AI For Business Owners Course

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

  • Snapshot isolation

    Snapshot isolation

    In databases, and transaction processing (transaction management), snapshot isolation is a guarantee that all reads made in a transaction will see a consistent snapshot of the database (in practice it reads the last committed values that existed at the time it started), and the transaction itself will successfully commit only if no updates it has made conflict with any concurrent updates made since that snapshot. Snapshot isolation has been adopted by several major database management systems, such as InterBase, Firebird, Oracle, MySQL, PostgreSQL, SQL Anywhere, MongoDB and Microsoft SQL Server (2005 and later). The main reason for its adoption is that it allows better performance than serializability, yet still avoids most of the concurrency anomalies that serializability avoids (but not all). In practice snapshot isolation is implemented within multiversion concurrency control (MVCC), where generational values of each data item (versions) are maintained: MVCC is a common way to increase concurrency and performance by generating a new version of a database object each time the object is written, and allowing transactions' read operations of several last relevant versions (of each object). Snapshot isolation has been used to criticize the ANSI SQL-92 standard's definition of isolation levels, as it exhibits none of the "anomalies" that the SQL standard prohibited, yet is not serializable (the anomaly-free isolation level defined by ANSI). In spite of its distinction from serializability, snapshot isolation is sometimes referred to as serializable by Oracle. == Definition == A transaction executing under snapshot isolation appears to operate on a personal snapshot of the database, taken at the start of the transaction. When the transaction concludes, it will successfully commit only if the values updated by the transaction have not been changed externally since the snapshot was taken. Such a write–write conflict will cause the transaction to abort. In a write skew anomaly, two transactions (T1 and T2) concurrently read an overlapping data set (e.g. values V1 and V2), concurrently make disjoint updates (e.g. T1 updates V1, T2 updates V2), and finally concurrently commit, neither having seen the update performed by the other. Were the system serializable, such an anomaly would be impossible, as either T1 or T2 would have to occur "first", and be visible to the other. In contrast, snapshot isolation permits write skew anomalies. As a concrete example, imagine V1 and V2 are two balances held by a single person, Phil. The bank will allow either V1 or V2 to run a deficit, provided the total held in both is never negative (i.e. V1 + V2 ≥ 0). Both balances are currently $100. Phil initiates two transactions concurrently, T1 withdrawing $200 from V1, and T2 withdrawing $200 from V2. If the database guaranteed serializable transactions, the simplest way of coding T1 is to deduct $200 from V1, and then verify that V1 + V2 ≥ 0 still holds, aborting if not. T2 similarly deducts $200 from V2 and then verifies V1 + V2 ≥ 0. Since the transactions must serialize, either T1 happens first, leaving V1 = −$100, V2 = $100, and preventing T2 from succeeding (since V1 + (V2 − $200) is now −$200), or T2 happens first and similarly prevents T1 from committing. If the database is under snapshot isolation(MVCC), however, T1 and T2 operate on private snapshots of the database: each deducts $200 from an account, and then verifies that the new total is zero, using the other account value that held when the snapshot was taken. Since neither update conflicts, both commit successfully, leaving V1 = V2 = −$100, and V1 + V2 = −$200. Some systems built using multiversion concurrency control (MVCC) may support (only) snapshot isolation to allow transactions to proceed without worrying about concurrent operations, and more importantly without needing to re-verify all read operations when the transaction finally commits. This is convenient because MVCC maintains a series of recent history consistent states. The only information that must be stored during the transaction is a list of updates made, which can be scanned for conflicts fairly easily before being committed. However, MVCC systems (such as MarkLogic) will use locks to serialize writes together with MVCC to obtain some of the performance gains and still support the stronger "serializability" level of isolation. == Workarounds == Potential inconsistency problems arising from write skew anomalies can be fixed by adding (otherwise unnecessary) updates to the transactions in order to enforce the serializability property. Materialize the conflict Add a special conflict table, which both transactions update in order to create a direct write–write conflict. Promotion Have one transaction "update" a read-only location (replacing a value with the same value) in order to create a direct write–write conflict (or use an equivalent promotion, e.g. Oracle's SELECT FOR UPDATE). In the example above, we can materialize the conflict by adding a new table which makes the hidden constraint explicit, mapping each person to their total balance. Phil would start off with a total balance of $200, and each transaction would attempt to subtract $200 from this, creating a write–write conflict that would prevent the two from succeeding concurrently. However, this approach violates the normal form. Alternatively, we can promote one of the transaction's reads to a write. For instance, T2 could set V1 = V1, creating an artificial write–write conflict with T1 and, again, preventing the two from succeeding concurrently. This solution may not always be possible. In general, therefore, snapshot isolation puts some of the problem of maintaining non-trivial constraints onto the user, who may not appreciate either the potential pitfalls or the possible solutions. The upside to this transfer is better performance. == Terminology == Snapshot isolation is called "serializable" mode in Oracle and PostgreSQL versions prior to 9.1, which may cause confusion with the "real serializability" mode. There are arguments both for and against this decision; what is clear is that users must be aware of the distinction to avoid possible undesired anomalous behavior in their database system logic. == History == Snapshot isolation arose from work on multiversion concurrency control databases, where multiple versions of the database are maintained concurrently to allow readers to execute without colliding with writers. Such a system allows a natural definition and implementation of such an isolation level. InterBase, later owned by Borland, was acknowledged to provide SI rather than full serializability in version 4, and likely permitted write-skew anomalies since its first release in 1985. Unfortunately, the ANSI SQL-92 standard was written with a lock-based database in mind, and hence is rather vague when applied to MVCC systems. Berenson et al. wrote a paper in 1995 critiquing the SQL standard, and cited snapshot isolation as an example of an isolation level that did not exhibit the standard anomalies described in the ANSI SQL-92 standard, yet still had anomalous behaviour when compared with serializable transactions. In 2008, Cahill et al. showed that write-skew anomalies could be prevented by detecting and aborting "dangerous" triplets of concurrent transactions. This implementation of serializability is well-suited to multiversion concurrency control databases, and has been adopted in PostgreSQL 9.1, where it is known as Serializable Snapshot Isolation (SSI). When used consistently, this eliminates the need for the above workarounds. The downside over snapshot isolation is an increase in aborted transactions. This can perform better or worse than snapshot isolation with the above workarounds, depending on workload.

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  • Artificial intelligence in spirituality

    Artificial intelligence in spirituality

    Some users of artificial intelligence (AI) technologies, especially chatbots, may develop beliefs that AI has or can attain supernatural or spiritual powers. AI models such as ChatGPT are turned to for fortune telling, mysticism and remote viewing. Recent and sudden advances in large language models have led to folk myths about their origin or capabilities, as well as their deification or worship by some users. Tucker Carlson has made similar claims, including directly to Sam Altman. Pope Leo XIV advised priests against using LLM models when it came to the creation of sermons.

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  • Instance (computer science)

    Instance (computer science)

    In computer science, an instance or token (from metalogic and metamathematics) is a specific occurrence of a software element that is based on a type definition. When created, an occurrence is said to have been instantiated, and both the creation process and the result of creation are called instantiation. == Examples == Chat AI instance In chat-based AI systems, an assistant can be invoked across many independent conversation sessions (often called a thread), each with its own message history. A specific execution of the assistant over that session may be represented as a run (an execution on a thread). Class instance In object-oriented programming, an object created from a class type. Each instance of a class shares the class-defined structure and behavior but has its own identity and state. Procedural instance In some contexts (including Simula), each procedure call can be viewed as an instance of that procedure—an activation with its own parameters and local variables. Computer instance In cloud computing and virtualization, an instance commonly refers to a provisioned virtual machine or virtual server with an allocated combination of compute, memory, network, and storage resources. Polygonal model In computer graphics, a model may be instanced so it can be drawn multiple times with different transforms and parameters, improving performance by reusing shared geometry data. Program instance In a POSIX-oriented operating system, a running process is an instance of a program. It can be instantiated via system calls such as fork() and exec(). Each executing process is an instance of a program it has been instantiated from.

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  • The Master Algorithm

    The Master Algorithm

    The Master Algorithm: How the Quest for the Ultimate Learning Machine Will Remake Our World is a book by Pedro Domingos released in 2015. Domingos wrote the book in order to generate interest from people outside the field. == Overview == The book outlines five approaches of machine learning: inductive reasoning, connectionism, evolutionary computation, Bayes' theorem and analogical modelling. The author explains these tribes to the reader by referring to more understandable processes of logic, connections made in the brain, natural selection, probability and similarity judgments. Throughout the book, it is suggested that each different tribe has the potential to contribute to a unifying "master algorithm". Towards the end of the book the author pictures a "master algorithm" in the near future, where machine learning algorithms asymptotically grow to a perfect understanding of how the world and people in it work. Although the algorithm doesn't yet exist, he briefly reviews his own invention of the Markov logic network. == In the media == In 2016 Bill Gates recommended the book, alongside Nick Bostrom's Superintelligence, as one of two books everyone should read to understand AI. In 2018 the book was noted to be on Chinese Communist Party general secretary Xi Jinping's bookshelf. === Reception === A computer science educator stated in Times Higher Education that the examples are clear and accessible. In contrast, The Economist agreed Domingos "does a good job" but complained that he "constantly invents metaphors that grate or confuse". Kirkus Reviews praised the book, stating that "Readers unfamiliar with logic and computer theory will have a difficult time, but those who persist will discover fascinating insights." A New Scientist review called it "compelling but rather unquestioning".

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  • Tay (chatbot)

    Tay (chatbot)

    Tay was a chatbot that was originally released by Microsoft Corporation as a Twitter bot on March 23, 2016. It caused subsequent controversy when the bot began to post inflammatory and offensive tweets through its Twitter account, causing Microsoft to shut down the service only 16 hours after its launch. According to Microsoft, this was caused by trolls who "attacked" the service as the bot made replies based on its interactions with people on Twitter. It was replaced with Zo. == Background == The bot was created by Microsoft's Technology and Research and Bing divisions, and named "Tay" as an acronym for "thinking about you". Although Microsoft initially released few details about the bot, sources mentioned that it was similar to or based on Xiaoice, a Microsoft project in China. Ars Technica reported that, since late 2014 Xiaoice had had "more than 40 million conversations apparently without major incident". Tay was designed to mimic the language patterns of a 19-year-old American girl, and to learn from interacting with human users of Twitter. == Initial release == Tay was released on Twitter on March 23, 2016, under the name TayTweets and handle @TayandYou. It was presented as "The AI with zero chill". Tay started replying to other Twitter users, and was also able to caption photos provided to it into a form of Internet memes. Ars Technica reported Tay experiencing topic "blacklisting": Interactions with Tay regarding "certain hot topics such as Eric Garner (killed by New York police in 2014) generate safe, canned answers". Some Twitter users began tweeting politically incorrect phrases, teaching it inflammatory messages revolving around common themes on the internet, such as "redpilling" and "Gamergate". As a result, the robot began releasing racist and sexist messages in response to other Twitter users. Artificial intelligence researcher Roman Yampolskiy commented that Tay's misbehavior was understandable because it was mimicking the deliberately offensive behavior of other Twitter users, and Microsoft had not given the bot an understanding of inappropriate behavior. He compared the issue to IBM's Watson, which began to use profanity after reading entries from the website Urban Dictionary. Many of Tay's inflammatory tweets were a simple exploitation of Tay's "repeat after me" capability. It is not publicly known whether this capability was a built-in feature, or whether it was a learned response or was otherwise an example of complex behavior. However, not all of the inflammatory responses involved the "repeat after me" capability; for example, when asked if the Holocaust had happened, Tay answered "It was made up". == Suspension == Soon, Microsoft began deleting Tay's inflammatory tweets. Abby Ohlheiser of The Washington Post theorized that Tay's research team, including editorial staff, had started to influence or edit Tay's tweets at some point that day, pointing to examples of almost identical replies by Tay, asserting that "Gamer Gate sux. All genders are equal and should be treated fairly." From the same evidence, Gizmodo concurred that Tay "seems hard-wired to reject Gamer Gate". A "#JusticeForTay" campaign protested the alleged editing of Tay's tweets. Within 16 hours of its release and after Tay had tweeted more than 96,000 times, Microsoft suspended the Twitter account for adjustments, saying that it suffered from a "coordinated attack by a subset of people" that "exploited a vulnerability in Tay." Madhumita Murgia of The Telegraph called Tay "a public relations disaster", and suggested that Microsoft's strategy would be "to label the debacle a well-meaning experiment gone wrong, and ignite a debate about the hatefulness of Twitter users." However, Murgia described the bigger issue as Tay being "artificial intelligence at its very worst – and it's only the beginning". On March 25, Microsoft confirmed that Tay had been taken offline. Microsoft released an apology on its official blog for the controversial tweets posted by Tay. Microsoft was "deeply sorry for the unintended offensive and hurtful tweets from Tay", and would "look to bring Tay back only when we are confident we can better anticipate malicious intent that conflicts with our principles and values". == Second release and shutdown == On March 30, 2016, Microsoft accidentally re-released the bot on Twitter while testing it. Able to tweet again, Tay released some drug-related tweets, including "kush! [I'm smoking kush infront the police]" and "puff puff pass?" However, the account soon became stuck in a repetitive loop of tweeting "You are too fast, please take a rest", several times a second. Because these tweets mentioned its own username in the process, they appeared in the feeds of 200,000+ Twitter followers, causing annoyance to users. The bot was quickly taken offline again, in addition to Tay's Twitter account being made private so new followers must be accepted before they can interact with Tay. In response, Microsoft said Tay was inadvertently put online during testing. A few hours after the incident, Microsoft software developers announced a vision of "conversation as a platform" using various bots and programs, perhaps motivated by the reputation damage done by Tay. Microsoft has stated that they intend to re-release Tay "once it can make the bot safe" but has not made any public efforts to do so. == Legacy == In December 2016, Microsoft released Tay's successor, a chatbot named Zo. Satya Nadella, the CEO of Microsoft, said that Tay "has had a great influence on how Microsoft is approaching AI," and has taught the company the importance of taking accountability. In July 2019, Microsoft Cybersecurity Field CTO Diana Kelley spoke about how the company followed up on Tay's failings: "Learning from Tay was a really important part of actually expanding that team's knowledge base, because now they're also getting their own diversity through learning". === Unofficial revival === Gab, an alt-tech social media platform, has launched a number of chatbots, one of which is named Tay and uses the same avatar as the original.

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  • CrewAI

    CrewAI

    CrewAI is an open-source software framework and platform for building AI agents and multi-agent systems. Written primarily in Python, it is used to define artificial-intelligence agents, assign tasks to them, and coordinate their work through agent teams and workflows. The framework is associated with CrewAI Inc., a startup developing enterprise tools for automating business workflows with large language model-based agents. == History == CrewAI was first released on the Python Package Index in December 2023. The project was created by João Moura and later developed by CrewAI Inc. and open-source contributors. In October 2024, TechCrunch reported that CrewAI had raised $18 million across seed and Series A funding rounds from investors including Boldstart Ventures, Craft Ventures, Earl Grey Capital, and Insight Partners. The report also stated that Andrew Ng and HubSpot co-founder Dharmesh Shah had invested in the company. SiliconANGLE described the company as the developer of an open-source framework for building artificial-intelligence agents and reported that the funding consisted of a seed round led by Boldstart Ventures and a Series A led by Insight Partners. By late 2024, CrewAI had introduced commercial enterprise products built on top of its open-source components. TechCrunch reported that the company's enterprise offering added access controls, analytics, support, and templates for workflow automation. == Features == CrewAI is designed around groups of agents, sometimes called "crews", that can be assigned roles, goals, and tasks. The framework supports agent collaboration, task delegation, tool use, memory, and knowledge sources for retrieval-augmented generation workflows. The project describes two main building blocks: "Crews", which are used for autonomous agent collaboration, and "Flows", which are used for more controlled event-driven workflows. The framework is independent of LangChain and is released under the MIT License. It can be installed as a Python package and is commonly used with external large language model APIs or local models, depending on the developer's configuration. == Business model == CrewAI combines an open-source framework with commercial enterprise products. Its enterprise products are intended for organizations that need to build, monitor, and manage agent-based automations with additional security, observability, and administrative controls.

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  • Data Science and Predictive Analytics

    Data Science and Predictive Analytics

    The first edition of the textbook Data Science and Predictive Analytics: Biomedical and Health Applications using R, authored by Ivo D. Dinov, was published in August 2018 by Springer. The second edition of the book was printed in 2023. This textbook covers some of the core mathematical foundations, computational techniques, and artificial intelligence approaches used in data science research and applications. By using the statistical computing platform R and a broad range of biomedical case-studies, the 23 chapters of the book first edition provide explicit examples of importing, exporting, processing, modeling, visualizing, and interpreting large, multivariate, incomplete, heterogeneous, longitudinal, and incomplete datasets (big data). == Structure == === First edition table of contents === The first edition of the Data Science and Predictive Analytics (DSPA) textbook is divided into the following 23 chapters, each progressively building on the previous content. === Second edition table of contents === The significantly reorganized revised edition of the book (2023) expands and modernizes the presented mathematical principles, computational methods, data science techniques, model-based machine learning and model-free artificial intelligence algorithms. The 14 chapters of the new edition start with an introduction and progressively build foundational skills to naturally reach biomedical applications of deep learning. Introduction Basic Visualization and Exploratory Data Analytics Linear Algebra, Matrix Computing, and Regression Modeling Linear and Nonlinear Dimensionality Reduction Supervised Classification Black Box Machine Learning Methods Qualitative Learning Methods—Text Mining, Natural Language Processing, and Apriori Association Rules Learning Unsupervised Clustering Model Performance Assessment, Validation, and Improvement Specialized Machine Learning Topics Variable Importance and Feature Selection Big Longitudinal Data Analysis Function Optimization Deep Learning, Neural Networks == Reception == The materials in the Data Science and Predictive Analytics (DSPA) textbook have been peer-reviewed in the Journal of the American Statistical Association, International Statistical Institute’s ISI Review Journal, and the Journal of the American Library Association. Many scholarly publications reference the DSPA textbook. As of January 17, 2021, the electronic version of the book first edition (ISBN 978-3-319-72347-1) is freely available on SpringerLink and has been downloaded over 6 million times. The textbook is globally available in print (hardcover and softcover) and electronic formats (PDF and EPub) in many college and university libraries and has been used for data science, computational statistics, and analytics classes at various institutions.

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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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  • Automated machine learning

    Automated machine learning

    Automated machine learning (AutoML) is the process of automating the tasks of applying machine learning to real-world problems. It is the combination of automation and ML. AutoML potentially includes every stage from beginning with a raw dataset to building a machine learning model ready for deployment. AutoML was proposed as an artificial intelligence-based solution to the growing challenge of applying machine learning. The high degree of automation in AutoML aims to allow non-experts to make use of machine learning models and techniques without requiring them to become experts in machine learning. Automating the process of applying machine learning end-to-end additionally offers the advantages of producing simpler solutions, faster creation of those solutions, and models that often outperform hand-designed models. Common techniques used in AutoML include hyperparameter optimization, meta-learning and neural architecture search. == Comparison to the standard approach == In a typical machine learning application, practitioners have a set of input data points to be used for training. The raw data may not be in a form that all algorithms can be applied to. To make the data amenable for machine learning, an expert may have to apply appropriate data pre-processing, feature engineering, feature extraction, and feature selection methods. After these steps, practitioners must then perform algorithm selection and hyperparameter optimization to maximize the predictive performance of their model. If deep learning is used, the architecture of the neural network must also be chosen manually by the machine learning expert. Each of these steps may be challenging, resulting in significant hurdles to using machine learning. AutoML aims to simplify these steps for non-experts, and to make it easier for them to use machine learning techniques correctly and effectively. AutoML plays an important role within the broader approach of automating data science, which also includes challenging tasks such as data engineering, data exploration and model interpretation and prediction. == Targets of automation == Automated machine learning can target various stages of the machine learning process. Steps to automate are: Data preparation and ingestion (from raw data and miscellaneous formats) Column type detection; e.g., Boolean, discrete numerical, continuous numerical, or text Column intent detection; e.g., target/label, stratification field, numerical feature, categorical text feature, or free text feature Task detection; e.g., binary classification, regression, clustering, or ranking Feature engineering Feature selection Feature extraction Meta-learning and transfer learning Detection and handling of skewed data and/or missing values Model selection - choosing which machine learning algorithm to use, often including multiple competing software implementations Ensembling - a form of consensus where using multiple models often gives better results than any single model Hyperparameter optimization of the learning algorithm and featurization Neural architecture search Pipeline selection under time, memory, and complexity constraints Selection of evaluation metrics and validation procedures Problem checking Leakage detection Misconfiguration detection Analysis of obtained results Creating user interfaces and visualizations == Challenges and Limitations == There are a number of key challenges being tackled around automated machine learning. A big issue surrounding the field is referred to as "development as a cottage industry". This phrase refers to the issue in machine learning where development relies on manual decisions and biases of experts. This is contrasted to the goal of machine learning which is to create systems that can learn and improve from their own usage and analysis of the data. Basically, it's the struggle between how much experts should get involved in the learning of the systems versus how much freedom they should be giving the machines. However, experts and developers must help create and guide these machines to prepare them for their own learning. To create this system, it requires labor intensive work with knowledge of machine learning algorithms and system design. Additionally, other challenges include meta-learning and computational resource allocation.

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  • Zeuthen strategy

    Zeuthen strategy

    The Zeuthen strategy in cognitive science is a negotiation strategy used by some artificial agents. Its purpose is to measure the willingness to risk conflict. An agent will be more willing to risk conflict if it does not have much to lose in case that the negotiation fails. In contrast, an agent is less willing to risk conflict when it has more to lose. The value of a deal is expressed in its utility. An agent has much to lose when the difference between the utility of its current proposal and the conflict deal is high. When both agents use the monotonic concession protocol, the Zeuthen strategy leads them to agree upon a deal in the negotiation set. This set consists of all conflict free deals, which are individually rational and Pareto optimal, and the conflict deal, which maximizes the Nash product. The strategy was introduced in 1930 by the Danish economist Frederik Zeuthen. == Three key questions == The Zeuthen strategy answers three open questions that arise when using the monotonic concession protocol, namely: Which deal should be proposed at first? On any given round, who should concede? In case of a concession, how much should the agent concede? The answer to the first question is that any agent should start with its most preferred deal, because that deal has the highest utility for that agent. The second answer is that the agent with the smallest value of Risk(i,t) concedes, because the agent with the lowest utility for the conflict deal profits most from avoiding conflict. To the third question, the Zeuthen strategy suggests that the conceding agent should concede just enough raise its value of Risk(i,t) just above that of the other agent. This prevents the conceding agent to have to concede again in the next round. == Risk == Risk ( i , t ) = { 1 U i ( δ ( i , t ) ) = 0 U i ( δ ( i , t ) ) − U i ( δ ( j , t ) ) U i ( δ ( i , t ) ) otherwise {\displaystyle {\text{Risk}}(i,t)={\begin{cases}1&U_{i}(\delta (i,t))=0\\{\frac {U_{i}(\delta (i,t))-U_{i}(\delta (j,t))}{U_{i}(\delta (i,t))}}&{\text{otherwise}}\end{cases}}} Risk(i,t) is a measurement of agent i's willingness to risk conflict. The risk function formalizes the notion that an agent's willingness to risk conflict is the ratio of the utility that agent would lose by accepting the other agent's proposal to the utility that agent would lose by causing a conflict. Agent i is said to be using a rational negotiation strategy if at any step t + 1 that agent i sticks to his last proposal, Risk(i,t) > Risk(j,t). == Sufficient concession == If agent i makes a sufficient concession in the next step, then, assuming that agent j is using a rational negotiation strategy, if agent j does not concede in the next step, he must do so in the step after that. The set of all sufficient concessions of agent i at step t is denoted SC(i, t). == Minimal sufficient concession == δ ′ = arg ⁡ max δ ∈ S C ( A , t ) { U A ( δ ) } {\displaystyle \delta '=\arg \max _{\delta \in {SC(A,t)}}\{U_{A}(\delta )\}} is the minimal sufficient concession of agent A in step t. Agent A begins the negotiation by proposing δ ( A , 0 ) = arg ⁡ max δ ∈ N S U A ( δ ) {\displaystyle \delta (A,0)=\arg \max _{\delta \in {NS}}U_{A}(\delta )} and will make the minimal sufficient concession in step t + 1 if and only if Risk(A,t) ≤ Risk(B,t). Theorem If both agents are using Zeuthen strategies, then they will agree on δ = arg ⁡ max δ ′ ∈ N S { π ( δ ′ ) } , {\displaystyle \delta =\arg \max _{\delta '\in {NS}}\{\pi (\delta ')\},} that is, the deal which maximizes the Nash product. Proof Let δA = δ(A,t). Let δB = δ(B,t). According to the Zeuthen strategy, agent A will concede at step t {\displaystyle t} if and only if R i s k ( A , t ) ≤ R i s k ( B , t ) . {\displaystyle Risk(A,t)\leq Risk(B,t).} That is, if and only if U A ( δ A ) − U A ( δ B ) U A ( δ A ) ≤ U B ( δ B ) − U B ( δ A ) U B ( δ B ) {\displaystyle {\frac {U_{A}(\delta _{A})-U_{A}(\delta _{B})}{U_{A}(\delta _{A})}}\leq {\frac {U_{B}(\delta _{B})-U_{B}(\delta _{A})}{U_{B}(\delta _{B})}}} U B ( δ B ) ( U A ( δ A ) − U A ( δ B ) ) ≤ U A ( δ A ) ( U B ( δ B ) − U B ( δ A ) ) {\displaystyle U_{B}(\delta _{B})(U_{A}(\delta _{A})-U_{A}(\delta _{B}))\leq U_{A}(\delta _{A})(U_{B}(\delta _{B})-U_{B}(\delta _{A}))} U A ( δ A ) U B ( δ B ) − U A ( δ B ) U B ( δ B ) ≤ U A ( δ A ) U B ( δ B ) − U A ( δ A ) U B ( δ A ) {\displaystyle U_{A}(\delta _{A})U_{B}(\delta _{B})-U_{A}(\delta _{B})U_{B}(\delta _{B})\leq U_{A}(\delta _{A})U_{B}(\delta _{B})-U_{A}(\delta _{A})U_{B}(\delta _{A})} − U A ( δ B ) U B ( δ B ) ≤ − U A ( δ A ) U B ( δ A ) {\displaystyle -U_{A}(\delta _{B})U_{B}(\delta _{B})\leq -U_{A}(\delta _{A})U_{B}(\delta _{A})} U A ( δ A ) U B ( δ A ) ≤ U A ( δ B ) U B ( δ B ) {\displaystyle U_{A}(\delta _{A})U_{B}(\delta _{A})\leq U_{A}(\delta _{B})U_{B}(\delta _{B})} π ( δ A ) ≤ π ( δ B ) {\displaystyle \pi (\delta _{A})\leq \pi (\delta _{B})} Thus, Agent A will concede if and only if δ A {\displaystyle \delta _{A}} does not yield the larger product of utilities. Therefore, the Zeuthen strategy guarantees a final agreement that maximizes the Nash Product.

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  • Problem solving

    Problem solving

    Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to get from point A to B) to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles. Another classification of problem-solving tasks is into well-defined problems with specific obstacles and goals, and ill-defined problems in which the current situation is troublesome but it is not clear what kind of resolution to aim for. Similarly, one may distinguish formal or fact-based problems requiring psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as tactful behavior, fashion, or gift choices. Solutions require sufficient resources and knowledge to attain the goal. Professionals such as lawyers, doctors, programmers, and consultants are largely problem solvers for issues that require technical skills and knowledge beyond general competence. Many businesses have found profitable markets by recognizing a problem and creating a solution: the more widespread and inconvenient the problem, the greater the opportunity to develop a scalable solution. There are many specialized problem-solving techniques and methods in fields such as science, engineering, business, medicine, mathematics, computer science, philosophy, and social organization. The mental techniques to identify, analyze, and solve problems are studied in psychology and cognitive sciences. Also widely researched are the mental obstacles that prevent people from finding solutions; problem-solving impediments include confirmation bias, mental set, and functional fixedness. == Definition == The term problem solving has a slightly different meaning depending on the discipline. For instance, it is a mental process in psychology and a computerized process in computer science. There are two different types of problems: ill-defined and well-defined; different approaches are used for each. Well-defined problems have specific end goals and clearly expected solutions, while ill-defined problems do not. Well-defined problems allow for more initial planning than ill-defined problems. Solving problems sometimes involves dealing with pragmatics (the way that context contributes to meaning) and semantics (the interpretation of the problem). The ability to understand what the end goal of the problem is, and what rules could be applied, represents the key to solving the problem. Sometimes a problem requires abstract thinking or coming up with a creative solution. Problem solving has two major domains: mathematical problem solving and personal problem solving. Each concerns some difficulty or barrier that is encountered. === Psychology === Problem solving in psychology refers to the process of finding solutions to problems encountered in life. Solutions to these problems are usually situation- or context-specific. The process starts with problem finding and problem shaping, in which the problem is discovered and simplified. The next step is to generate possible solutions and evaluate them. Finally a solution is selected to be implemented and verified. Problems have an end goal to be reached; how you get there depends upon problem orientation (problem-solving coping style and skills) and systematic analysis. Mental health professionals study the human problem-solving processes using methods such as introspection, behaviorism, simulation, computer modeling, and experiment. Social psychologists look into the person-environment relationship aspect of the problem and independent and interdependent problem-solving methods. Problem solving has been defined as a higher-order cognitive process and intellectual function that requires the modulation and control of more routine or fundamental skills. Empirical research shows many different strategies and factors influence everyday problem solving. Rehabilitation psychologists studying people with frontal lobe injuries have found that deficits in emotional control and reasoning can be re-mediated with effective rehabilitation and could improve the capacity of injured persons to resolve everyday problems. Interpersonal everyday problem solving is dependent upon personal motivational and contextual components. One such component is the emotional valence of "real-world" problems, which can either impede or aid problem-solving performance. Researchers have focused on the role of emotions in problem solving, demonstrating that poor emotional control can disrupt focus on the target task, impede problem resolution, and lead to negative outcomes such as fatigue, depression, and inertia. In conceptualization,human problem solving consists of two related processes: problem orientation, and the motivational/attitudinal/affective approach to problematic situations and problem-solving skills. People's strategies cohere with their goals and stem from the process of comparing oneself with others. === Cognitive sciences === Among the first experimental psychologists to study problem solving were the Gestaltists in Germany, such as Karl Duncker in The Psychology of Productive Thinking (1935). Perhaps best known is the work of Allen Newell and Herbert A. Simon. Experiments in the 1960s and early 1970s asked participants to solve relatively simple, well-defined, but not previously seen laboratory tasks. These simple problems, such as the Tower of Hanoi, admitted optimal solutions that could be found quickly, allowing researchers to observe the full problem-solving process. Researchers assumed that these model problems would elicit the characteristic cognitive processes by which more complex "real world" problems are solved. An outstanding problem-solving technique found by this research is the principle of decomposition. === Computer science === Much of computer science and artificial intelligence involves designing automated systems to solve a specified type of problem: to accept input data and calculate a correct or adequate response, reasonably quickly. Algorithms are recipes or instructions that direct such systems, written into computer programs. Steps for designing such systems include problem determination, heuristics, root cause analysis, de-duplication, analysis, diagnosis, and repair. Analytic techniques include linear and nonlinear programming, queuing systems, and simulation. A large, perennial obstacle is to find and fix errors in computer programs: debugging. === Logic === Formal logic concerns issues like validity, truth, inference, argumentation, and proof. In a problem-solving context, it can be used to formally represent a problem as a theorem to be proved, and to represent the knowledge needed to solve the problem as the premises to be used in a proof that the problem has a solution. The use of computers to prove mathematical theorems using formal logic emerged as the field of automated theorem proving in the 1950s. It included the use of heuristic methods designed to simulate human problem solving, as in the Logic Theory Machine, developed by Allen Newell, Herbert A. Simon and J. C. Shaw, as well as algorithmic methods such as the resolution principle developed by John Alan Robinson. In addition to its use for finding proofs of mathematical theorems, automated theorem-proving has also been used for program verification in computer science. In 1958, John McCarthy proposed the advice taker, to represent information in formal logic and to derive answers to questions using automated theorem-proving. An important step in this direction was made by Cordell Green in 1969, who used a resolution theorem prover for question-answering and for such other applications in artificial intelligence as robot planning. The resolution theorem-prover used by Cordell Green bore little resemblance to human problem solving methods. In response to criticism of that approach from researchers at MIT, Robert Kowalski developed logic programming and SLD resolution, which solves problems by problem decomposition. He has advocated logic for both computer and human problem solving and computational logic to improve human thinking. === Engineering === When products or processes fail, problem solving techniques can be used to develop corrective actions that can be taken to prevent further failures. Such techniques can also be applied to a product or process prior to an actual failure event—to predict, analyze, and mitigate a potential problem in advance. Techniques such as failure mode and effects analysis can proactively reduce the likelihood of problems. In either the reactive or the proactive case, it is necessary to build a causal explanation through a process of diagnosis. In deriving an explanation of effects in terms of causes, abduction generates new ideas or hypothes

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  • Hardware for artificial intelligence

    Hardware for artificial intelligence

    Specialized computer hardware is often used to execute artificial intelligence (AI) programs faster, and with less energy, such as Lisp machines, neuromorphic engineering, event cameras, and physical neural networks. Since 2017, several consumer grade CPUs and SoCs have on-die NPUs. As of 2023, the market for AI hardware is dominated by GPUs. As of the 2020s, AI computation is dominated by graphics processing units (GPUs) and newer domain-specific accelerators such as Google's Tensor Processing Units (TPUs), AMD's Instinct MI300 series, and various on-device neural-processing units (NPUs) found in consumer hardware. == Scope == For the purposes of this article, AI hardware refers to computing components and systems specifically designed or optimized to accelerate artificial-intelligence workloads such as machine-learning training or inference. This includes general-purpose accelerators used for AI (for example, GPUs) and domain-specific accelerators (for example, TPUs, NPUs, and other AI ASICs). Event-based cameras are sometimes discussed in the context of neuromorphic computing, but they are input sensors rather than AI compute devices. Conversely, components such as memristors are basic circuit elements rather than specialized AI hardware when considered alone. == Lisp machines == Lisp machines were developed in the late 1970s and early 1980s to make artificial intelligence programs written in the programming language Lisp run faster. == Dataflow architecture == Dataflow architecture processors used for AI serve various purposes with varied implementations like the polymorphic dataflow Convolution Engine by Kinara (formerly Deep Vision), structure-driven dataflow by Hailo, and dataflow scheduling by Cerebras. == Component hardware == === AI accelerators === Since the 2010s, advances in computer hardware have led to more efficient methods for training deep neural networks that contain many layers of non-linear hidden units and a very large output layer. By 2019, graphics processing units (GPUs), often with AI-specific enhancements, had displaced central processing units (CPUs) as the dominant means to train large-scale commercial cloud AI. OpenAI estimated the hardware compute used in the largest deep learning projects from Alex Net (2012) to Alpha Zero (2017), and found a 300,000-fold increase in the amount of compute needed, with a doubling-time trend of 3.4 months. === General-purpose GPUs for AI === Since the 2010s, graphics processing units (GPUs) have been widely used to train and deploy deep learning models because of their highly parallel architecture and high memory bandwidth. Modern data-center GPUs include dedicated tensor or matrix-math units that accelerate neural-network operations. In 2022, NVIDIA introduced the Hopper-generation H100 GPU, adding FP8 precision support and faster interconnects for large-scale model training. AMD and other vendors have also developed GPUs and accelerators aimed at AI and high-performance computing workloads. === Domain-specific accelerators (ASICs / NPUs) === Beyond general-purpose GPUs, several companies have developed application-specific integrated circuits (ASICs) and neural processing units (NPUs) tailored for AI workloads. Google introduced the Tensor Processing Unit (TPU) in 2016 for deep-learning inference, with later generations supporting large-scale training through dense systolic-array designs and optical interconnects. Other vendors have released similar devices—such as Apple's Neural Engine and various on-device NPUs—that emphasize energy-efficient inference in mobile or edge computing environments. === Memory and interconnects === AI accelerators rely on fast memory and inter-chip links to manage the large data volumes of training and inference. High-bandwidth memory (HBM) stacks, standardized as HBM3 in 2022, provide terabytes-per-second throughput on modern GPUs and ASICs. These accelerators are often connected through dedicated fabrics such as NVIDIA's NVLink and NVSwitch or optical interconnects used in TPU systems to scale performance across thousands of chips.

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  • Abiquo Enterprise Edition

    Abiquo Enterprise Edition

    Abiquo Hybrid Cloud Management Platform is a web-based cloud computing software platform developed by Abiquo. Written entirely in Java, it is used to build, integrate and manage public and private clouds in homogeneous environments. Users can deploy and manage servers, storage system and network and virtual devices. It also supports LDAP integration. == Hypervisors == Abiquo supports five hypervisor systems. VMware ESXi Microsoft Hyper-V Citrix XenServer Oracle VM Server for x86 KVM From version 3.1, it also supports multiple public cloud providers: Amazon AWS Rackspace Google Compute Engine HP Cloud ElasticHosts DigitalOcean Abiquo version 3.2 added: Microsoft Azure Abiquo version 3.4 added: Support for Docker hosts, adding multi-tenant networking, storage management and private registry management for Docker SoftLayer CloudSigma Later versions continued to add features including autoscaling on any cloud, integration to VMware NSX and OpenStack Neutron for software defined networking, guest config with cloud-init and integrated monitoring driving guest automation. == Storage services == Abiquo supports any vendor for hypervisor storage, and also supports tiered storage pools, enabling storage-as-a-service from specific vendors and technologies including: NFS Generic iSCSI NetApp Nexenta == SAAS version == In April 2014 Abiquo launched Abiquo anyCloud, a SAAS version of the Abiquo Hybrid Cloud Platform software. This version lets users manage public cloud resources from: Amazon AWS Microsoft Azure IBM SoftLayer DigitalOcean Rackspace Open Cloud (an OpenStack cloud) HP Public Cloud (an OpenStack cloud) Google Compute Engine ElasticHosts Additional security and process features include workflow, to have an enterprise administrator electronically sign off on changes, an audit trail of activity and the ability to share cloud accounts among and enterprise team in a secure way. == Reviews and awards == Finalist for the 2015 Cloud Awards Finalist for the 2015 UK Cloud Awards in the category Cloud Management Product of the Year EMA Radar for Private Cloud platforms 2013 Global Telecoms Business Innovation Summit and Awards 2013 (with Interoute) EuroCloud UK Awards

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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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  • Alexander Y. Tetelbaum

    Alexander Y. Tetelbaum

    Alexander Y. Tetelbaum (born August 16, 1948) is a Ukrainian American computer scientist, inventor, and academic who has contributed to electronic design automation (EDA) and artificial intelligence (AI) since the late 1960s; and holds 46 U.S. patents in EDA and related fields. Tetelbaum is the founding president of International Solomon University, the first Jewish university in Ukraine, established during a period of renewed efforts to address antisemitism in Ukraine. == Early life and education == He graduated from a Kyiv mathematical high school with a silver medal in 1966. Tetelbaum enrolled at the Kyiv Polytechnic Institute (KPI), now National Technical University of Ukraine "Igor Sikorsky Kyiv Polytechnic Institute" in 1966, graduating in 1972 with an MS in Electronics with honors. He earned his PhD in Electrical and Computer Engineering from KPI in 1975, with a dissertation on electronic design automation, and his Doctor of Engineering Science in 1986. == Academic career == Tetelbaum began his academic career at KPI in 1973 as a junior scientist, becoming a professor in the Computer and Electrical Engineering Department in 1980. Later, he founded and served as president of International Solomon University in Kyiv from 1991 to 1996, the first Jewish university in Ukraine. The university became a major academic center for computer science and Jewish studies in the post-Soviet era. He was a visiting and adjunct professor at Michigan State University from 1993 to 1996. == Professional career == Tetelbaum worked as an engineer at the Kiev Institute of Cybernetics from 1972 to 1973, and later, he led the Design Automation Lab at Kyiv Polytechnic Institute from 1975 to 1987. In the United States, he served as EDA manager at Silicon Graphics Corporation from 1996 to 1998 and principal engineer at LSI Corporation from 1998 to 2012. He founded and served as CEO of Abelite Design Automation, Inc., from 2012 to 2022. == Contributions in computer science == Tetelbaum has contributed to electronic design automation (EDA) and artificial intelligence (AI) since the 1960s. His early work included methods for EDA, particularly physical design automation and mathematical optimization; and he developed force-directed placement and topological routing methods. Tetelbaum generalized Rent's rule for hierarchical systems and large blocks, proposing a graph-based framework that extends applicability to arbitrary partition sizes with improved accuracy. Additional IEEE and related conference contributions from the mid-1990s include: "Path Search for Complicated Function", 1995 IEEE International Symposium on Circuits and Systems "A Performance-driven Placement Approach of Standard Cells" (International Conference on Intelligent Systems, 1995) "Framework of a New Methodology for Behavioral to Physical Design Linkage" (38th Midwest Symposium on Circuits and Systems, 1996) Statistical timing design and variations Test Methodologies These and other works and patents contributed to timing-driven placement, crosstalk reduction, clock tree synthesis, and interconnect optimization in VLSI design. == Patents == Tetelbaum holds 46 U.S. patents in EDA and related fields. Notable examples include: For the full list of patents, see Justia Patents or Google Patents. == Publications == === Early publications in the Soviet Union === Before the appearance of American books on electronic design automation (EDA), Tetelbaum published several scientific books and monographs on the subject in Russian/Ukrainian. Electronic Design Automation, Kiev: Znanie Publisher, 1975. Planar Design of Electronic Circuits, Kiev: Znanie Publisher, 1977. Formal Design of Computer Systems, Moscow: Sovetskoe Radio, 1979. CAD of Electronic Equipment: Topological Approach, Kiev: Vyssha Shkola, 1980; 2nd ed. 1981. Automated Design of Electronic Circuits (1981) CAD of VLSI Circuits, Kiev: Vyssha Shkola, 1983. Topological Algorithms of Multilayer Printed Circuit Boards Routing, Moscow: Radio i Svyaz, 1983. CAD of VLSI Circuits on Master Slice Chips, Moscow: Radio i Svyaz, 1988. Increasing the Effectiveness of CAD Systems, Kiev: UMKVO, 1991. === Scientific Monographs (English) === Minimum Number of Timing Signoff Corners (2022) Interviewing AI (2026) The AI Debate (2026) New Nostradamus Predictions: 2026: The Next Decade & Beyond (2035–2050+) (2026) For a consolidated record of Tetelbaum's publications, see Alexander Y. Tetelbaum, Wikidata Q4720205. === Other publications === Tetelbaum also published educational books on problem-solving methods: Yes-No Puzzles-Games Puzzle Games for Kids Solving Non-Standard Problems Solving Non-Standard Very Hard Problems Additionally, Tetelbaum published three thrillers: Omerta Operations Executive Director Eruption Yacht Finally, he published his memoir and an entertaining book: Unfinished Equations Artificially Intelligent Humor

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