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  • Artificial brain

    Artificial brain

    An artificial brain (or artificial mind) is software and hardware with cognitive abilities similar to those of the animal or human brain. Research investigating "artificial brains" and brain emulation plays three important roles in science: An ongoing attempt by neuroscientists to understand how the human brain works, known as cognitive neuroscience. A thought experiment in the philosophy of artificial intelligence, demonstrating that it is possible, at least in theory, to create a machine that has all the capabilities of a human being. A long-term project to create machines exhibiting behavior comparable to those of animals with complex central nervous system such as mammals and most particularly humans. The ultimate goal of creating a machine exhibiting human-like behavior or intelligence is sometimes called strong AI. An example of the first objective is the project reported by Aston University in Birmingham, England where researchers are using biological cells to create "neurospheres" (small clusters of neurons) in order to develop new treatments for diseases including Alzheimer's, motor neurone and Parkinson's disease. The second objective is a reply to arguments such as John Searle's Chinese room argument, Hubert Dreyfus's critique of AI or Roger Penrose's argument in The Emperor's New Mind. These critics argued that there are aspects of human consciousness or expertise that can not be simulated by machines. One reply to their arguments is that the biological processes inside the brain can be simulated to any degree of accuracy. This reply was made as early as 1950, by Alan Turing in his classic paper "Computing Machinery and Intelligence". The third objective is generally called artificial general intelligence by researchers. However, Ray Kurzweil prefers the term "strong AI". In his book The Singularity is Near, he focuses on whole brain emulation using conventional computing machines as an approach to implementing artificial brains, and claims (on grounds of computer power continuing an exponential growth trend) that this could be done by 2025. Henry Markram, director of the Blue Brain project (which is attempting brain emulation), made a similar claim (2020) at the Oxford TED conference in 2009. == Approaches to brain simulation == W. Ross Ashby's pioneering work in cybernetics provided an early mathematical framework for understanding adaptive brain-like systems. In his 1952 book Design for a Brain, Ashby proposed that the brain could be modeled as an ultrastable system that maintains equilibrium through continuous adaptation to environmental perturbations. His approach used differential equations and state-space models to describe how neural systems could exhibit purposeful behavior through feedback mechanisms. Ashby's homeostat, a physical machine built in 1948, demonstrated these principles through an electromechanical device with four interconnected units that automatically adjusted their parameters to maintain stability when disturbed. The homeostat represented one of the first attempts to build an artificial system exhibiting brain-like adaptive behavior, influencing subsequent work in adaptive systems, neural networks, and artificial intelligence. Although direct human brain emulation using artificial neural networks on a high-performance computing engine is a commonly discussed approach, there are other approaches. An alternative artificial brain implementation could be based on Holographic Neural Technology (HNeT) non linear phase coherence/decoherence principles. The analogy has been made to quantum processes through the core synaptic algorithm which has strong similarities to the quantum mechanical wave equation. EvBrain is a form of evolutionary software that can evolve "brainlike" neural networks, such as the network immediately behind the retina. In November 2008, IBM received a US$4.9 million grant from the Pentagon for research into creating intelligent computers. The Blue Brain project is being conducted with the assistance of IBM in Lausanne. The project is based on the premise that it is possible to artificially link the neurons "in the computer" by placing thirty million synapses in their proper three-dimensional position. Some proponents of strong AI speculated in 2009 that computers in connection with Blue Brain and Soul Catcher may exceed human intellectual capacity by around 2015, and that it is likely that we will be able to download the human brain at some time around 2050. While Blue Brain is able to represent complex neural connections on the large scale, the project does not achieve the link between brain activity and behaviors executed by the brain. In 2012, project Spaun (Semantic Pointer Architecture Unified Network) attempted to model multiple parts of the human brain through large-scale representations of neural connections that generate complex behaviors in addition to mapping. Spaun's design recreates elements of human brain anatomy. The model, consisting of approximately 2.5 million neurons, includes features of the visual and motor cortices, GABAergic and dopaminergic connections, the ventral tegmental area (VTA), substantia nigra, and others. The design allows for several functions in response to eight tasks, using visual inputs of typed or handwritten characters and outputs carried out by a mechanical arm. Spaun's functions include copying a drawing, recognizing images, and counting. There are good reasons to believe that, regardless of implementation strategy, the predictions of realising artificial brains in the near future are optimistic. In particular brains (including the human brain) and cognition are not currently well understood, and the scale of computation required is unknown. Another near term limitation is that all current approaches for brain simulation require orders of magnitude larger power consumption compared with a human brain. The human brain consumes about 20 W of power, whereas current supercomputers may use as much as 1 MW—i.e., an order of 100,000 more. == Artificial brain thought experiment == Some critics of brain simulation believe that it is simpler to create general intelligent action directly without imitating nature. Some commentators have used the analogy that early attempts to construct flying machines modeled them after birds, but that modern aircraft do not look like birds.

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  • AI nationalism

    AI nationalism

    AI nationalism is the idea that nations should develop and control their own artificial intelligence technologies to advance their own interests and ensure technological sovereignty. This concept is gaining traction globally, leading countries to implement new laws, form strategic alliances, and invest significantly in domestic AI capabilities. == Global trends and national strategies == In 2018, British technology investor Ian Hogarth published an influential essay titled AI Nationalism. He argued that as AI gains more power and its economic and military significance expands, governments will take measures to bolster their own domestic AI industries, and predicted that the advancement of machine learning systems would lead to what he termed "AI nationalism." He anticipated that this rise in AI would accelerate a global arms race, resulting in more closed economies, restrictions on foreign acquisitions, and limitations on the movement of talent. Hogarth predicted that AI policy would become a central focus of government agendas. He also criticized Britain’s approach to AI strategy, citing the sale of London-based DeepMind—one of the leading AI laboratories, acquired by Google for a relatively modest £400 million in 2014—as a significant misstep. AI nationalism is chiefly reflected in the escalating rhetoric of an artificial intelligence arms race, portraying AI development as a zero-sum game where the winner gains significant economic, political, and military advantages. This mindset, as highlighted in a 2017 Pentagon report, warns that sharing AI technology could erode technological supremacy and enhance rivals' capabilities. The winner-takes-all mentality of AI nationalism poses risks including unsafe AI development, increased geopolitical tension, and potential military aggression (such as cyberattacks or targeting AI professionals). Several countries, including Canada, France, and India, have formulated national strategies to advance their positions in AI. In the United States, a leading player in the global AI arena, trade policies have been enacted to restrict China's access to critical microchips, reflecting a strategic effort to maintain a technological edge. The United States’ National Security Commission on Artificial Intelligence (NSCAI) frames AI development as a critical aspect of a broader technology competition crucial for national success. It emphasizes the need to outpace China in AI to maintain strategic advantage, reflecting AI nationalism by linking geopolitical power directly to advancements in AI. France has seen notable governmental support for local AI startups, particularly those specializing in language technologies that cater to French and other non-English languages. In Saudi Arabia, Crown Prince Mohammed bin Salman is investing billions in AI research and development. The country has actively collaborated with major technology firms such as Amazon, IBM, and Microsoft to establish itself as a prominent AI hub. == Historical and cultural context == AI nationalism is seen as deeply connected to historical racism and imperialism. It is viewed not merely as a technological competition but as a contest over racial and civilizational superiority. Historically, technological achievements were often used to justify colonialism and racial hierarchies, with Western societies perceiving their advancements as evidence of superiority. In the context of AI, this historical context continues to shape views on intelligence and development. Some argue that AI nationalism reinforces the idea of fundamental civilizational divides, especially between the Western world and China. This perspective often frames China's progress in AI as a direct challenge to Western values, presenting the AI competition as a struggle over values. AI nationalism is said to draw from long-standing anti-Asian stereotypes, such as the "Yellow Peril," which portray Asian nations as threats to Western civilization. This viewpoint links Asian technological advances with dehumanization and artificiality, reflecting persistent anxieties about China's growing role in the global tech landscape. == Implications == AI nationalism is seen as a component of a broader trend towards the fragmentation of the internet, where digital services are increasingly influenced by local regulations and national interests. This shift is creating a new technological landscape in which the impact of artificial intelligence on individuals' lives can vary significantly depending on their geographic location. J. Paul Goode argues that AI nationalism may exacerbate existing societal divisions by promoting the development of systems that embed cultural biases, thereby privileging certain groups while disadvantaging others.

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  • Ameca (robot)

    Ameca (robot)

    Ameca is a robotic humanoid created in 2021 by Engineered Arts, headquarters in Falmouth, Cornwall, United Kingdom. The project commenced in February 2021, and the first public demonstration was at the CES 2022 show in Las Vegas. Ameca's appearance features grey rubber skin on the face and hands, and is specifically designed to appear genderless. In 2024, an Ameca unit was installed in Edinburgh in the UK to reside at the National Robotarium. Ameca generation 3 has been released and showcased at ICRA 2025 along with Ami. == History == The first generation of Ameca was developed at Engineered Arts headquarters in Falmouth, Cornwall, United Kingdom. The project started in February 2021, with the first video revealed publicly on 1 December 2021. Ameca gained widespread attention on Twitter and TikTok ahead of its first public demonstration at the Consumer Electronics Show 2022, where it was covered by CNET and other news outlets. In 2022, Ameca presented an Alternative Christmas message by British TV Channel 4 for Christmas Day. Ameca was associated with the Museum of the Future's robotic family, where it could interact with visitors. In 2024, an Ameca unit was installed in Edinburgh in the UK to reside at the National Robotarium. In January 2026, Ameca served as an ambassador for the European Space Agency (ESA) at the 18th European Space Conference. == Features == It is designed as a platform for further developing robotics technologies involving human-robot interaction. utilizes embedded microphones, binocular eye mounted cameras, a chest camera and facial recognition software to interact with the public. Interactions can be governed by either OpenAI's GPT-3 or human telepresence. It also features articulated motorized arms, fingers, neck and facial features. Ameca's appearance features grey rubber skin on the face and hands, and is specifically designed to appear genderless. == Public appearances == Computer History Museum, California Heinz Nixdorf MuseumsForum, Paderborn, Germany Copernicus Science Center, Warsaw, Poland Museum of the Future, Dubai Consumer Electronics Show 2022 Deutsches Museum Nuremberg OMR Festival 2022 Hosted by Vodafone GITEX 2022 International Conference on Robotics and Automation 2023 International Telecommunication Union AI for Good Global Summit 2023 Sphere (Not Ameca, Custom humanoid named Aura built on Ameca technology)

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  • Pythia (machine learning)

    Pythia (machine learning)

    Pythia is an ancient text restoration model that recovers missing characters from damaged text input using deep neural networks. It was created by Yannis Assael, Thea Sommerschield, and Jonathan Prag, researchers from Google DeepMind and the University of Oxford. To study the society and the history of ancient civilisations, ancient history relies on disciplines such as epigraphy, the study of ancient inscribed texts. Hundreds of thousands of these texts, known as inscriptions, have survived to our day, but are often damaged over the centuries. Illegible parts of the text must then be restored by specialists, called epigraphists, in order to extract meaningful information from the text and use it to expand our knowledge of the context in which the text was written. Pythia takes as input the damaged text, and is trained to return hypothesised restorations of ancient Greek inscriptions, working as an assistive aid for ancient historians. Its neural network architecture works at both the character- and word-level, thereby effectively handling long-term context information, and dealing efficiently with incomplete word representations. Pythia is applicable to any discipline dealing with ancient texts (philology, papyrology, codicology) and can work in any language (ancient or modern).

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  • Teleradiology

    Teleradiology

    Teleradiology is the transmission of radiological patient images from procedures such as x-rays, Computed tomography (CT), and MRI imaging, from one location to another for the purposes of sharing studies with other radiologists and physicians. Teleradiology allows radiologists to provide services without actually having to be at the location of the patient. This is particularly important when a sub-specialist such as an MRI radiologist, neuroradiologist, pediatric radiologist, or musculoskeletal radiologist is needed, since these professionals are generally only located in large metropolitan areas working during daytime hours. Teleradiology allows for specialists to be available at all times. Teleradiology utilizes standard network technologies such as the Internet, telephone lines, wide area networks, local area networks (LAN) and the latest advanced technologies such as medical cloud computing. Specialized software is used to transmit the images and enable the radiologist to effectively analyze potentially hundreds of images of a given study. Technologies such as advanced graphics processing, voice recognition, artificial intelligence, and image compression are often used in teleradiology. Through teleradiology and mobile DICOM viewers, images can be sent to another part of the hospital or to other locations around the world with equal effort. Teleradiology is a growth technology given that imaging procedures are growing approximately 15% annually against an increase of only 2% in the radiologist population. == Reports == Teleradiology services commonly provide either preliminary or final interpretations of medical imaging studies. Preliminary reads are frequently used in emergency settings to support immediate clinical decisions and may include direct communication of critical findings to the referring physician. Some providers report turnaround times of approximately 30 minutes for emergency cases, with faster processing for time-sensitive conditions such as stroke. Final reads are definitive and used in official patient records and billing. These reports typically include all relevant findings and may require access to prior imaging and clinical data. Teleradiology is also employed to provide off-hour or overflow coverage for healthcare institutions lacking continuous on-site radiology staffing. == Subspecialties == Some teleradiologists are fellowship trained and have a wide variety of subspecialty expertise including such difficult-to-find areas as neuroradiology, pediatric neuroradiology, thoracic imaging, musculoskeletal radiology, mammography, and nuclear cardiology. There are also various medical practitioners who are not radiologists that take on studies in radiology to become sub specialists in their respected fields, an example of this is dentistry where oral and maxillofacial radiology allows those in dentistry to specialize in the acquisition and interpretation of radiographic imaging studies performed for diagnosis of treatment guidance for conditions affecting the maxillofacial region. == Teleultrasound == Teleradiology infrastructure has also been adapted to support point-of-care ultrasound (POCUS) in remote and austere environments. In teleultrasound—also known as telementored ultrasound—a remote expert guides a non-specialist in real time during image acquisition. This technique has been successfully demonstrated in extreme settings, including aboard the International Space Station, on Mount Everest, and during helicopter flight. == Regulations == In the United States, Medicare and Medicaid laws require the teleradiologist to be on U.S. soil in order to qualify for reimbursement of the Final Read. In addition, advanced teleradiology systems must also be HIPAA compliant, which helps to ensure patients' privacy. HIPAA (Health Insurance Portability and Accountability Act of 1996) is a uniform, federal floor of privacy protections for consumers. It limits the ways that entities can use patients' personal information and protects the privacy of all medical information no matter what form it is in. Quality teleradiology must abide by important HIPAA rules to ensure patients' privacy is protected. Also State laws governing the licensing requirements and medical malpractice insurance coverage required for physicians vary from state to state. Ensuring compliance with these laws is a significant overhead expense for larger multi-state teleradiology groups. Medicare (Australia) has identical requirements to that of the United States, where the guidelines are provided by the Department of Health and Ageing, and government based payments fall under the Health Insurance Act. The regulations in Australia are also conducted at both federal and state levels, ensuring that strict guidelines are adhered to at all times, with regular yearly updates and amendments are introduced (usually around March and November of every year), ensuring that the legislation is kept up to date with changes in the industry. One of the most recent changes to Medicare and radiology / teleradiology in Australia was the introduction of the Diagnostic Imaging Accreditation Scheme (DIAS) on 1 July 2008. DIAS was introduced to further improve the quality of Diagnostic Imaging and to amend the Health Insurance Act. == Industry growth == Until the late 1990s teleradiology was primarily used by individual radiologists to interpret occasional emergency studies from offsite locations, often in the radiologists home. The connections were made through standard analog phone lines. Teleradiology expanded rapidly as the growth of the internet and broad band combined with new CT scanner technology to become an essential tool in trauma cases in emergency rooms throughout the country. The occasional 2–3 x-ray studies a week soon became 3–10 CT scans, or more, a night. Because ER physicians are not trained to read CT scans or MRIs, radiologists went from working 8–10 hours a day, five and half days a week to a schedule of 24 hours a day, 7 days a week coverage. This became a particularly acute challenge in smaller rural facilities that only had one solo radiologist with no other to share call. These circumstances spawned a post-dot.com boom of firms and groups that provided medical outsourcing, off-site teleradiology on-call services to hospitals and Radiology Groups around the country. As an example, a teleradiology firm might cover trauma at a hospital in Indiana with doctors based in Texas. Some firms even used overseas doctors in locations like Australia and India. Nighthawk, founded by Paul Berger, was the first to station U.S. licensed radiologists overseas (initially Australia and later Switzerland) to maximize the time zone difference to provide nightcall in U.S. hospitals. Currently, teleradiology firms are facing pricing pressures. Industry consolidation is likely as there are more than 500 of these firms, large and small, throughout the United States.

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  • Symbolic artificial intelligence

    Symbolic artificial intelligence

    In artificial intelligence, symbolic artificial intelligence (also known as classical artificial intelligence or logic-based artificial intelligence) is the term for the collection of all methods in artificial intelligence research that are based on high-level symbolic (human-readable) representations of problems, logic, and search. Symbolic AI used tools such as logic programming, production rules, semantic nets and frames, and it developed applications such as knowledge-based systems (in particular, expert systems), symbolic mathematics, automated theorem provers, ontologies, the semantic web, and automated planning and scheduling systems. The Symbolic AI paradigm led to important ideas in search, symbolic programming languages, agents, multi-agent systems, the semantic web, and the strengths and limitations of formal knowledge and reasoning systems. Symbolic AI was the dominant paradigm of AI research from the mid-1950s until the mid-1990s. Researchers in the 1960s and the 1970s were convinced that symbolic approaches would eventually succeed in creating a machine with artificial general intelligence and considered this the ultimate goal of their field. An early boom, with early successes such as the Logic Theorist and Samuel's Checkers Playing Program, led to unrealistic expectations and promises and was followed by the first AI Winter as funding dried up. A second boom (1969–1986) occurred with the rise of expert systems, their promise of capturing corporate expertise, and an enthusiastic corporate embrace. That boom, and some early successes, e.g., with XCON at DEC, was followed again by later disappointment. Problems with difficulties in knowledge acquisition, maintaining large knowledge bases, and brittleness in handling out-of-domain problems arose. Another, second, AI Winter (1988–2011) followed. Subsequently, AI researchers focused on addressing underlying problems in handling uncertainty and in knowledge acquisition. Uncertainty was addressed with formal methods such as hidden Markov models, Bayesian reasoning, and statistical relational learning. Symbolic machine learning addressed the knowledge acquisition problem with contributions including Version Space, Valiant's PAC learning, Quinlan's ID3 decision-tree learning, case-based learning, and inductive logic programming to learn relations. Neural networks, a subsymbolic approach, had been pursued from early days and reemerged strongly in 2012. Early examples are Rosenblatt's perceptron learning work, the backpropagation work of Rumelhart, Hinton and Williams, and work in convolutional neural networks by LeCun et al. in 1989. However, neural networks were not viewed as successful until about 2012: "Until Big Data became commonplace, the general consensus in the Al community was that the so-called neural-network approach was hopeless. Systems just didn't work that well, compared to other methods. ... A revolution came in 2012, when a number of people, including a team of researchers working with Hinton, worked out a way to use the power of GPUs to enormously increase the power of neural networks." Over the next several years, deep learning had spectacular success in handling vision, speech recognition, speech synthesis, image generation, and machine translation, though symbolic approaches continue to be useful in a few domains such as computer algebra systems and proof assistants. == History == A short history of symbolic AI to the present day follows below. Time periods and titles are drawn from Henry Kautz's 2020 AAAI Robert S. Engelmore Memorial Lecture and the longer Wikipedia article on the History of AI, with dates and titles differing slightly for increased clarity. === The first AI summer: irrational exuberance, 1948–1966 === Success at early attempts in AI occurred in three main areas: artificial neural networks, knowledge representation, and heuristic search, contributing to high expectations. This section summarizes Kautz's reprise of early AI history. ==== Approaches inspired by human or animal cognition or behavior ==== Cybernetic approaches attempted to replicate the feedback loops between animals and their environments. A robotic turtle, with sensors, motors for driving and steering, and seven vacuum tubes for control, based on a preprogrammed neural net, was built as early as 1948. This work can be seen as an early precursor to later work in neural networks, reinforcement learning, and situated robotics. An important early symbolic AI program was the Logic theorist, written by Allen Newell, Herbert Simon and Cliff Shaw in 1955–56, as it was able to prove 38 elementary theorems from Whitehead and Russell's Principia Mathematica. Newell, Simon, and Shaw later generalized this work to create a domain-independent problem solver, GPS (General Problem Solver). GPS solved problems represented with formal operators via state-space search using means-ends analysis. During the 1960s, symbolic approaches achieved great success at simulating intelligent behavior in structured environments such as game-playing, symbolic mathematics, and theorem-proving. AI research was concentrated in four institutions in the 1960s: Carnegie Mellon University, Stanford, MIT and (later) University of Edinburgh. Each one developed its own style of research. Earlier approaches based on cybernetics or artificial neural networks were abandoned or pushed into the background. Herbert Simon and Allen Newell studied human problem-solving skills and attempted to formalize them, and their work laid the foundations of the field of artificial intelligence, as well as cognitive science, operations research and management science. Their research team used the results of psychological experiments to develop programs that simulated the techniques that people used to solve problems. This tradition, centered at Carnegie Mellon University would eventually culminate in the development of the Soar architecture in the middle 1980s. ==== Heuristic search ==== In addition to the highly specialized domain-specific kinds of knowledge that we will see later used in expert systems, early symbolic AI researchers discovered another more general application of knowledge. These were called heuristics, rules of thumb that guide a search in promising directions: "How can non-enumerative search be practical when the underlying problem is exponentially hard? The approach advocated by Simon and Newell is to employ heuristics: fast algorithms that may fail on some inputs or output suboptimal solutions." Another important advance was to find a way to apply these heuristics that guarantees a solution will be found, if there is one, not withstanding the occasional fallibility of heuristics: "The A algorithm provided a general frame for complete and optimal heuristically guided search. A is used as a subroutine within practically every AI algorithm today but is still no magic bullet; its guarantee of completeness is bought at the cost of worst-case exponential time. ==== Early work on knowledge representation and reasoning ==== Early work covered both applications of formal reasoning emphasizing first-order logic, along with attempts to handle common-sense reasoning in a less formal manner. ===== Modeling formal reasoning with logic: the "neats" ===== Unlike Simon and Newell, John McCarthy felt that machines did not need to simulate the exact mechanisms of human thought, but could instead try to find the essence of abstract reasoning and problem-solving with logic, regardless of whether people used the same algorithms. His laboratory at Stanford (SAIL) focused on using formal logic to solve a wide variety of problems, including knowledge representation, planning and learning. Logic was also the focus of the work at the University of Edinburgh and elsewhere in Europe which led to the development of the programming language Prolog and the science of logic programming. ===== Modeling implicit common-sense knowledge with frames and scripts: the "scruffies" ===== Researchers at MIT (such as Marvin Minsky and Seymour Papert) found that solving difficult problems in vision and natural language processing required ad hoc solutions—they argued that no simple and general principle (like logic) would capture all the aspects of intelligent behavior. Roger Schank described their "anti-logic" approaches as "scruffy" (as opposed to the "neat" paradigms at CMU and Stanford). Commonsense knowledge bases (such as Doug Lenat's Cyc) are an example of "scruffy" AI, since they must be built by hand, one complicated concept at a time. === The first AI winter: crushed dreams, 1967–1977 === The first AI winter was a shock: During the first AI summer, many people thought that machine intelligence could be achieved in just a few years. The Defense Advance Research Projects Agency (DARPA) launched programs to support AI research to use AI to solve problems of national security; in particular, to automate the translation of Russian to English for inte

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  • Principle of rationality

    Principle of rationality

    The principle of rationality (or rationality principle) was coined by Karl R. Popper in his Harvard Lecture of 1963, and published in his book Myth of Framework. It is related to what he called the 'logic of the situation' in an Economica article of 1944/1945, published later in his book The Poverty of Historicism. According to Popper's rationality principle, agents act in the most adequate way according to the objective situation. It is an idealized conception of human behavior which he used to drive his model of situational analysis. Cognitive scientist Allen Newell elaborated on the principle in his account of knowledge level modeling. == Popper == Popper called for social science to be grounded in what he called situational analysis or situational logic. This requires building models of social situations which include individual actors and their relationship to social institutions, e.g. markets, legal codes, bureaucracies, etc. These models attribute certain aims and information to the actors. This forms the 'logic of the situation', the result of reconstructing meticulously all circumstances of an historical event. The 'principle of rationality' is the assumption that people are instrumental in trying to reach their goals, and this is what drives the model. Popper believed that this model could be continuously refined to approach the objective truth. Popper called his principle of rationality nearly empty (a technical term meaning without empirical content) and strictly speaking false, but nonetheless tremendously useful. These remarks earned him a lot of criticism because seemingly he had swerved from his famous Logic of Scientific Discovery. Among the many philosophers having discussed Popper's principle of rationality from the 1960s up to now are Noretta Koertge, R. Nadeau, Viktor J. Vanberg, Hans Albert, E. Matzner, Ian C. Jarvie, Mark A. Notturno, John Wettersten, Ian C. Böhm. == Newell == In the context of knowledge-based systems, Newell (in 1982) proposed the following principle of rationality: "If an agent has knowledge that one of its actions will lead to one of its goals, then the agent will select that action." This principle is employed by agents at the knowledge level to move closer to a desired goal. An important philosophical difference between Newell and Popper is that Newell argued that the knowledge level is real in the sense that it exists in nature and is not made up. This allowed Newell to treat the rationality principle as a way of understanding nature and avoid the problems Popper ran into by treating knowledge as non physical and therefore non empirical.

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  • Anna Becker

    Anna Becker

    Anna Becker is an Israeli researcher known in the field of artificial intelligence and computer science within the financial field. == Early life and education == Becker was born in Russia and immigrated to Israel at 16 after graduating from a school in Moscow. At 17, she began her studies at Technion – Israel Institute of Technology. During her master's degree in computer science, she taught first-year students of the same course, and at 27, Becker completed her PhD in Computer Science and Artificial Intelligence. == Career == While pursuing her PhD, Becker resolved an NP-complete approximation algorithm that had been unresolved for over twenty years. This made her a recognized scholar in the field. After completing her PhD, she developed an approximation technique by a factor of two. This technique is widely used today in operating systems, database systems, and VLSI chip designs. She then founded and sold Strategy Runner, a fintech software. After this, she founded EndoTech, an algorithmic trading platform based on artificial intelligence and machine learning. EndoTech's trading strategies have been operating in live cryptocurrency markets since 2017. The platform's BTC Alpha strategy has reported an average annual return of 163% on fixed capital over eight years of live operation, with a maximum drawdown of 14% and a trade accuracy rate of approximately 83%. In 2026, EndoTech entered a partnership with Bit1 Exchange to make its BTC Alpha and ETH Alpha copy trading strategies accessible to retail investors with no minimum deposit requirement, through a full-custody model in which user funds remain in their own exchange wallets at all times.As of 2023, Becker is working on Fianchetto Fund, an AI-based investing analysis platform. Becker has also co-authored a book on Bayesian networks, which has been published widely in the field of computer science and artificial intelligence.

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  • Ware report

    Ware report

    Security Controls for Computer Systems, commonly called the Ware report, is a 1970 text by Willis Ware that was foundational in the field of computer security. == Development == A defense contractor in St. Louis, Missouri, had bought an IBM mainframe computer, which it was using for classified work on a fighter aircraft. To provide additional income, the contractor asked the Department of Defense (DoD) for permission to sell computer time on the mainframe to local businesses via remote terminals, while the classified work continued. At the time, the DoD did not have a policy to cover this. The DoD's Advanced Research Projects Agency (DARPA) asked Ware - a RAND employee - to chair a committee to examine and report on the feasibility of security controls for computer systems. The committee's report was a classified document given in January 1970 to the Defense Science Board (DSB), which had taken over the project from ARPA. After declassification, the report was published by RAND in October 1979. == Influence == The IEEE Computer Society said the report was widely circulated, and the IEEE Annals of the History of Computing said that it, together with Ware's 1967 Spring Joint Computer Conference session, marked the start of the field of computer security. The report influenced security certification standards and processes, especially in the banking and defense industries, where the report was instrumental in creating the Orange Book.

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  • Relational data mining

    Relational data mining

    Relational data mining is the data mining technique for relational databases. Unlike traditional data mining algorithms, which look for patterns in a single table (propositional patterns), relational data mining algorithms look for patterns among multiple tables (relational patterns). For most types of propositional patterns, there are corresponding relational patterns. For example, there are relational classification rules (relational classification), relational regression tree, and relational association rules. There are several approaches to relational data mining: Inductive Logic Programming (ILP) Statistical Relational Learning (SRL) Graph Mining Propositionalization Multi-view learning == Algorithms == Multi-Relation Association Rules: Multi-Relation Association Rules (MRAR) is a new class of association rules which in contrast to primitive, simple and even multi-relational association rules (that are usually extracted from multi-relational databases), each rule item consists of one entity but several relations. These relations indicate indirect relationship between the entities. Consider the following MRAR where the first item consists of three relations live in, nearby and humid: “Those who live in a place which is near by a city with humid climate type and also are younger than 20 -> their health condition is good”. Such association rules are extractable from RDBMS data or semantic web data. == Software == Safarii: a Data Mining environment for analysing large relational databases based on a multi-relational data mining engine. Dataconda: a software, free for research and teaching purposes, that helps mining relational databases without the use of SQL. == Datasets == Relational dataset repository: a collection of publicly available relational datasets.

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  • Accelerated Linear Algebra

    Accelerated Linear Algebra

    XLA (Accelerated Linear Algebra) is an open-source compiler for machine learning developed by the OpenXLA project. XLA is designed to improve the performance of machine learning models by optimizing the computation graphs at a lower level, making it particularly useful for large-scale computations and high-performance machine learning models. Key features of XLA include: Compilation of Computation Graphs: Compiles computation graphs into efficient machine code. Optimization Techniques: Applies operation fusion, memory optimization, and other techniques. Hardware Support: Optimizes models for various hardware, including CPUs, GPUs, and NPUs. Improved Model Execution Time: Aims to reduce machine learning models' execution time for both training and inference. Seamless Integration: Can be used with existing machine learning code with minimal changes. XLA represents a significant step in optimizing machine learning models, providing developers with tools to enhance computational efficiency and performance. == OpenXLA Project == OpenXLA Project is an open-source machine learning compiler and infrastructure initiative intended to provide a common set of tools for compiling and deploying machine learning models across different frameworks and hardware platforms. It provides a modular compilation stack that can be used by major deep learning frameworks like JAX, PyTorch, and TensorFlow. The project focuses on supplying shared components for optimization, portability, and execution across CPUs, GPUs, and specialized accelerators. Its design emphasizes interoperability between frameworks and a standardized set of representations for model computation. == Components == The OpenXLA ecosystem includes several core components: XLA – A deep learning compiler that optimizes computational graphs for multiple hardware targets. PJRT – A runtime interface that allows different back-ends to connect to XLA through a consistent API. StableHLO – A high-level operator set intended to serve as a stable, portable representation for ML models across compilers and frameworks. Shardy – An MLIR-based system for describing and transforming models that run in distributed or multi-device environments. Additional profiling, testing, and integration tools maintained under the OpenXLA organization. == Users and adopters == Several machine learning frameworks can use or interoperate with OpenXLA components, including JAX, TensorFlow, and parts of the PyTorch ecosystem. The project is developed with participation from multiple hardware and software organizations that contribute back-end integrations, testing, or specifications for their devices. This includes Alibaba, Amazon Web Services, AMD, Anyscale, Apple, Arm, Cerebras, Google, Graphcore, Hugging Face, Intel, Meta, NVIDIA and SiFive. == Supported target devices == x86-64 ARM64 NVIDIA GPU AMD GPU Intel GPU Apple GPU Google TPU AWS Trainium, Inferentia Cerebras Graphcore IPU == Governance == OpenXLA is developed as a community project with its work carried out in public repositories, discussion forums, and design meetings. Some components, such as StableHLO, began with stewardship from specific organizations and have outlined plans for more formal and distributed governance models as the project matures. == History == The project was announced in 2022 as an effort to coordinate development of ML compiler technologies across major AI companies, notably: Alibaba, Amazon Web Services, AMD, Anyscale, Apple, Arm, Cerebras, Google, Graphcore, Hugging Face, Intel, Meta, NVIDIA and SiFive.. It consolidated the XLA compiler, introduced StableHLO as a portable operator set, and created a unified structure for additional tools. Development continues within multiple repositories under the OpenXLA umbrella. It was founded by Eugene Burmako, James Rubin, Magnus Hyttsten, Mehdi Amini, Navid Khajouei, and Thea Lamkin from Google's Machine Learning organization.

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  • Exploration–exploitation dilemma

    Exploration–exploitation dilemma

    The exploration–exploitation dilemma, also known as the explore–exploit tradeoff, is a fundamental concept in decision-making that arises in many domains. It is depicted as the balancing act between two opposing strategies. Exploitation involves choosing the best option based on current knowledge of the system (which may be incomplete or misleading), while exploration involves trying out new options that may lead to better outcomes in the future at the expense of an exploitation opportunity. Finding the optimal balance between these two strategies is a crucial challenge in many decision-making problems whose goal is to maximize long-term benefits. == Application in machine learning == In the context of machine learning, the exploration–exploitation tradeoff is fundamental in reinforcement learning (RL), a type of machine learning that involves training agents to make decisions based on feedback from the environment. Crucially, this feedback may be incomplete or delayed. The agent must decide whether to exploit the current best-known policy or explore new policies to improve its performance. === Multi-armed bandit methods === The multi-armed bandit (MAB) problem was a classic example of the tradeoff, and many methods were developed for it, such as epsilon-greedy, Thompson sampling, and the upper confidence bound (UCB). See the page on MAB for details. In more complex RL situations than the MAB problem, the agent can treat each choice as a MAB, where the payoff is the expected future reward. For example, if the agent performs an epsilon-greedy method, then the agent will often "pull the best lever" by picking the action that had the best predicted expected reward (exploit). However, it would pick a random action with probability epsilon (explore). Monte Carlo tree search, for example, uses a variant of the UCB method. === Exploration problems === There are some problems that make exploration difficult. Sparse reward. If rewards occur only once a long while, then the agent might not persist in exploring. Furthermore, if the space of actions is large, then the sparse reward would mean the agent would not be guided by the reward to find a good direction for deeper exploration. A standard example is Montezuma's Revenge. Deceptive reward. If some early actions give immediate small reward, but other actions give later large reward, then the agent might be lured away from exploring the other actions. Noisy TV problem. If certain observations are irreducibly noisy (such as a television showing random images), then the agent might be trapped exploring those observations (watching the television). === Exploration reward === This section based on. The exploration reward (also called exploration bonus) methods convert the exploration-exploitation dilemma into a balance of exploitations. That is, instead of trying to get the agent to balance exploration and exploitation, exploration is simply treated as another form of exploitation, and the agent simply attempts to maximize the sum of rewards from exploration and exploitation. The exploration reward can be treated as a form of intrinsic reward. We write these as r t i , r t e {\displaystyle r_{t}^{i},r_{t}^{e}} , meaning the intrinsic and extrinsic rewards at time step t {\displaystyle t} . However, exploration reward is different from exploitation in two regards: The reward of exploitation is not freely chosen, but given by the environment, but the reward of exploration may be picked freely. Indeed, there are many different ways to design r t i {\displaystyle r_{t}^{i}} described below. The reward of exploitation is usually stationary (i.e. the same action in the same state gives the same reward), but the reward of exploration is non-stationary (i.e. the same action in the same state should give less and less reward). Count-based exploration uses N n ( s ) {\displaystyle N_{n}(s)} , the number of visits to a state s {\displaystyle s} during the time-steps 1 : n {\displaystyle 1:n} , to calculate the exploration reward. This is only possible in small and discrete state space. Density-based exploration extends count-based exploration by using a density model ρ n ( s ) {\displaystyle \rho _{n}(s)} . The idea is that, if a state has been visited, then nearby states are also partly-visited. In maximum entropy exploration, the entropy of the agent's policy π {\displaystyle \pi } is included as a term in the intrinsic reward. That is, r t i = − ∑ a π ( a | s t ) ln ⁡ π ( a | s t ) + ⋯ {\displaystyle r_{t}^{i}=-\sum _{a}\pi (a|s_{t})\ln \pi (a|s_{t})+\cdots } . === Prediction-based === This section based on. The forward dynamics model is a function for predicting the next state based on the current state and the current action: f : ( s t , a t ) ↦ s t + 1 {\displaystyle f:(s_{t},a_{t})\mapsto s_{t+1}} . The forward dynamics model is trained as the agent plays. The model becomes better at predicting state transition for state-action pairs that had been done many times. A forward dynamics model can define an exploration reward by r t i = ‖ f ( s t , a t ) − s t + 1 ‖ 2 2 {\displaystyle r_{t}^{i}=\|f(s_{t},a_{t})-s_{t+1}\|_{2}^{2}} . That is, the reward is the squared-error of the prediction compared to reality. This rewards the agent to perform state-action pairs that had not been done many times. This is however susceptible to the noisy TV problem. Dynamics model can be run in latent space. That is, r t i = ‖ f ( s t , a t ) − ϕ ( s t + 1 ) ‖ 2 2 {\displaystyle r_{t}^{i}=\|f(s_{t},a_{t})-\phi (s_{t+1})\|_{2}^{2}} for some featurizer ϕ {\displaystyle \phi } . The featurizer can be the identity function (i.e. ϕ ( x ) = x {\displaystyle \phi (x)=x} ), randomly generated, the encoder-half of a variational autoencoder, etc. A good featurizer improves forward dynamics exploration. The Intrinsic Curiosity Module (ICM) method trains simultaneously a forward dynamics model and a featurizer. The featurizer is trained by an inverse dynamics model, which is a function for predicting the current action based on the features of the current and the next state: g : ( ϕ ( s t ) , ϕ ( s t + 1 ) ) ↦ a t {\displaystyle g:(\phi (s_{t}),\phi (s_{t+1}))\mapsto a_{t}} . By optimizing the inverse dynamics, both the inverse dynamics model and the featurizer are improved. Then, the improved featurizer improves the forward dynamics model, which improves the exploration of the agent. Random Network Distillation (RND) method attempts to solve this problem by teacher–student distillation. Instead of a forward dynamics model, it has two models f , f ′ {\displaystyle f,f'} . The f ′ {\displaystyle f'} teacher model is fixed, and the f {\displaystyle f} student model is trained to minimize ‖ f ( s ) − f ′ ( s ) ‖ 2 2 {\displaystyle \|f(s)-f'(s)\|_{2}^{2}} on states s {\displaystyle s} . As a state is visited more and more, the student network becomes better at predicting the teacher. Meanwhile, the prediction error is also an exploration reward for the agent, and so the agent learns to perform actions that result in higher prediction error. Thus, we have a student network attempting to minimize the prediction error, while the agent attempting to maximize it, resulting in exploration. The states are normalized by subtracting a running average and dividing a running variance, which is necessary since the teacher model is frozen. The rewards are normalized by dividing with a running variance. Exploration by disagreement trains an ensemble of forward dynamics models, each on a random subset of all ( s t , a t , s t + 1 ) {\displaystyle (s_{t},a_{t},s_{t+1})} tuples. The exploration reward is the variance of the models' predictions. === Noise === For neural network–based agents, the NoisyNet method changes some of its neural network modules by noisy versions. That is, some network parameters are random variables from a probability distribution. The parameters of the distribution are themselves learnable. For example, in a linear layer y = W x + b {\displaystyle y=Wx+b} , both W , b {\displaystyle W,b} are sampled from Gaussian distributions N ( μ W , Σ W ) , N ( μ b , Σ b ) {\displaystyle {\mathcal {N}}(\mu _{W},\Sigma _{W}),{\mathcal {N}}(\mu _{b},\Sigma _{b})} at every step, and the parameters μ W , Σ W , μ b , Σ b {\displaystyle \mu _{W},\Sigma _{W},\mu _{b},\Sigma _{b}} are learned via the reparameterization trick.

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  • Snap (computer graphics)

    Snap (computer graphics)

    In computer graphics, snapping allows an object to be easily positioned in alignment with grid lines, guide lines or another object, by causing it to automatically jump to an exact position when the user drags it to the proximity of the desired location. Some CAD software provides a "Snap" pull-down menu with diverse options as preferences for the practice of the operation. In Windows, with the "snap windows" option enabled, snapping a window against the top (or side) edge of the screen causes it to change into full screen (or half-screen for multitasking). Software snapping is analogous to hardware detents which serve to indicate discrete values or steps of an input device.

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  • Character computing

    Character computing

    Character computing is a trans-disciplinary field of research at the intersection of computer science and psychology. It is any computing that incorporates the human character within its context. Character is defined as all features or characteristics defining an individual and guiding their behavior in a specific situation. It consists of stable trait markers (e.g., personality, background, history, socio-economic embeddings, culture,...) and variable state markers (emotions, health, cognitive state, ...). Character computing aims at providing a holistic psychologically driven model of human behavior. It models and predicts behavior based on the relationships between a situation and character. Three main research modules fall under the umbrella of character computing: character sensing and profiling, character-aware adaptive systems, and artificial characters. == Overview == Character computing can be viewed as an extension of the well-established field of affective computing. Based on the foundations of the different psychology branches, it advocates defining behavior as a compound attribute that is not driven by either personality, emotions, situation or cognition alone. It rather defines behavior as a function of everything that makes up an individual i.e., their character and the situation they are in. Affective computing aims at allowing machines to understand and translate the non-verbal cues of individuals into affect. Accordingly, character computing aims at understanding the character attributes of an individual and the situation to translate it to predicted behavior, and vice versa. ''In practical terms, depending on the application context, character computing is a branch of research that deals with the design of systems and interfaces that can observe, sense, predict, adapt to, affect, understand, or simulate the following: character based on behavior and situation, behavior based on character and situation, or situation based on character and behavior.'' The Character-Behavior-Situation (CBS) triad is at the core of character computing and defines each of the three edges based on the other two. Character computing relies on simultaneous development from a computational and psychological perspective and is intended to be used by researchers in both fields. Its main concept is aligning the computational model of character computing with empirical results from in-lab and in-the-wild psychology experiments. The model is to be continuously built and validated through the emergence of new data. Similar to affective and personality computing, the model is to be used as a base for different applications towards improving user experience. == History == Character computing as such was first coined in its first workshop in 2017. Since then it has had 3 international workshops and numerous publications. Despite its young age, it has already drawn some interest in the research community, leading to the publication of the first book under the same title in early 2020 published by Springer Nature. Research that can be categorized under the field dates much older than 2017. The notion of combining several factors towards the explanation of behavior or traits and states has long been investigated in both Psychology and Computer Science, for example. == Character == The word character originates from the Greek word meaning “stamping tool”, referring to distinctive features and traits. Over the years it has been given many different connotations, like the moral character in philosophy, the temperament in psychology, a person in literature or an avatar in various virtual worlds, including video games. According to character computing character is a unification of all the previous definitions, by referring back to the original meaning of the word. Character is defined as the holistic concept representing all interacting trait and state markers that distinguish an individual. Traits are characteristics that mainly remain stable over time. Traits include personality, affect, socio-demographics, and general health. States are characteristics that vary in short periods of time. They include emotions, well-being, health, cognitive state. Each characteristic has many representation methods and psychological models. The different models can be combined or one model can be preset for each characteristic. This depends on the use-case and the design choices. == Areas == Research into character computing can be divided into three areas, which complement each other but can each be investigated separately. The first area is sensing and predicting character states and traits or ensuing behavior. The second area is adapting applications to certain character states or traits and the behavior they predict. It also deals with trying to change or monitor such behavior. The final area deals with creating artificial agents e.g., chatbots or virtual reality avatars that exhibit certain characteristics. The three areas are investigated separately and build on existing findings in the literature. The results of each of the three areas can also be used as a stepping stone for the next area. Each of the three areas has already been investigated on its own in different research fields with focus on different subsets of character. For example, affective computing and personality computing both cover different areas with a focus on some character components without the others to account for human behavior. == The Character-Behavior-Situation triad == Character computing is based on a holistic psychologically driven model of human behavior. Human behavior is modeled and predicted based on the relationships between a situation and a human's character. To further define character in a more formal or holistic manner, we represent it in light of the Character–Behavior–Situation triad. This highlights that character not only determines who we are but how we are, i.e., how we behave. The triad investigated in Personality Psychology is extended through character computing to the Character–Behavior–Situation triad. Any member of the CBS triad is a function of the two other members, e.g., given the situation and personality, the behavior can be predicted. Each of the components in the triad can be further decomposed into smaller units and features that may best represent the human's behavior or character in a particular situation. Character is thus behind a person's behavior in any given situation. While this is a causality relation, the correlation between the three components is often more easily used to predict the components that are most difficult to measure from those measured more easily. There are infinitely many components to include in the representation of any of C, B, and S. The challenge is always to choose the smallest subset needed for prediction of a person's behavior in a particular situation.

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  • Document classification

    Document classification

    Document classification or document categorization is a problem in library science, information science and computer science. The task is to assign a document to one or more classes or categories. This may be done "manually" (or "intellectually") or algorithmically. The intellectual classification of documents has mostly been the province of library science, while the algorithmic classification of documents is mainly in information science and computer science. The problems are overlapping, however, and there is therefore interdisciplinary research on document classification. The documents to be classified may be texts, images, music, etc. Each kind of document possesses its special classification problems. When not otherwise specified, text classification is implied. Documents may be classified according to their subjects or according to other attributes (such as document type, author, printing year etc.). In the rest of this article only subject classification is considered. There are two main philosophies of subject classification of documents: the content-based approach and the request-based approach. == "Content-based" versus "request-based" classification == Content-based classification is classification in which the weight given to particular subjects in a document determines the class to which the document is assigned. It is, for example, a common rule for classification in libraries, that at least 20% of the content of a book should be about the class to which the book is assigned. In automatic classification it could be the number of times given words appears in a document. Request-oriented classification (or -indexing) is classification in which the anticipated request from users is influencing how documents are being classified. The classifier asks themself: “Under which descriptors should this entity be found?” and “think of all the possible queries and decide for which ones the entity at hand is relevant” (Soergel, 1985, p. 230). Request-oriented classification may be classification that is targeted towards a particular audience or user group. For example, a library or a database for feminist studies may classify/index documents differently when compared to a historical library. It is probably better, however, to understand request-oriented classification as policy-based classification: The classification is done according to some ideals and reflects the purpose of the library or database doing the classification. In this way it is not necessarily a kind of classification or indexing based on user studies. Only if empirical data about use or users are applied should request-oriented classification be regarded as a user-based approach. == Classification versus indexing == Sometimes a distinction is made between assigning documents to classes ("classification") versus assigning subjects to documents ("subject indexing") but as Frederick Wilfrid Lancaster has argued, this distinction is not fruitful. "These terminological distinctions,” he writes, “are quite meaningless and only serve to cause confusion” (Lancaster, 2003, p. 21). The view that this distinction is purely superficial is also supported by the fact that a classification system may be transformed into a thesaurus and vice versa (cf., Aitchison, 1986, 2004; Broughton, 2008; Riesthuis & Bliedung, 1991). Therefore, assigning a subject term to a document in an index is equivalent to assigning that document to the class of documents indexed by that term (all documents indexed or classified as X belong to the same class of documents). == Automatic document classification (ADC) == Automatic document classification tasks can be divided into three sorts: supervised document classification where some external mechanism (such as human feedback) provides information on the correct classification for documents, unsupervised document classification (also known as document clustering), where the classification must be done entirely without reference to external information, and semi-supervised document classification, where parts of the documents are labeled by the external mechanism. There are several software products under various license models available. === Techniques === Automatic document classification techniques include: Artificial neural network Concept Mining Decision trees such as ID3 or C4.5 Expectation maximization (EM) Instantaneously trained neural networks Latent semantic indexing Multiple-instance learning Naive Bayes classifier Natural language processing approaches Rough set-based classifier Soft set-based classifier Support vector machines (SVM) K-nearest neighbour algorithms tf–idf == Applications == Classification techniques have been applied to spam filtering, a process which tries to discern E-mail spam messages from legitimate emails email routing, sending an email sent to a general address to a specific address or mailbox depending on topic language identification, automatically determining the language of a text genre classification, automatically determining the genre of a text readability assessment, automatically determining the degree of readability of a text, either to find suitable materials for different age groups or reader types or as part of a larger text simplification system sentiment analysis, determining the attitude of a speaker or a writer with respect to some topic or the overall contextual polarity of a document. health-related classification using social media in public health surveillance article triage, selecting articles that are relevant for manual literature curation, for example as is being done as the first step to generate manually curated annotation databases in biology

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