, it may contain grammatical errors. In the context of error-driven learning, the parser learns from the mistakes it makes during the parsing process. When an error is encountered, the parser updates its internal model to avoid making the same mistake in the future. This iterative process of learning from errors helps improve the parser's performance over time. In conclusion, error-driven learning plays a crucial role in improving the accuracy and efficiency of NLP parsers by allowing them to learn from their mistakes and adapt their internal models accordingly. ==== Named entity recognition (NER) ==== NER is the task of identifying and classifying entities (such as persons, locations, organizations, etc.) in a text. Error-driven learning can help the model learn from its false positives and false negatives and improve its recall and precision on (NER). In the context of error-driven learning, the significance of NER is quite profound. Traditional sequence labeling methods identify nested entities layer by layer. If an error occurs in the recognition of an inner entity, it can lead to incorrect identification of the outer entity, leading to a problem known as error propagation of nested entities. This is where the role of NER becomes crucial in error-driven learning. By accurately recognizing and classifying entities, it can help minimize these errors and improve the overall accuracy of the learning process. Furthermore, deep learning-based NER methods have shown to be more accurate as they are capable of assembling words, enabling them to understand the semantic and syntactic relationship between various words better. ==== Machine translation ==== Machine translation is a complex task that involves converting text from one language to another. In the context of error-driven learning, the machine translation model learns from the mistakes it makes during the translation process. When an error is encountered, the model updates its internal parameters to avoid making the same mistake in the future. This iterative process of learning from errors helps improve the model's performance over time. ==== Speech recognition ==== Speech recognition is a complex task that involves converting spoken language into written text. In the context of error-driven learning, the speech recognition model learns from the mistakes it makes during the recognition process. When an error is encountered, the model updates its internal parameters to avoid making the same mistake in the future. This iterative process of learning from errors helps improve the model's performance over time. ==== Dialogue systems ==== Dialogue systems are a popular NLP task as they have promising real-life applications. They are also complicated tasks since many NLP tasks deserving study are involved. In the context of error-driven learning, the dialogue system learns from the mistakes it makes during the dialogue process. When an error is encountered, the model updates its internal parameters to avoid making the same mistake in the future. This iterative process of learning from errors helps improve the model's performance over time. == Advantages == Error-driven learning has several advantages over other types of machine learning algorithms: They can learn from feedback and correct their mistakes, which makes them adaptive and robust to noise and changes in the data. They can handle large and high-dimensional data sets, as they do not require explicit feature engineering or prior knowledge of the data distribution. They can achieve high accuracy and performance, as they can learn complex and nonlinear relationships between the input and the output. == Limitations == Although error driven learning has its advantages, their algorithms also have the following limitations: They can suffer from overfitting, which means that they memorize the training data and fail to generalize to new and unseen data. This can be mitigated by using regularization techniques, such as adding a penalty term to the loss function, or reducing the complexity of the model. They can be sensitive to the choice of

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  • Zero-knowledge service

    Zero-knowledge service

    In cloud computing, the term zero-knowledge (or occasionally no-knowledge or zero-access) is a commonly used term for online services that store, transfer or manipulate data with a high level of confidentiality, where the data is only accessible to the data's owner (the client), and not to the service provider. However, unlike "end-to-end encryption", the term "zero-knowledge" does not imply any specific threat model or security notion, and its use is commonly frowned-upon by the security community. The term "zero-knowledge" was popularized by backup service SpiderOak, which later switched to using the term "no knowledge", acknowledging that the previous terminology was not technically accurate. == Disadvantages == Most cloud storage services keep a copy of the client's password on their servers, allowing clients who have lost their passwords to retrieve and decrypt their data using alternative means of authentication; but since zero-knowledge services do not store copies of clients' passwords, if a client loses their password then their data cannot be decrypted, making it practically unrecoverable. Most of the most used cloud storage services, such as Google Drive, Dropbox, OneDrive or iCloud, are also able to furnish access requests from law enforcement agencies for similar reasons; zero-knowledge services, however, are unable to do so, since their systems are designed to make clients' data inaccessible without the client's explicit cooperation.

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  • Medoid

    Medoid

    Medoids are representative objects of a data set or a cluster within a data set whose sum of dissimilarities to all the objects in the cluster is minimal. Medoids are similar in concept to means or centroids, but medoids are always restricted to be members of the data set. Medoids are most commonly used on data when a mean or centroid cannot be defined, such as graphs. They are also used in contexts where the centroid is not representative of the dataset like in images, 3-D trajectories and gene expression (where while the data is sparse the medoid need not be). These are also of interest while wanting to find a representative using some distance other than squared euclidean distance (for instance in movie-ratings). For some data sets there may be more than one medoid, as with medians. A common application of the medoid is the k-medoids clustering algorithm, which is similar to the k-means algorithm but works when a mean or centroid is not definable. This algorithm basically works as follows. First, a set of medoids is chosen at random. Second, the distances to the other points are computed. Third, data are clustered according to the medoid they are most similar to. Fourth, the medoid set is optimized via an iterative process. Note that a medoid is not equivalent to a median, a geometric median, or centroid. A median is only defined on 1-dimensional data, and it only minimizes dissimilarity to other points for metrics induced by a norm (such as the Manhattan distance or Euclidean distance). A geometric median is defined in any dimension, but unlike a medoid, it is not necessarily a point from within the original dataset. == Definition == Let X := { x 1 , x 2 , … , x n } {\textstyle {\mathcal {X}}:=\{x_{1},x_{2},\dots ,x_{n}\}} be a set of n {\textstyle n} points in a space with a distance function d. Medoid is defined as x medoid = arg ⁡ min y ∈ X ∑ i = 1 n d ( y , x i ) . {\displaystyle x_{\text{medoid}}=\arg \min _{y\in {\mathcal {X}}}\sum _{i=1}^{n}d(y,x_{i}).} == Clustering with medoids == Medoids are a popular replacement for the cluster mean when the distance function is not (squared) Euclidean distance, or not even a metric (as the medoid does not require the triangle inequality). When partitioning the data set into clusters, the medoid of each cluster can be used as a representative of each cluster. Clustering algorithms based on the idea of medoids include: Partitioning Around Medoids (PAM), the standard k-medoids algorithm Hierarchical Clustering Around Medoids (HACAM), which uses medoids in hierarchical clustering == Algorithms to compute the medoid of a set == From the definition above, it is clear that the medoid of a set X {\displaystyle {\mathcal {X}}} can be computed after computing all pairwise distances between points in the ensemble. This would take O ( n 2 ) {\textstyle O(n^{2})} distance evaluations (with n = | X | {\displaystyle n=|{\mathcal {X}}|} ). In the worst case, one can not compute the medoid with fewer distance evaluations. However, there are many approaches that allow us to compute medoids either exactly or approximately in sub-quadratic time under different statistical models. If the points lie on the real line, computing the medoid reduces to computing the median which can be done in O ( n ) {\textstyle O(n)} by Quick-select algorithm of Hoare. However, in higher dimensional real spaces, no linear-time algorithm is known. RAND is an algorithm that estimates the average distance of each point to all the other points by sampling a random subset of other points. It takes a total of O ( n log ⁡ n ϵ 2 ) {\textstyle O\left({\frac {n\log n}{\epsilon ^{2}}}\right)} distance computations to approximate the medoid within a factor of ( 1 + ϵ Δ ) {\textstyle (1+\epsilon \Delta )} with high probability, where Δ {\textstyle \Delta } is the maximum distance between two points in the ensemble. Note that RAND is an approximation algorithm, and moreover Δ {\textstyle \Delta } may not be known apriori. RAND was leveraged by TOPRANK which uses the estimates obtained by RAND to focus on a small subset of candidate points, evaluates the average distance of these points exactly, and picks the minimum of those. TOPRANK needs O ( n 5 3 log 4 3 ⁡ n ) {\textstyle O(n^{\frac {5}{3}}\log ^{\frac {4}{3}}n)} distance computations to find the exact medoid with high probability under a distributional assumption on the average distances. trimed presents an algorithm to find the medoid with O ( n 3 2 2 Θ ( d ) ) {\textstyle O(n^{\frac {3}{2}}2^{\Theta (d)})} distance evaluations under a distributional assumption on the points. The algorithm uses the triangle inequality to cut down the search space. Meddit leverages a connection of the medoid computation with multi-armed bandits and uses an upper-Confidence-bound type of algorithm to get an algorithm which takes O ( n log ⁡ n ) {\textstyle O(n\log n)} distance evaluations under statistical assumptions on the points. Correlated Sequential Halving also leverages multi-armed bandit techniques, improving upon Meddit. By exploiting the correlation structure in the problem, the algorithm is able to provably yield drastic improvement (usually around 1-2 orders of magnitude) in both number of distance computations needed and wall clock time. == Implementations == An implementation of RAND, TOPRANK, and trimed can be found here. An implementation of Meddit can be found here and here. An implementation of Correlated Sequential Halving can be found here. == Medoids in text and natural language processing (NLP) == Medoids can be applied to various text and NLP tasks to improve the efficiency and accuracy of analyses. By clustering text data based on similarity, medoids can help identify representative examples within the dataset, leading to better understanding and interpretation of the data. === Text clustering === Text clustering is the process of grouping similar text or documents together based on their content. Medoid-based clustering algorithms can be employed to partition large amounts of text into clusters, with each cluster represented by a medoid document. This technique helps in organizing, summarizing, and retrieving information from large collections of documents, such as in search engines, social media analytics and recommendation systems. === Text summarization === Text summarization aims to produce a concise and coherent summary of a larger text by extracting the most important and relevant information. Medoid-based clustering can be used to identify the most representative sentences in a document or a group of documents, which can then be combined to create a summary. This approach is especially useful for extractive summarization tasks, where the goal is to generate a summary by selecting the most relevant sentences from the original text. === Sentiment analysis === Sentiment analysis involves determining the sentiment or emotion expressed in a piece of text, such as positive, negative, or neutral. Medoid-based clustering can be applied to group text data based on similar sentiment patterns. By analyzing the medoid of each cluster, researchers can gain insights into the predominant sentiment of the cluster, helping in tasks such as opinion mining, customer feedback analysis, and social media monitoring. === Topic modeling === Topic modeling is a technique used to discover abstract topics that occur in a collection of documents. Medoid-based clustering can be applied to group documents with similar themes or topics. By analyzing the medoids of these clusters, researchers can gain an understanding of the underlying topics in the text corpus, facilitating tasks such as document categorization, trend analysis, and content recommendation. === Techniques for measuring text similarity in medoid-based clustering === When applying medoid-based clustering to text data, it is essential to choose an appropriate similarity measure to compare documents effectively. Each technique has its advantages and limitations, and the choice of the similarity measure should be based on the specific requirements and characteristics of the text data being analyzed. The following are common techniques for measuring text similarity in medoid-based clustering: ==== Cosine similarity ==== Cosine similarity is a widely used measure to compare the similarity between two pieces of text. It calculates the cosine of the angle between two document vectors in a high-dimensional space. Cosine similarity ranges between -1 and 1, where a value closer to 1 indicates higher similarity, and a value closer to -1 indicates lower similarity. By visualizing two lines originating from the origin and extending to the respective points of interest, and then measuring the angle between these lines, one can determine the similarity between the associated points. Cosine similarity is less affected by document length, so it may be better at producing medoids that are representative of the content of a cluster instead of the lengt

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  • Constructing skill trees

    Constructing skill trees

    Constructing skill trees (CST) is a hierarchical reinforcement learning algorithm which can build skill trees from a set of sample solution trajectories obtained from demonstration. CST uses an incremental MAP (maximum a posteriori) change point detection algorithm to segment each demonstration trajectory into skills and integrate the results into a skill tree. CST was introduced by George Konidaris, Scott Kuindersma, Andrew Barto and Roderic Grupen in 2010. == Algorithm == CST consists of mainly three parts;change point detection, alignment and merging. The main focus of CST is online change-point detection. The change-point detection algorithm is used to segment data into skills and uses the sum of discounted reward R t {\displaystyle R_{t}} as the target regression variable. Each skill is assigned an appropriate abstraction. A particle filter is used to control the computational complexity of CST. The change point detection algorithm is implemented as follows. The data for times t ∈ T {\displaystyle t\in T} and models Q with prior p ( q ∈ Q ) {\displaystyle p(q\in Q)} are given. The algorithm is assumed to be able to fit a segment from time j + 1 {\displaystyle j+1} to t using model q with the fit probability P ( j , t , q ) {\displaystyle P(j,t,q)_{}^{}} . A linear regression model with Gaussian noise is used to compute P ( j , t , q ) {\displaystyle P(j,t,q)} . The Gaussian noise prior has mean zero, and variance which follows I n v e r s e G a m m a ( v 2 , u 2 ) {\displaystyle \mathrm {InverseGamma} \left({\frac {v}{2}},{\frac {u}{2}}\right)} . The prior for each weight follows N o r m a l ( 0 , σ 2 δ ) {\displaystyle \mathrm {Normal} (0,\sigma ^{2}\delta )} . The fit probability P ( j , t , q ) {\displaystyle P(j,t,q)} is computed by the following equation. P ( j , t , q ) = π − n 2 δ m | ( A + D ) − 1 | 1 2 u v 2 ( y + u ) u + v 2 Γ ( n + v 2 ) Γ ( v 2 ) {\displaystyle P(j,t,q)={\frac {\pi ^{-{\frac {n}{2}}}}{\delta ^{m}}}\left|(A+D)^{-1}\right|^{\frac {1}{2}}{\frac {u^{\frac {v}{2}}}{(y+u)^{\frac {u+v}{2}}}}{\frac {\Gamma ({\frac {n+v}{2}})}{\Gamma ({\frac {v}{2}})}}} Then, CST compute the probability of the changepoint at time j with model q, P t ( j , q ) {\displaystyle P_{t}(j,q)} and P j MAP {\displaystyle P_{j}^{\text{MAP}}} using a Viterbi algorithm. P t ( j , q ) = ( 1 − G ( t − j − 1 ) ) P ( j , t , q ) p ( q ) P j MAP {\displaystyle P_{t}(j,q)=(1-G(t-j-1))P(j,t,q)p(q)P_{j}^{\text{MAP}}} P j MAP = max i , q P j ( i , q ) g ( j − i ) 1 − G ( j − i − 1 ) , ∀ j < t {\displaystyle P_{j}^{\text{MAP}}=\max _{i,q}{\frac {P_{j}(i,q)g(j-i)}{1-G(j-i-1)}},\forall j Read more →

  • World Programming System

    World Programming System

    The World Programming System, also known as WPS Analytics or WPS, is a software product developed by a company called World Programming (acquired by Altair Engineering). WPS Analytics supports users of mixed ability to access and process data and to perform data science tasks. It has interactive visual programming tools using data workflows, and it has coding tools supporting the use of the SAS language mixed with Python, R and SQL. == About == WPS can use programs written in the language of SAS without the need for translating them into any other language. In this regard WPS is compatible with the SAS system. WPS has a built-in language interpreter able to process the language of SAS and produce similar results. WPS is available to run on z/OS, Windows, macOS, Linux (x86, Armv8 64-bit, IBM Power LE, IBM Z), and AIX. On all supported platforms, programs written in the language of SAS can be executed from a WPS command line interface, often referred to as running in batch mode. WPS can also be used from a graphical user interface known as the WPS Workbench for managing, editing and running programs written in the language of SAS. The WPS Workbench user interface is based on Eclipse. WPS version 4 (released in March 2018) introduced a drag-and-drop workflow canvas providing interactive blocks for data retrieval, blending and preparation, data discovery and profiling, predictive modelling powered by machine learning algorithms, model performance validation and scorecards. WPS version 3 (released in February 2012) provided a new client/server architecture that allows the WPS Workbench GUI to execute SAS programs on remote server installations of WPS in a network or cloud. The resulting output, data sets, logs, etc., can then all be viewed and manipulated from inside the Workbench as if the workloads had been executed locally. SAS programs do not require any special language statements to use this feature. == Summary of main features == Runs on Windows, macOS, z/OS, Linux (x86, Armv8 64-bit, IBM Power LE, IBM Z), and AIX An integrated development environment based on Eclipse for Linux, macOS and Windows. Support for language of SAS elements. Support for the language of SAS Macros. Matrix Programming support using PROC IML. Support for generating band plots, bar charts, box plots, bubble plots, contour plots, dendrogram plots, ellipse plots, fringe plots, heat maps, high-low plots, histograms, loess plots, needle plots, pie charts, penalised b-spline, radar charts, reference lines, scatter plots, series plots, step plots, regression plots and vector plots. Support for statistical procedures ACECLUS, ASSOCRULES, ANOVA, BIN, BOXPLOT, CANCORR, CANDISC, CLUSTER, CORRESP, DISCRIM, DISTANCE, FACTOR, FASTCLUS, FREQ, GAM, GANNO, GENMOD, GLIMMIX, GLM, GLMMOD, GLMSELECT, ICLIFETEST, KDE, LIFEREG, LIFETEST, LOESS, LOGISTIC, MDS, MEANS, MI, MIANALYSE, MIXED, MODECLUS, NESTED, NLIN, NPAR1WAY, PHREG, PLAN, PLS, POWER, PRINCOMP, PROBIT, QUANTREG, RBF, REG, ROBUSTREG, RSREG, SCORE, SEGMENT, SIMNORMAL, STANDARD, STDSIZE, STDRATE, STEPDISC, SUMMARY, SURVEYMEANS, SURVEYSELECT, TPSPLINE, TRANSREG, TREE, TTEST, UNIVARIATE, VARCLUS, VARCOMP Support for time series procedures ARIMA, AUTOREG, ESM, EXPAND, FORECAST, LOAN, SEVERITY, SPECTRA, TIMESERIES, X12 Support for machine learning procedures DECISIONFOREST, DECISIONTREE, GMM, MLP, OPTIMALBIN, SEGMENT, SVM Support for ODS. Reads and writes SAS datasets (compressed or uncompressed). Access: Actian Matrix (previously known as ParAccel), DASD, DB2, Excel, Greenplum, Hadoop, Informix, Kognitio Archived 2012-08-24 at the Wayback Machine, MariaDB, MySQL, Netezza, ODBC, OLEDB, Oracle, PostgreSQL, SAND, Snowflake, SPSS/PSPP, SQL Server, Sybase, Sybase IQ, Teradata, VSAM, Vertica and XML. Support for SAS Tape Format. Direct output of reports to CSV, PDF and HTML. Support to connect WPS systems programmatically, remote submit parts of a program to execute on connected remote servers, upload and download data between the connected systems. Support for Hadoop Support for R Support for Python == Industry recognition == Gartner recognized World Programming in their Cool Vendors in Data Science, 2014 Report. == Lawsuit == In 2010 World Programming defended its use of the language of SAS in the High Court of England and Wales in SAS Institute Inc. v World Programming Ltd. The software was the subject of a lawsuit by SAS Institute. The EU Court of Justice ruled in favor of World Programming, stating that the copyright protection does not extend to the software functionality, the programming language used and the format of the data files used by the program. It stated that there is no copyright infringement when a company which does not have access to the source code of a program studies, observes and tests that program to create another program with the same functionality.

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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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  • Cultural algorithm

    Cultural algorithm

    Cultural algorithms (CA) are a branch of evolutionary computation where there is a knowledge component that is called the belief space in addition to the population component. In this sense, cultural algorithms can be seen as an extension to a conventional genetic algorithm. Cultural algorithms were introduced by Reynolds (see references). == Belief space == The belief space of a cultural algorithm is divided into distinct categories. These categories represent different domains of knowledge that the population has of the search space. The belief space is updated after each iteration by the best individuals of the population. The best individuals can be selected using a fitness function that assesses the performance of each individual in population much like in genetic algorithms. === List of belief space categories === Normative knowledge A collection of desirable value ranges for the individuals in the population component e.g. acceptable behavior for the agents in population. Domain specific knowledge Information about the domain of the cultural algorithm problem is applied to. Situational knowledge Specific examples of important events - e.g. successful/unsuccessful solutions Temporal knowledge History of the search space - e.g. the temporal patterns of the search process Spatial knowledge Information about the topography of the search space == Population == The population component of the cultural algorithm is approximately the same as that of the genetic algorithm. == Communication protocol == Cultural algorithms require an interface between the population and belief space. The best individuals of the population can update the belief space via the update function. Also, the knowledge categories of the belief space can affect the population component via the influence function. The influence function can affect population by altering the genome or the actions of the individuals. == Pseudocode for cultural algorithms == Initialize population space (choose initial population) Initialize belief space (e.g. set domain specific knowledge and normative value-ranges) Repeat until termination condition is met Perform actions of the individuals in population space Evaluate each individual by using the fitness function Select the parents to reproduce a new generation of offspring Let the belief space alter the genome of the offspring by using the influence function Update the belief space by using the accept function (this is done by letting the best individuals to affect the belief space) == Applications == Various optimization problems Social simulation Real-parameter optimization

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  • Santa Fe Trail problem

    Santa Fe Trail problem

    The Santa Fe Trail problem is a genetic programming exercise in which artificial ants search for food pellets according to a programmed set of instructions. The layout of food pellets in the Santa Fe Trail problem has become a standard for comparing different genetic programming algorithms and solutions. One method for programming and testing algorithms on the Santa Fe Trail problem is by using the NetLogo application. There is at least one case of a student creating a Lego robotic ant to solve the problem.

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