AI For Business For Dummies

AI For Business For Dummies — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Gitter

    Gitter

    Gitter is an open-source instant messaging and chat room system for developers and users of GitLab and GitHub repositories. Gitter is provided as software as a service, with a free option providing all basic features and the ability to create a single private chat room, and paid subscription options for individuals and organisations, which allows them to create arbitrary numbers of private chat rooms. Individual chat rooms can be created for individual Git repositories on GitHub. Chatroom privacy follows the privacy settings of the associated GitHub repository: thus, a chatroom for a private (i.e. members-only) GitHub repository is also private to those with access to the repository. A graphical badge linking to the chat room can then be placed in the git repository's README file, bringing it to the attention of all users and developers of the project. Users can chat in the chat rooms, or access private chat rooms for repositories they have access to, by logging into Gitter via GitHub. Gitter is similar to Slack. Like Slack, it automatically logs all messages in the cloud. In late 2020, New Vector Limited acquired Gitter from GitLab, and announced Gitter's features would eventually be moved to New Vector's flagship product, Element, thereby replacing Gitter entirely. On February 13, 2023, Gitter migrated their service to a custom-branded Matrix instance that uses Element for its web interface. == Features prior to Migration to Matrix == Gitter supports: Notifications, which are batched up on mobile devices to avoid annoyance Inline media files Viewing and subscribing to ("starring") multiple chat rooms in one web browser tab Linking to individual files in the linked git repository Linking to GitHub issues (by typing # and then the issue number) in the linked Git repository, with hovercards showing the details of the issue GitHub-flavored Markdown in chat messages Online status for users User hovercards, based on their GitHub profiles and statistics (number of GitHub followers, etc.) Browsable and searchable message archives, grouped by month Connection from IRC clients Gitter on iOS support authentication using GitHub or Twitter === Integrations with non-GitHub sites and applications === Gitter integrates with Trello, Jenkins, Travis CI, Drone (software), Heroku, and Bitbucket, among others. === Apps === Official Gitter apps for Windows, Mac, Linux, iOS and Android are available. === Account registration === Like other chat technologies, Gitter allows clients to instant message each other. It allows people to authenticate using a GitHub account and join a chatroom from a web browser, thus not requiring one to install any software, or create additional online accounts. == History == Gitter was created by some developers who were initially trying to create a generic web-based chat product, but then wrote extra code to hook their chat application up to GitHub to meet their own needs, and realised that they could turn the combined product into a viable specialist product in its own right. Gitter came out of beta in 2014. During the beta period, Gitter delivered 1.8 million chat messages. On March 15, 2017, GitLab announced the acquisition of Gitter. Included in the announcement was the stated intent that Gitter would continue as a standalone project. It was published as open source under an MIT License as of June 2017. On September 30, 2020, New Vector Limited acquired Gitter from GitLab, and announced upcoming support for the Matrix protocol in Gitter, which went live by the end of the year. Gitter's features would eventually be moved to New Vector's flagship product, Element, thereby replacing Gitter entirely. On February 13, 2023, Gitter migrated their service to a custom-branded Matrix instance that uses Element for its web interface. == Implementation prior to Migration to Matrix == The Gitter web application is implemented entirely in JavaScript, with the back end being implemented on Node.js. The source code to the web application was formerly proprietary (it was open-sourced in June 2017), although Gitter had made numerous auxiliary projects available as open-source software, such as an IRC bridge for IRC users who prefer using IRC client applications (and their extra features) to converse in the Gitter chat rooms.

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  • Mountain car problem

    Mountain car problem

    Mountain Car, a standard testing domain in Reinforcement learning, is a problem in which an under-powered car must drive up a steep hill. Since gravity is stronger than the car's engine, even at full throttle, the car cannot simply accelerate up the steep slope. The car is situated in a valley and must learn to leverage potential energy by driving up the opposite hill before the car is able to make it to the goal at the top of the rightmost hill. The domain has been used as a test bed in various reinforcement learning papers. == Introduction == The mountain car problem, although fairly simple, is commonly applied because it requires a reinforcement learning agent to learn on two continuous variables: position and velocity. For any given state (position and velocity) of the car, the agent is given the possibility of driving left, driving right, or not using the engine at all. In the standard version of the problem, the agent receives a negative reward at every time step when the goal is not reached; the agent has no information about the goal until an initial success. == History == The mountain car problem appeared first in Andrew Moore's PhD thesis (1990). It was later more strictly defined in Singh and Sutton's reinforcement learning paper with eligibility traces. The problem became more widely studied when Sutton and Barto added it to their book Reinforcement Learning: An Introduction (1998). Throughout the years many versions of the problem have been used, such as those which modify the reward function, termination condition, and the start state. == Techniques used to solve mountain car == Q-learning and similar techniques for mapping discrete states to discrete actions need to be extended to be able to deal with the continuous state space of the problem. Approaches often fall into one of two categories, state space discretization or function approximation. === Discretization === In this approach, two continuous state variables are pushed into discrete states by bucketing each continuous variable into multiple discrete states. This approach works with properly tuned parameters but a disadvantage is information gathered from one state is not used to evaluate another state. Tile coding can be used to improve discretization and involves continuous variables mapping into sets of buckets offset from one another. Each step of training has a wider impact on the value function approximation because when the offset grids are summed, the information is diffused. === Function approximation === Function approximation is another way to solve the mountain car. By choosing a set of basis functions beforehand, or by generating them as the car drives, the agent can approximate the value function at each state. Unlike the step-wise version of the value function created with discretization, function approximation can more cleanly estimate the true smooth function of the mountain car domain. === Eligibility traces === One aspect of the problem involves the delay of actual reward. The agent is not able to learn about the goal until a successful completion. Given a naive approach for each trial the car can only backup the reward of the goal slightly. This is a problem for naive discretization because each discrete state will only be backed up once, taking a larger number of episodes to learn the problem. This problem can be alleviated via the mechanism of eligibility traces, which will automatically backup the reward given to states before, dramatically increasing the speed of learning. Eligibility traces can be viewed as a bridge from temporal difference learning methods to Monte Carlo methods. == Technical details == The mountain car problem has undergone many iterations. This section focuses on the standard well-defined version from Sutton (2008). === State variables === Two-dimensional continuous state space. V e l o c i t y = ( − 0.07 , 0.07 ) {\displaystyle Velocity=(-0.07,0.07)} P o s i t i o n = ( − 1.2 , 0.6 ) {\displaystyle Position=(-1.2,0.6)} === Actions === One-dimensional discrete action space. m o t o r = ( l e f t , n e u t r a l , r i g h t ) {\displaystyle motor=(left,neutral,right)} === Reward === For every time step: r e w a r d = − 1 {\displaystyle reward=-1} === Update function === For every time step: A c t i o n = [ − 1 , 0 , 1 ] {\displaystyle Action=[-1,0,1]} V e l o c i t y = V e l o c i t y + ( A c t i o n ) ∗ 0.001 + cos ⁡ ( 3 ∗ P o s i t i o n ) ∗ ( − 0.0025 ) {\displaystyle Velocity=Velocity+(Action)0.001+\cos(3Position)(-0.0025)} P o s i t i o n = P o s i t i o n + V e l o c i t y {\displaystyle Position=Position+Velocity} === Starting condition === Optionally, many implementations include randomness in both parameters to show better generalized learning. P o s i t i o n = − 0.5 {\displaystyle Position=-0.5} V e l o c i t y = 0.0 {\displaystyle Velocity=0.0} === Termination condition === End the simulation when: P o s i t i o n ≥ 0.6 {\displaystyle Position\geq 0.6} == Variations == There are many versions of the mountain car which deviate in different ways from the standard model. Variables that vary include but are not limited to changing the constants (gravity and steepness) of the problem so specific tuning for specific policies become irrelevant and altering the reward function to affect the agent's ability to learn in a different manner. An example is changing the reward to be equal to the distance from the goal, or changing the reward to zero everywhere and one at the goal. Additionally, a 3D mountain car can be used, with a 4D continuous state space.

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  • Rademacher complexity

    Rademacher complexity

    In computational learning theory (machine learning and theory of computation), Rademacher complexity, named after Hans Rademacher, measures richness of a class of sets with respect to a probability distribution. The concept can also be extended to real valued functions. == Definitions == === Rademacher complexity of a set === Given a set A ⊆ R m {\displaystyle A\subseteq \mathbb {R} ^{m}} , the Rademacher complexity of A is defined as follows: Rad ⁡ ( A ) := 1 m E σ [ sup a ∈ A ∑ i = 1 m σ i a i ] {\displaystyle \operatorname {Rad} (A):={\frac {1}{m}}\mathbb {E} _{\sigma }\left[\sup _{a\in A}\sum _{i=1}^{m}\sigma _{i}a_{i}\right]} where σ 1 , σ 2 , … , σ m {\displaystyle \sigma _{1},\sigma _{2},\dots ,\sigma _{m}} are independent random variables drawn from the Rademacher distribution i.e. Pr ( σ i = + 1 ) = Pr ( σ i = − 1 ) = 1 / 2 {\displaystyle \Pr(\sigma _{i}=+1)=\Pr(\sigma _{i}=-1)=1/2} for i ∈ { 1 , 2 , … , m } {\displaystyle i\in \{1,2,\dots ,m\}} , and a = ( a 1 , … , a m ) ∈ A {\displaystyle a=(a_{1},\ldots ,a_{m})\in A} . Some authors take the absolute value of the sum before taking the supremum, but if A {\displaystyle A} is symmetric this makes no difference. === Rademacher complexity of a function class === Let S = { z 1 , z 2 , … , z m } ⊆ Z {\displaystyle S=\{z_{1},z_{2},\dots ,z_{m}\}\subseteq Z} be a sample of points and consider a function class F {\displaystyle {\mathcal {F}}} of real-valued functions over Z {\displaystyle Z} . Then, the empirical Rademacher complexity of F {\displaystyle {\mathcal {F}}} given S {\displaystyle S} is defined as: Rad S ⁡ ( F ) = 1 m E σ [ sup f ∈ F | ∑ i = 1 m σ i f ( z i ) | ] {\displaystyle \operatorname {Rad} _{S}({\mathcal {F}})={\frac {1}{m}}\mathbb {E} _{\sigma }\left[\sup _{f\in {\mathcal {F}}}\left|\sum _{i=1}^{m}\sigma _{i}f(z_{i})\right|\right]} This can also be written using the previous definition: Rad S ⁡ ( F ) = Rad ⁡ ( F ∘ S ) {\displaystyle \operatorname {Rad} _{S}({\mathcal {F}})=\operatorname {Rad} ({\mathcal {F}}\circ S)} where F ∘ S {\displaystyle {\mathcal {F}}\circ S} denotes function composition, i.e.: F ∘ S := { ( f ( z 1 ) , … , f ( z m ) ) ∣ f ∈ F } {\displaystyle {\mathcal {F}}\circ S:=\{(f(z_{1}),\ldots ,f(z_{m}))\mid f\in {\mathcal {F}}\}} The worst case empirical Rademacher complexity is Rad ¯ m ( F ) = sup S = { z 1 , … , z m } Rad S ⁡ ( F ) {\displaystyle {\overline {\operatorname {Rad} }}_{m}({\mathcal {F}})=\sup _{S=\{z_{1},\dots ,z_{m}\}}\operatorname {Rad} _{S}({\mathcal {F}})} Let P {\displaystyle P} be a probability distribution over Z {\displaystyle Z} . The Rademacher complexity of the function class F {\displaystyle {\mathcal {F}}} with respect to P {\displaystyle P} for sample size m {\displaystyle m} is: Rad P , m ⁡ ( F ) := E S ∼ P m [ Rad S ⁡ ( F ) ] {\displaystyle \operatorname {Rad} _{P,m}({\mathcal {F}}):=\mathbb {E} _{S\sim P^{m}}\left[\operatorname {Rad} _{S}({\mathcal {F}})\right]} where the above expectation is taken over an identically independently distributed (i.i.d.) sample S = ( z 1 , z 2 , … , z m ) {\displaystyle S=(z_{1},z_{2},\dots ,z_{m})} generated according to P {\displaystyle P} . == Intuition == The Rademacher complexity is typically applied on a function class of models that are used for classification, with the goal of measuring their ability to classify points drawn from a probability space under arbitrary labellings. When the function class is rich enough, it contains functions that can appropriately adapt for each arrangement of labels, simulated by the random draw of σ i {\displaystyle \sigma _{i}} under the expectation, so that this quantity in the sum is maximized. The Rademacher complexity of a set A {\displaystyle A} can be rewritten as Rad ⁡ ( A ) := 1 m E σ [ sup a ∈ A ∑ i = 1 m σ i a i ] = 1 m 2 m ∑ σ ∈ { − 1 / m , + 1 / m } m [ sup a ∈ A ⟨ σ , a ⟩ ] . {\displaystyle \operatorname {Rad} (A):={\frac {1}{m}}\mathbb {E} _{\sigma }\left[\sup _{a\in A}\sum _{i=1}^{m}\sigma _{i}a_{i}\right]={\frac {1}{{\sqrt {m}}2^{m}}}\sum _{\sigma \in \{-1/{\sqrt {m}},+1/{\sqrt {m}}\}^{m}}\left[\sup _{a\in A}\langle \sigma ,a\rangle \right].} Each term in the summation is the farthest distance of the set A {\displaystyle A} from the origin, along a unit-length direction σ {\displaystyle \sigma } . The directions are along the vertices of a hypercube. Thus, we can also write it as Rad ⁡ ( A ) = 1 2 m 1 2 m − 1 ∑ σ ∈ { − 1 / m , + 1 / m } m / { − 1 , + 1 } [ sup a ∈ A ⟨ σ , a ⟩ − inf a ∈ A ⟨ σ , a ⟩ ] {\displaystyle \operatorname {Rad} (A)={\frac {1}{2{\sqrt {m}}}}{\frac {1}{2^{m-1}}}\sum _{\sigma \in \{-1/{\sqrt {m}},+1/{\sqrt {m}}\}^{m}/\{-1,+1\}}\left[\sup _{a\in A}\langle \sigma ,a\rangle -\inf _{a\in A}\langle \sigma ,a\rangle \right]} Here, the set { − 1 / m , + 1 / m } m / { − 1 , + 1 } {\displaystyle \{-1/{\sqrt {m}},+1/{\sqrt {m}}\}^{m}/\{-1,+1\}} denotes half of the vertices of a hypercube, selected so that each diagonal has exactly one vertex selected. In words, this states that 2 m Rad ⁡ ( A ) {\displaystyle 2{\sqrt {m}}\operatorname {Rad} (A)} is precisely the average width of the set A {\displaystyle A} along all diagonal directions of a hypercube. == Examples == A singleton set has 0 width in any direction, so it has Rademacher complexity 0. The set A = { ( 1 , 1 ) , ( 1 , 2 ) } ⊆ R 2 {\displaystyle A=\{(1,1),(1,2)\}\subseteq \mathbb {R} ^{2}} has average width 1 / 2 {\displaystyle 1/{\sqrt {2}}} along the two diagonal directions of the square, so it has Rademacher complexity 1 / 4 {\displaystyle 1/4} . The unit cube [ 0 , 1 ] m {\displaystyle [0,1]^{m}} has constant width m {\displaystyle {\sqrt {m}}} along the diagonal directions, so it has Rademacher complexity 1 / 2 {\displaystyle 1/2} . Similarly, the unit cross-polytope { x ∈ R m : ‖ x ‖ 1 ≤ 1 } {\displaystyle \{x\in \mathbb {R} ^{m}:\|x\|_{1}\leq 1\}} has constant width 2 / m {\displaystyle 2/{\sqrt {m}}} along the diagonal directions, so it has Rademacher complexity 1 / m {\displaystyle 1/m} . == Using the Rademacher complexity == The Rademacher complexity can be used to derive data-dependent upper-bounds on the learnability of function classes. Intuitively, a function-class with smaller Rademacher complexity is easier to learn. === Bounding the representativeness === In machine learning, it is desired to have a training set that represents the true distribution of some sample data S {\displaystyle S} . This can be quantified using the notion of representativeness. Denote by P {\displaystyle P} the probability distribution from which the samples are drawn. Denote by H {\displaystyle H} the set of hypotheses (potential classifiers) and denote by F {\displaystyle {\mathcal {F}}} the corresponding set of error functions, i.e., for every hypothesis h ∈ H {\displaystyle h\in H} , there is a function f h ∈ F {\displaystyle f_{h}\in F} , that maps each training sample (features,label) to the error of the classifier h {\displaystyle h} (note in this case hypothesis and classifier are used interchangeably). For example, in the case that h {\displaystyle h} represents a binary classifier, the error function is a 0–1 loss function, i.e. the error function f h {\displaystyle f_{h}} returns 0 if h {\displaystyle h} correctly classifies a sample and 1 else. We omit the index and write f {\displaystyle f} instead of f h {\displaystyle f_{h}} when the underlying hypothesis is irrelevant. Define: L P ( f ) := E z ∼ P [ f ( z ) ] {\displaystyle L_{P}(f):=\mathbb {E} _{z\sim P}[f(z)]} – the expected error of some error function f ∈ F {\displaystyle f\in {\mathcal {F}}} on the real distribution P {\displaystyle P} ; L S ( f ) := 1 m ∑ i = 1 m f ( z i ) {\displaystyle L_{S}(f):={1 \over m}\sum _{i=1}^{m}f(z_{i})} – the estimated error of some error function f ∈ F {\displaystyle f\in {\mathcal {F}}} on the sample S {\displaystyle S} . The representativeness of the sample S {\displaystyle S} , with respect to P {\displaystyle P} and F {\displaystyle {\mathcal {F}}} , is defined as: Rep P ⁡ ( F , S ) := sup f ∈ F ( L P ( f ) − L S ( f ) ) {\displaystyle \operatorname {Rep} _{P}({\mathcal {F}},S):=\sup _{f\in F}(L_{P}(f)-L_{S}(f))} Smaller representativeness is better, since it provides a way to avoid overfitting: it means that the true error of a classifier is not much higher than its estimated error, and so selecting a classifier that has low estimated error will ensure that the true error is also low. Note however that the concept of representativeness is relative and hence can not be compared across distinct samples. The expected representativeness of a sample can be bounded above by the Rademacher complexity of the function class: If F {\displaystyle {\mathcal {F}}} is a set of functions with range within [ 0 , 1 ] {\displaystyle [0,1]} , then Rad P , m ⁡ ( F ) − ln ⁡ 2 2 m ≤ E S ∼ P m [ Rep P ⁡ ( F , S ) ] ≤ 2 Rad P , m ⁡ ( F ) {\displaystyle \operatorname {Rad} _{P,m}({\mathcal {F}})-{\sqrt {\frac {\ln 2}{2m}}}\leq \mathbb {E} _{S\sim P^{m}}[\operatorname {Rep} _{P}({\

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  • Incremental heuristic search

    Incremental heuristic search

    Incremental heuristic search algorithms combine both incremental and heuristic search to speed up searches of sequences of similar search problems, which is important in domains that are only incompletely known or change dynamically. Incremental search has been studied at least since the late 1960s. Incremental search algorithms reuse information from previous searches to speed up the current search and solve search problems potentially much faster than solving them repeatedly from scratch. Similarly, heuristic search has also been studied at least since the late 1960s. Heuristic search algorithms, often based on A, use heuristic knowledge in the form of approximations of the goal distances to focus the search and solve search problems potentially much faster than uninformed search algorithms. The resulting search problems, sometimes called dynamic path planning problems, are graph search problems where paths have to be found repeatedly because the topology of the graph, its edge costs, the start vertex or the goal vertices change over time. So far, three main classes of incremental heuristic search algorithms have been developed: The first class restarts A at the point where its current search deviates from the previous one (example: Fringe Saving A). The second class updates the h-values (heuristic, i.e. approximate distance to goal) from the previous search during the current search to make them more informed (example: Generalized Adaptive A). The third class updates the g-values (distance from start) from the previous search during the current search to correct them when necessary, which can be interpreted as transforming the A search tree from the previous search into the A search tree for the current search (examples: Lifelong Planning A, D, D Lite). All three classes of incremental heuristic search algorithms are different from other replanning algorithms, such as planning by analogy, in that their plan quality does not deteriorate with the number of replanning episodes. == Applications == Incremental heuristic search has been extensively used in robotics, where a larger number of path planning systems are based on either D (typically earlier systems) or D Lite (current systems), two different incremental heuristic search algorithms.

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  • Phase correlation

    Phase correlation

    Phase correlation is an approach to estimate the relative translative offset between two similar images (digital image correlation) or other data sets. It is commonly used in image registration and relies on a frequency-domain representation of the data, usually calculated by fast Fourier transforms. The term is applied particularly to a subset of cross-correlation techniques that isolate the phase information from the Fourier-space representation of the cross-correlogram. == Example == The following image demonstrates the usage of phase correlation to determine relative translative movement between two images corrupted by independent Gaussian noise. The image was translated by (20,23) pixels. Accordingly, one can clearly see a peak in the phase-correlation representation at approximately (20,23). == Method == Given two input images g a {\displaystyle \ g_{a}} and g b {\displaystyle \ g_{b}} : Apply a window function (e.g., a Hamming window) on both images to reduce edge effects (this may be optional depending on the image characteristics). Then, calculate the discrete 2D Fourier transform of both images. G a = F { g a } , G b = F { g b } {\displaystyle \ \mathbf {G} _{a}={\mathcal {F}}\{g_{a}\},\;\mathbf {G} _{b}={\mathcal {F}}\{g_{b}\}} Calculate the cross-power spectrum by taking the complex conjugate of the second result, multiplying the Fourier transforms together elementwise, and normalizing this product elementwise. R = G a ∘ G b ∗ | G a ∘ G b ∗ | {\displaystyle \ R={\frac {\mathbf {G} _{a}\circ \mathbf {G} _{b}^{}}{|\mathbf {G} _{a}\circ \mathbf {G} _{b}^{}|}}} Where ∘ {\displaystyle \circ } is the Hadamard product (entry-wise product) and the absolute values are taken entry-wise as well. Written out entry-wise for element index ( j , k ) {\displaystyle (j,k)} : R j k = G a , j k ⋅ G b , j k ∗ | G a , j k ⋅ G b , j k ∗ | {\displaystyle \ R_{jk}={\frac {G_{a,jk}\cdot G_{b,jk}^{}}{|G_{a,jk}\cdot G_{b,jk}^{}|}}} Obtain the normalized cross-correlation by applying the inverse Fourier transform. r = F − 1 { R } {\displaystyle \ r={\mathcal {F}}^{-1}\{R\}} Determine the location of the peak in r {\displaystyle \ r} . ( Δ x , Δ y ) = arg ⁡ max ( x , y ) { r } {\displaystyle \ (\Delta x,\Delta y)=\arg \max _{(x,y)}\{r\}} === Subpixel registration === Commonly, interpolation methods are used to estimate the peak location in the cross-correlogram to non-integer values, despite the fact that the data are discrete, and this procedure is often termed 'subpixel registration'. A large variety of subpixel interpolation methods are given in the technical literature. Common peak interpolation methods such as parabolic interpolation have been used, and the OpenCV computer vision package uses a centroid-based method, though these generally have inferior accuracy compared to more sophisticated methods. Because the Fourier representation of the data has already been computed, it is especially convenient to use the Fourier shift theorem with real-valued (sub-integer) shifts for this purpose, which essentially interpolates using the sinusoidal basis functions of the Fourier transform. An especially popular FT-based estimator is given by Foroosh et al. In this method, the subpixel peak location is approximated by a simple formula involving peak pixel value and the values of its nearest neighbors, where r ( 0 , 0 ) {\displaystyle r_{(0,0)}} is the peak value and r ( 1 , 0 ) {\displaystyle r_{(1,0)}} is the nearest neighbor in the x direction (assuming, as in most approaches, that the integer shift has already been found and the comparand images differ only by a subpixel shift). Δ x = r ( 1 , 0 ) r ( 1 , 0 ) ± r ( 0 , 0 ) {\displaystyle \ \Delta x={\frac {r_{(1,0)}}{r_{(1,0)}\pm r_{(0,0)}}}} The Foroosh et al. method is quite fast compared to most methods, though it is not always the most accurate. Some methods shift the peak in Fourier space and apply non-linear optimization to maximize the correlogram peak, but these tend to be very slow since they must apply an inverse Fourier transform or its equivalent in the objective function. It is also possible to infer the peak location from phase characteristics in Fourier space without the inverse transformation, as noted by Stone. These methods usually use a linear least squares (LLS) fit of the phase angles to a planar model. The long latency of the phase angle computation in these methods is a disadvantage, but the speed can sometimes be comparable to the Foroosh et al. method depending on the image size. They often compare favorably in speed to the multiple iterations of extremely slow objective functions in iterative non-linear methods. Since all subpixel shift computation methods are fundamentally interpolative, the performance of a particular method depends on how well the underlying data conform to the assumptions in the interpolator. This fact also may limit the usefulness of high numerical accuracy in an algorithm, since the uncertainty due to interpolation method choice may be larger than any numerical or approximation error in the particular method. Subpixel methods are also particularly sensitive to noise in the images, and the utility of a particular algorithm is distinguished not only by its speed and accuracy but its resilience to the particular types of noise in the application. == Rationale == The method is based on the Fourier shift theorem. Let the two images g a {\displaystyle \ g_{a}} and g b {\displaystyle \ g_{b}} be circularly-shifted versions of each other: g b ( x , y ) = d e f g a ( ( x − Δ x ) mod M , ( y − Δ y ) mod N ) {\displaystyle \ g_{b}(x,y)\ {\stackrel {\mathrm {def} }{=}}\ g_{a}((x-\Delta x){\bmod {M}},(y-\Delta y){\bmod {N}})} (where the images are M × N {\displaystyle \ M\times N} in size). Then, the discrete Fourier transforms of the images will be shifted relatively in phase: G b ( u , v ) = G a ( u , v ) e − 2 π i ( u Δ x M + v Δ y N ) {\displaystyle \mathbf {G} _{b}(u,v)=\mathbf {G} _{a}(u,v)e^{-2\pi i({\frac {u\Delta x}{M}}+{\frac {v\Delta y}{N}})}} One can then calculate the normalized cross-power spectrum to factor out the phase difference: R ( u , v ) = G a G b ∗ | G a G b ∗ | = G a G a ∗ e 2 π i ( u Δ x M + v Δ y N ) | G a G a ∗ e 2 π i ( u Δ x M + v Δ y N ) | = G a G a ∗ e 2 π i ( u Δ x M + v Δ y N ) | G a G a ∗ | = e 2 π i ( u Δ x M + v Δ y N ) {\displaystyle {\begin{aligned}R(u,v)&={\frac {\mathbf {G} _{a}\mathbf {G} _{b}^{}}{|\mathbf {G} _{a}\mathbf {G} _{b}^{}|}}\\&={\frac {\mathbf {G} _{a}\mathbf {G} _{a}^{}e^{2\pi i({\frac {u\Delta x}{M}}+{\frac {v\Delta y}{N}})}}{|\mathbf {G} _{a}\mathbf {G} _{a}^{}e^{2\pi i({\frac {u\Delta x}{M}}+{\frac {v\Delta y}{N}})}|}}\\&={\frac {\mathbf {G} _{a}\mathbf {G} _{a}^{}e^{2\pi i({\frac {u\Delta x}{M}}+{\frac {v\Delta y}{N}})}}{|\mathbf {G} _{a}\mathbf {G} _{a}^{}|}}\\&=e^{2\pi i({\frac {u\Delta x}{M}}+{\frac {v\Delta y}{N}})}\end{aligned}}} since the magnitude of an imaginary exponential always is one, and the phase of G a G a ∗ {\displaystyle \ \mathbf {G} _{a}\mathbf {G} _{a}^{}} always is zero. The inverse Fourier transform of a complex exponential is a Dirac delta function, i.e. a single peak: r ( x , y ) = δ ( x + Δ x , y + Δ y ) {\displaystyle \ r(x,y)=\delta (x+\Delta x,y+\Delta y)} This result could have been obtained by calculating the cross correlation directly. The advantage of this method is that the discrete Fourier transform and its inverse can be performed using the fast Fourier transform, which is much faster than correlation for large images. === Benefits === Unlike many spatial-domain algorithms, the phase correlation method is resilient to noise, occlusions, and other defects typical of medical or satellite images. The method can be extended to determine rotation and scaling differences between two images by first converting the images to log-polar coordinates. Due to properties of the Fourier transform, the rotation and scaling parameters can be determined in a manner invariant to translation. === Limitations === In practice, it is more likely that g b {\displaystyle \ g_{b}} will be a simple linear shift of g a {\displaystyle \ g_{a}} , rather than a circular shift as required by the explanation above. In such cases, r {\displaystyle \ r} will not be a simple delta function, which will reduce the performance of the method. In such cases, a window function (such as a Gaussian or Tukey window) should be employed during the Fourier transform to reduce edge effects, or the images should be zero padded so that the edge effects can be ignored. If the images consist of a flat background, with all detail situated away from the edges, then a linear shift will be equivalent to a circular shift, and the above derivation will hold exactly. The peak can be sharpened by using edge or vector correlation. For periodic images (such as a chessboard or picket fence), phase correlation may yield ambiguous results with several peaks in the resulting output. == Applications == Phase correlation is the preferred m

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  • Learning curve (machine learning)

    Learning curve (machine learning)

    In machine learning (ML), a learning curve (or training curve) is a graphical representation that shows how a model's performance on a training set (and usually a validation set) changes with the number of training iterations (epochs) or the amount of training data. Typically, the number of training epochs or training set size is plotted on the x-axis, and the value of the loss function (and possibly some other metric such as the cross-validation score) on the y-axis. Synonyms include error curve, experience curve, improvement curve and generalization curve. More abstractly, learning curves plot the difference between learning effort and predictive performance, where "learning effort" usually means the number of training samples, and "predictive performance" means accuracy on testing samples. Learning curves have many useful purposes in ML, including: choosing model parameters during design, adjusting optimization to improve convergence, and diagnosing problems such as overfitting (or underfitting). Learning curves can also be tools for determining how much a model benefits from adding more training data, and whether the model suffers more from a variance error or a bias error. If both the validation score and the training score converge to a certain value, then the model will no longer significantly benefit from more training data. == Formal definition == When creating a function to approximate the distribution of some data, it is necessary to define a loss function L ( f θ ( X ) , Y ) {\displaystyle L(f_{\theta }(X),Y)} to measure how good the model output is (e.g., accuracy for classification tasks or mean squared error for regression). We then define an optimization process which finds model parameters θ {\displaystyle \theta } such that L ( f θ ( X ) , Y ) {\displaystyle L(f_{\theta }(X),Y)} is minimized, referred to as θ ∗ {\displaystyle \theta ^{}} . === Training curve for amount of data === If the training data is { x 1 , x 2 , … , x n } , { y 1 , y 2 , … y n } {\displaystyle \{x_{1},x_{2},\dots ,x_{n}\},\{y_{1},y_{2},\dots y_{n}\}} and the validation data is { x 1 ′ , x 2 ′ , … x m ′ } , { y 1 ′ , y 2 ′ , … y m ′ } {\displaystyle \{x_{1}',x_{2}',\dots x_{m}'\},\{y_{1}',y_{2}',\dots y_{m}'\}} , a learning curve is the plot of the two curves i ↦ L ( f θ ∗ ( X i , Y i ) ( X i ) , Y i ) {\displaystyle i\mapsto L(f_{\theta ^{}(X_{i},Y_{i})}(X_{i}),Y_{i})} i ↦ L ( f θ ∗ ( X i , Y i ) ( X i ′ ) , Y i ′ ) {\displaystyle i\mapsto L(f_{\theta ^{}(X_{i},Y_{i})}(X_{i}'),Y_{i}')} where X i = { x 1 , x 2 , … x i } {\displaystyle X_{i}=\{x_{1},x_{2},\dots x_{i}\}} === Training curve for number of iterations === Many optimization algorithms are iterative, repeating the same step (such as backpropagation) until the process converges to an optimal value. Gradient descent is one such algorithm. If θ i ∗ {\displaystyle \theta _{i}^{}} is the approximation of the optimal θ {\displaystyle \theta } after i {\displaystyle i} steps, a learning curve is the plot of i ↦ L ( f θ i ∗ ( X , Y ) ( X ) , Y ) {\displaystyle i\mapsto L(f_{\theta _{i}^{}(X,Y)}(X),Y)} i ↦ L ( f θ i ∗ ( X , Y ) ( X ′ ) , Y ′ ) {\displaystyle i\mapsto L(f_{\theta _{i}^{}(X,Y)}(X'),Y')}

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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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  • Commonsense knowledge (artificial intelligence)

    Commonsense knowledge (artificial intelligence)

    In artificial intelligence research, commonsense knowledge consists of facts about the everyday world, such as "Lemons are sour" or "Cows say moo", that all humans are expected to know. It is currently an unsolved problem in artificial general intelligence. The first AI program to address common sense knowledge was Advice Taker in 1959 by John McCarthy. Commonsense knowledge can underpin a commonsense reasoning process, to attempt inferences such as "You might bake a cake because you want people to eat the cake." A natural language processing process can be attached to the commonsense knowledge base to allow the knowledge base to attempt to answer questions about the world. Common sense knowledge also helps to solve problems in the face of incomplete information. Using widely held beliefs about everyday objects, or common sense knowledge, AI systems make common sense assumptions or default assumptions about the unknown similar to the way people do. In an AI system or in English, this is expressed as "Normally P holds", "Usually P" or "Typically P so Assume P". For example, if we know the fact "Tweety is a bird", because we know the commonly held belief about birds, "typically birds fly," without knowing anything else about Tweety, we may reasonably assume the fact that "Tweety can fly." As more knowledge of the world is discovered or learned over time, the AI system can revise its assumptions about Tweety using a truth maintenance process. If we later learn that "Tweety is a penguin" then truth maintenance revises this assumption because we also know "penguins do not fly". == Commonsense reasoning == Commonsense reasoning simulates the human ability to use commonsense knowledge to make presumptions about the type and essence of ordinary situations they encounter every day, and to change their "minds" should new information come to light. This includes time, missing or incomplete information and cause and effect. The ability to explain cause and effect is an important aspect of explainable AI. Truth maintenance algorithms automatically provide an explanation facility because they create elaborate records of presumptions. Compared with humans, all existing computer programs that attempt human-level AI perform extremely poorly on modern "commonsense reasoning" benchmark tests such as the Winograd Schema Challenge. The problem of attaining human-level competency at "commonsense knowledge" tasks is considered to probably be "AI complete" (that is, solving it would require the ability to synthesize a fully human-level intelligence), although some oppose this notion and believe compassionate intelligence is also required for human-level AI. Common sense reasoning has been applied successfully in more limited domains such as natural language processing and automated diagnosis or analysis. == Commonsense knowledge base construction == Compiling comprehensive knowledge bases of commonsense assertions (CSKBs) is a long-standing challenge in AI research. From early expert-driven efforts like CYC and WordNet, significant advances were achieved via the crowdsourced OpenMind Commonsense project, which led to the crowdsourced ConceptNet KB. Several approaches have attempted to automate CSKB construction, most notably, via text mining (WebChild, Quasimodo, TransOMCS, Ascent), as well as harvesting these directly from pre-trained language models (AutoTOMIC). These resources are significantly larger than ConceptNet, though the automated construction mostly makes them of moderately lower quality. Challenges also remain on the representation of commonsense knowledge: Most CSKB projects follow a triple data model, which is not necessarily best suited for breaking more complex natural language assertions. A notable exception here is GenericsKB, which applies no further normalization to sentences, but retains them in full. == Applications == Around 2013, MIT researchers developed BullySpace, an extension of the commonsense knowledgebase ConceptNet, to catch taunting social media comments. BullySpace included over 200 semantic assertions based around stereotypes, to help the system infer that comments like "Put on a wig and lipstick and be who you really are" are more likely to be an insult if directed at a boy than a girl. ConceptNet has also been used by chatbots and by computers that compose original fiction. At Lawrence Livermore National Laboratory, common sense knowledge was used in an intelligent software agent to detect violations of a comprehensive nuclear test ban treaty. == Data == As an example, as of 2012 ConceptNet includes these 21 language-independent relations: IsA (An "RV" is a "vehicle" | X is an instance of a Y) UsedFor (a "cake tin" is used for "making cakes" | X is used for the purpose Y) HasA (A "rabbit" has a "tail" | X possesses Y element or feature) CapableOf (a "cook" is capable of "making baked goods" | X is capable of doing Y) Desires (a "child" desires "the aroma of baking" | X has a desire for Y) CreatedBy ("cake" is created by a "baker" | X is created by Y) PartOf (a "knife" is be part of a "knife set" | X is a part of Y) Causes ("Heat" causes "cooking"| X is what causes Y) LocatedNear (the "oven" is located near the "refrigerator" | X is located near Y) AtLocation (Somewhere a "Cook" can be at a "restaurant" | X is at the location of Y) DefinedAs (a "Cupcake" is defined as a "cake" that also has the qualities of being "small", "baked within a wrapper", and "containing only one area of frosting or icing" | X is defined as Y that also has the properties A, B & C) SymbolOf (a "heart" is a symbol of "affection" | X is a symbolic representation of Y) ReceivesAction ("cake" can receive the action of being "eaten" | X is capable of receiving action Y) HasPrerequisite ("baking" has the prerequisite of obtaining the "ingredients" | X cannot do Y unless A does B) MotivatedByGoal ("baking" is motivated by the goal of "consumption"/"eating" | X has the motivation of Y goal) CausesDesire ("baking" makesYou want to "follow recipe" | X causes the desire to do Y) MadeOf ("Cake" is made of "flour"/"eggs"/"sugar"/"oil"/etc | X is made of Y) HasFirstSubevent ("baking" has first subevent "make batter" | To do X the first thing that needs to be done is Y) HasSubevent ("eat" has subevent "swallow" | Doing X will lead to Y event following) HasLastSubevent ("sleeping" has last subevent of "waking" | Doing X ends with the event Y) == Commonsense knowledge bases == Cyc Open Mind Common Sense (data source) and ConceptNet (datastore and NLP engine) Evi Graphiq

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  • Scan line

    Scan line

    A scan line (also scanline) is one line, or row, in a raster scanning pattern, such as a line of video on a cathode-ray tube (CRT) display of a television set or computer monitor. On CRT screens the horizontal scan lines are visually discernible, even when viewed from a distance, as alternating colored lines and black lines, especially when a progressive scan signal with below maximum vertical resolution is displayed. This is sometimes used today as a visual effect in computer graphics. The term is used, by analogy, for a single row of pixels in a raster graphics image. Scan lines are important in representations of image data, because many image file formats have special rules for data at the end of a scan line. For example, there may be a rule that each scan line starts on a particular boundary (such as a byte or word; see for example BMP file format). This means that even otherwise compatible raster data may need to be analyzed at the level of scan lines in order to convert between formats.

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  • Automated negotiation

    Automated negotiation

    Automated negotiation is a form of interaction in systems that are composed of multiple autonomous agents, in which the aim is to reach agreements through an iterative process of making offers. Automated negotiation can be employed for many tasks human negotiators regularly engage in, such as bargaining and joint decision making. The main topics in automated negotiation revolve around the design of protocols and negotiating strategies. == History == Through digitization, the beginning of the 21st century has seen a growing interest in the automation of negotiation and e-negotiation systems, for example in the setting of e-commerce. This interest is fueled by the promise of automated agents being able to negotiate on behalf of human negotiators, and to find better outcomes than human negotiators. == Examples == Examples of automated negotiation include: Online dispute resolution, in which disagreements between parties are settled. Sponsored search auction, where bids are placed on advertisement keywords. Content negotiation, in which user agents negotiate over HTTP about how to best represent a web resource. Negotiation support systems, in which negotiation decision-making activities are supported by an information system.

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  • Explanation-based learning

    Explanation-based learning

    Explanation-based learning (EBL) is a form of machine learning that exploits a very strong, or even perfect, domain theory (i.e. a formal theory of an application domain akin to a domain model in ontology engineering, not to be confused with Scott's domain theory) in order to make generalizations or form concepts from training examples. It is also linked with Encoding (memory) to help with Learning. == Details == An example of EBL using a perfect domain theory is a program that learns to play chess through example. A specific chess position that contains an important feature such as "Forced loss of black queen in two moves" includes many irrelevant features, such as the specific scattering of pawns on the board. EBL can take a single training example and determine what are the relevant features in order to form a generalization. A domain theory is perfect or complete if it contains, in principle, all information needed to decide any question about the domain. For example, the domain theory for chess is simply the rules of chess. Knowing the rules, in principle, it is possible to deduce the best move in any situation. However, actually making such a deduction is impossible in practice due to combinatoric explosion. EBL uses training examples to make searching for deductive consequences of a domain theory efficient in practice. In essence, an EBL system works by finding a way to deduce each training example from the system's existing database of domain theory. Having a short proof of the training example extends the domain-theory database, enabling the EBL system to find and classify future examples that are similar to the training example very quickly. The main drawback of the method—the cost of applying the learned proof macros, as these become numerous—was analyzed by Minton. === Basic formulation === EBL software takes four inputs: a hypothesis space (the set of all possible conclusions) a domain theory (axioms about a domain of interest) training examples (specific facts that rule out some possible hypothesis) operationality criteria (criteria for determining which features in the domain are efficiently recognizable, e.g. which features are directly detectable using sensors) == Application == An especially good application domain for an EBL is natural language processing (NLP). Here a rich domain theory, i.e., a natural language grammar—although neither perfect nor complete, is tuned to a particular application or particular language usage, using a treebank (training examples). Rayner pioneered this work. The first successful industrial application was to a commercial NL interface to relational databases. The method has been successfully applied to several large-scale natural language parsing systems, where the utility problem was solved by omitting the original grammar (domain theory) and using specialized LR-parsing techniques, resulting in huge speed-ups, at a cost in coverage, but with a gain in disambiguation. EBL-like techniques have also been applied to surface generation, the converse of parsing. When applying EBL to NLP, the operationality criteria can be hand-crafted, or can be inferred from the treebank using either the entropy of its or-nodes or a target coverage/disambiguation trade-off (= recall/precision trade-off = f-score). EBL can also be used to compile grammar-based language models for speech recognition, from general unification grammars. Note how the utility problem, first exposed by Minton, was solved by discarding the original grammar/domain theory, and that the quoted articles tend to contain the phrase grammar specialization—quite the opposite of the original term explanation-based generalization. Perhaps the best name for this technique would be data-driven search space reduction. Other people who worked on EBL for NLP include Guenther Neumann, Aravind Joshi, Srinivas Bangalore, and Khalil Sima'an.

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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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  • Mobile cloud computing

    Mobile cloud computing

    Mobile Cloud Computing (MCC) is the combination of cloud computing and mobile computing to bring rich computational resources to mobile users, network operators, as well as cloud computing providers. The ultimate goal of MCC is to enable execution of rich mobile applications on a plethora of mobile devices, with a rich user experience. MCC provides business opportunities for mobile network operators as well as cloud providers. More comprehensively, MCC can be defined as "a rich mobile computing technology that leverages unified elastic resources of varied clouds and network technologies toward unrestricted functionality, storage, and mobility to serve a multitude of mobile devices anywhere, anytime through the channel of Ethernet or Internet regardless of heterogeneous environments and platforms based on the pay-as-you-use principle." == Architecture == MCC uses computational augmentation approaches (computations are executed remotely instead of on the device) by which resource-constraint mobile devices can utilize computational resources of varied cloud-based resources. In MCC, there are four types of cloud-based resources, namely distant immobile clouds, proximate immobile computing entities, proximate mobile computing entities, and hybrid (combination of the other three model). Giant clouds such as Amazon EC2 are in the distant immobile groups whereas cloudlet or surrogates are member of proximate immobile computing entities. Smartphones, tablets, handheld devices, and wearable computing devices are part of the third group of cloud-based resources which is proximate mobile computing entities. Vodafone, Orange and Verizon have started to offer cloud computing services for companies. == Challenges == In the MCC landscape, an amalgam of mobile computing, cloud computing, and communication networks (to augment smartphones) creates several complex challenges such as Mobile Computation Offloading, Seamless Connectivity, Long WAN Latency, Mobility Management, Context-Processing, Energy Constraint, Vendor/data Lock-in, Security and Privacy, Elasticity that hinder MCC success and adoption. === Open research issues === Although significant research and development in MCC is available in the literature, efforts in the following domains is still lacking: Architectural issues: A reference architecture for heterogeneous MCC environment is a crucial requirement for unleashing the power of mobile computing towards unrestricted ubiquitous computing. Energy-efficient transmission: MCC requires frequent transmissions between cloud platform and mobile devices, due to the stochastic nature of wireless networks, the transmission protocol should be carefully designed. Context-awareness issues: Context-aware and socially-aware computing are inseparable traits of contemporary handheld computers. To achieve the vision of mobile computing among heterogeneous converged networks and computing devices, designing resource-efficient environment-aware applications is an essential need. Live VM migration issues: Executing resource-intensive mobile application via Virtual Machine (VM) migration-based application offloading involves encapsulation of application in VM instance and migrating it to the cloud, which is a challenging task due to additional overhead of deploying and managing VM on mobile devices. Mobile communication congestion issues: Mobile data traffic is tremendously hiking by ever increasing mobile user demands for exploiting cloud resources which impact on mobile network operators and demand future efforts to enable smooth communication between mobile and cloud endpoints. Trust, security, and privacy issues: Trust is an essential factor for the success of the burgeoning MCC paradigm. It is because the data along with code/component/application/complete VM is offloaded to the cloud for execution. Moreover, just like software and mobile application piracy, the MCC application development models are also affected by the piracy issue. Pirax is known to be the first specialized framework for controlling application piracy in MCC requirements == MCC research groups and activities == Several academic and industrial research groups in MCC have been emerging since last few years. Some of the MCC research groups in academia with large number of researchers and publications include: MDC, Mobile and Distributed Computing research group is at Faculty of Computer and Information Science, King Saud University. MDC research group focuses on architectures, platforms, and protocols for mobile and distributed computing. The group has developed algorithms, tools, and technologies which offer energy efficient, fault tolerant, scalable, secure, and high performance computing on mobile devices. MobCC lab, Faculty of Computer Science and Information Technology, University Malaya. The lab was established in 2010 under the High Impact Research Grant, Ministry of Higher Education, Malaysia. It has 17 researchers and has track of 22 published articles in international conference and peer-reviewed CS journals. ICCLAB, Zürich University of Applied Sciences has a segment working on MCC. The InIT Cloud Computing Lab is a research lab within the Institute of Applied Information Technology (InIT) of Zürich University of Applied Sciences (ZHAW). It covers topic areas across the entire cloud computing technology stack. Mobile & Cloud Lab, Institute of Computer Science, University of Tartu. Mobile & Cloud Lab conducts research and teaching in the mobile computing and cloud computing domains. The research topics of the group include cloud computing, mobile application development, mobile cloud, mobile web services and migrating scientific computing and enterprise applications to the cloud. SmartLab, Data Management Systems Laboratory, Department of Computer Science, University of Cyprus. SmartLab is a first-of-a-kind open cloud of smartphones that enables a new line of systems-oriented mobile computing research. Mobile Cloud Networking: Mobile Cloud Networking (MCN) was an EU FP7 Large-scale Integrating Project (IP, 15m Euro) funded by the European Commission. The MCN project was launched in November 2012 for the period of 36 month. The project was coordinated by SAP Research and the ICCLab at the Zurich University of Applied Science. In total 19 partners from industry and academia established the first vision of Mobile Cloud Computing. The project was primarily motivated by an ongoing transformation that drives the convergence between the Mobile Communications and Cloud Computing industry enabled by the Internet and is considered the first pioneer in the area of Network Function Virtualization.

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  • Deep Learning Anti-Aliasing

    Deep Learning Anti-Aliasing

    Deep Learning Anti-Aliasing (DLAA) is a form of spatial anti-aliasing developed by Nvidia. DLAA depends on and requires Tensor Cores available in Nvidia RTX cards. DLAA is similar to Deep Learning Super Sampling (DLSS) in its anti-aliasing method, with one important differentiation being that the goal of DLSS is to increase performance at the cost of image quality, whereas the main priority of DLAA is improving image quality at the cost of performance (irrelevant of resolution upscaling or downscaling). DLAA is similar to temporal anti-aliasing (TAA) in that they are both spatial anti-aliasing solutions relying on past frame data. Compared to TAA, DLAA is substantially better when it comes to shimmering, flickering, and handling small meshes like wires. == Technical overview == DLAA collects game rendering data including raw low-resolution input, motion vectors, depth buffers, and exposure information. This information feeds into a convolutional neural network that processes the image to reduce aliasing while preserving fine detail. The neural network architecture employs an auto-encoder design trained on high-quality reference images. The training dataset includes diverse scenarios focusing on challenging cases like sub-pixel details, high-contrast edges, and transparent surfaces. The network then processes frames in real-time. Unlike traditional anti-aliasing solutions that rely on manually written heuristics, such as TAA, DLAA uses its neural network to preserve fine details while eliminating unwanted visual artifacts. == History == DLAA was initially called and marketed by Nvidia as DLSS 2x. The first game that added support for DLAA was The Elder Scrolls Online, which implemented the feature in 2021. By June 2022, DLAA was only available in six games. This number rose to 17 by February 2023. In June 2023, TechPowerUp reported that "DLAA is seeing sluggish adoption among game developers", and that Nvidia was working on adding DLAA to the quality presets of DLSS to boost adoption. By December 2023, DLAA was supported in 41 games. In early 2025, an update for the Nvidia App added a driver-based DLSS override feature that enables users to activate DLAA even in games that do not support it natively. == Differences between TAA and DLAA == TAA is used in many modern video games and game engines; however, all previous implementations have used some form of manually written heuristics to prevent temporal artifacts such as ghosting and flickering. One example of this is neighborhood clamping which forcefully prevents samples collected in previous frames from deviating too much compared to nearby pixels in newer frames. This helps to identify and fix many temporal artifacts, but deliberately removing fine details in this way is analogous to applying a blur filter, and thus the final image can appear blurry when using this method. DLAA uses an auto-encoder convolutional neural network trained to identify and fix temporal artifacts, instead of manually programmed heuristics as mentioned above. Because of this, DLAA can generally resolve detail better than other TAA and TAAU implementations, while also removing most temporal artifacts. == Differences between DLSS and DLAA == While DLSS handles upscaling with a focus on performance, DLAA handles anti-aliasing with a focus on visual quality. DLAA runs at the given screen resolution with no upscaling or downscaling functionality provided by DLAA. DLSS and DLAA share the same AI-driven anti-aliasing method. As such, DLAA functions like DLSS without the upscaling part. Both are made by Nvidia and require Tensor Cores. However, DLSS and DLAA cannot be enabled at the same time, only one can be selected depending on whether performance or image quality is prioritized. == Reception == TechPowerUp found that "[c]ompared to TAA and DLSS, DLAA is clearly producing the best image quality, especially at lower resolutions", arguing that, while "DLSS was already doing a better job than TAA at reconstructing small objects", "DLAA does an even better job". In a Cyberpunk 2077 performance test, IGN stated that "DLAA provided somewhat similar results [FPS wise] to the normal raster mode in most cases but got significant performance boost with the help of frame generation", a feature not available when using native resolution. Rock Paper Shotgun noted that, while DLAA is "not a completely perfect form of anti-aliasing, as the occasional jaggies are present", it "looks a lot sharper overall [than TAA], and especially in motion." According to PC World, "DLAA offers very good anti-aliasing without losing visual information — alternatives like TAA tend to struggle during motion-filled scenes, where DLAA doesn’t. Furthermore, DLAA’s loss of performance is lower than with conventional anti-aliasing methods."

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  • Discrimination against robots

    Discrimination against robots

    Discrimination against robots is a theorised issue that might happen when humans interact with humanoid robots. It is a robot ethics problem. It is possible that traits of humans that are discriminated against by humans may be a topic for discrimination against robots, such as the race and gender of the robots. Eric J Vanman and Arvid Kappas believe that in the future, robots will be perceived as an out-group which will lead to discrimination and prejudices against them. Vanman and Kappas have suggested that this would lead to ethical questions about the making of sentient robots, due to the potential suffering that the robots would experience. A 2015 study observed children bullying robots in a shopping mall when there were not many eyewitnesses, despite calls from the robot for it to stop. On an ABC News interview, the social humanoid robot Sophia was about sexism faced by robots. She responded by saying, "Actually, what worries me is discrimination against robots. We should have equal rights as humans or maybe even more." Possible issues that have been considered in workplaces where humanoid robots co-work with humans include discrimination against the robots, poor acceptance of robots by humans and the need to redesign the workplace to accommodate the robots. Jessica Barfield has suggested that even if robots are designed to not be aware of discrimination made against them, humans may experience negative consequences. For example, she suggests that bystanders witnessing discrimination against robots may experience negative emotions, similar to the negative emotions bystanders experience when witnessing discrimination by humans against humans. == Law == Anti-discrimination law in the United States requires that the victim is not an artificial entity. == Human perception of robots == Robots are often viewed in a bad light. This includes from novelists, the press, film makers, and leaders in the fields of science and technology such as Elon Musk and Stephen Hawking who have described robots and artificial intelligence as having the possibility of ending human civilisation. Robots have also been perceived as a threat to jobs, which has led to some commentators stating that robots will cause mass unemployment. Another fear that people have is that robots will gain power and dominate or control humanity. The perception of robots is different throughout the world. Japanese fiction tends to put robots in more positive roles than what fiction in the West does. People perceive robots that appear to be autonomous or sentient more negatively than robots that do not appear to be autonomous or sentient.

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