AI For Business Owners Course

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

  • Nona-binning

    Nona-binning

    Nona-binning is a pixel binning technique used in high-resolution image sensors, primarily in smartphone cameras. The method is based on merging groups of nine neighbouring pixels arranged in a 3×3 pattern. This configuration allows a sensor with very small individual pixels to increase its effective light sensitivity when operating in low-light conditions, while still maintaining high nominal resolution in bright environments. == Overview == Nona-binning is most commonly implemented in sensors with a resolution of 108 megapixels and higher. As pixel counts grew, the physical dimensions of individual pixels continued to shrink, reducing the amount of light captured by each. The 3×3 binning structure enables a sensor to operate in two modes. In well-lit scenes, each pixel is processed separately, providing the full resolution of the sensor. In darker settings, nine pixels with identical colour filters are combined into a single output unit, increasing signal strength and reducing noise. == Technical principles == Unlike the traditional Bayer colour filter array, which alternates colours on a per-pixel basis, nona-binning uses a grouped layout. The sensor forms blocks of nine pixels with matching colour filters — typically within a Quad Bayer–derived arrangement extended to 3×3 regions. When operating in the binning mode, the sensor aggregates the charge generated by all nine pixels in each block. This increases effective sensitivity but lowers the final image resolution. When lighting conditions allow, the sensor returns to processing pixel data individually. == Applications == Nona-binning is primarily used in: Smartphone photography, particularly in devices equipped with sensors exceeding 100 megapixels. Low-light imaging, where increased sensitivity improves exposure stability and reduces noise. Computational photography systems, such as multi-frame processing and HDR capture. == Related technologies == Nona-binning belongs to the broader group of pixel-binning approaches used in modern sensors. Other implementations include Tetracell, which merges four pixels in a 2×2 block, and hexa-binning, which combines six pixels, though it is less common. All of these methods aim to balance the high nominal resolution of mobile sensors with the need for improved low-light performance.

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  • Babelfy

    Babelfy

    Babelfy is a software algorithm for the disambiguation of text written in any language. It performs the tasks of multilingual Word Sense Disambiguation (i.e., the disambiguation of common nouns, verbs, adjectives and adverbs) and Entity Linking (i.e. the disambiguation of mentions to encyclopedic entities like people, companies, places, etc.). == Overview == Babelfy uses the BabelNet multilingual knowledge graph to perform disambiguation and entity linking in three steps: It associates with each vertex of the BabelNet semantic network, i.e., either concept or named entity, a semantic signature, that is, a set of related vertices. This is a preliminary step which needs to be performed only once, independently of the input text. Given an input text, it extracts all the linkable fragments from this text and, for each of them, lists the possible meanings according to the semantic network. It creates a graph-based semantic interpretation of the whole text by linking the candidate meanings of the extracted fragments using the previously computed semantic signatures. It then extracts a dense subgraph of this representation and selects the best candidate meaning for each fragment. As a result, the text, written in any of the 271 languages supported by BabelNet, is output with possibly overlapping semantic annotations.

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  • Frame (artificial intelligence)

    Frame (artificial intelligence)

    Frames are an artificial intelligence data structure used to divide knowledge into substructures by representing "stereotyped situations". They were proposed by Marvin Minsky in his 1974 article "A Framework for Representing Knowledge". Frames are the primary data structure used in artificial intelligence frame languages; they are stored as ontologies of sets. Frames are also an extensive part of knowledge representation and reasoning schemes. They were originally derived from semantic networks and are therefore part of structure-based knowledge representations. According to Russell and Norvig's Artificial Intelligence: A Modern Approach, structural representations assemble "facts about particular object and event types and [arrange] the types into a large taxonomic hierarchy analogous to a biological taxonomy". == Frame structure == The frame contains information on how to use the frame, what to expect next, and what to do when these expectations are not met. Some information in the frame is generally unchanged while other information, stored in "terminals", usually change. Terminals can be considered as variables. Top-level frames carry information, that is always true about the problem in hand, however, terminals do not have to be true. Their value might change with the new information encountered. Different frames may share the same terminals. Each piece of information about a particular frame is held in a slot. The information can contain: Facts or Data Values (called facets) Procedures (also called procedural attachments) IF-NEEDED: deferred evaluation IF-ADDED: updates linked information Default Values For Data For Procedures Other Frames or Subframes == Features and advantages == A frame's terminals are already filled with default values, which is based on how the human mind works. For example, when a person is told "a boy kicks a ball", most people will visualize a particular ball (such as a familiar soccer ball) rather than imagining some abstract ball with no attributes. One particular strength of frame-based knowledge representations is that, unlike semantic networks, they allow for exceptions in particular instances. This gives frames a degree of flexibility that allows representations to reflect real-world phenomena more accurately. Like semantic networks, frames can be queried using spreading activation. Following the rules of inheritance, any value given to a slot that is inherited by subframes will be updated (IF-ADDED) to the corresponding slots in the subframes and any new instances of a particular frame will feature that new value as the default. Because frames are based on structures, it is possible to generate a semantic network given a set of frames even though it lacks explicit arcs. References to Noam Chomsky and his generative grammar of 1950 are generally missing from Minsky's work. The simplified structures of frames allow for easy analogical reasoning, a much prized feature in any intelligent agent. The procedural attachments provided by frames also allow a degree of flexibility that makes for a more realistic representation and gives a natural affordance for programming applications. == Example == Worth noticing here is the easy analogical reasoning (comparison) that can be done between a boy and a monkey just by having similarly named slots. Also notice that Alex, an instance of a boy, inherits default values like "Sex" from the more general parent object Boy, but the boy may also have different instance values in the form of exceptions such as the number of legs. == Frame language == A frame language is a technology used for knowledge representation in artificial intelligence. They are similar to class hierarchies in object-oriented languages although their fundamental design goals are different. Frames are focused on explicit and intuitive representation of knowledge whereas objects focus on encapsulation and information hiding. Frames originated in AI research and objects primarily in software engineering. However, in practice, the techniques and capabilities of frame and object-oriented languages overlap significantly. === Example === A simple example of concepts modeled in a frame language is the Friend of A Friend (FOAF) ontology defined as part of the Semantic Web as a foundation for social networking and calendar systems. The primary frame in this simple example is a Person. Example slots are the person's email, home page, phone, etc. The interests of each person can be represented by additional frames describing the space of business and entertainment domains. The slot knows links each person with other persons. Default values for a person's interests can be inferred by the web of people they are friends of. === Implementations === The earliest frame-based languages were custom developed for specific research projects and were not packaged as tools to be re-used by other researchers. Just as with expert system inference engines, researchers soon realized the benefits of extracting part of the core infrastructure and developing general-purpose frame languages that were not coupled to specific applications. One of the first general-purpose frame languages was KRL. One of the most influential early frame languages was KL-ONE. KL-ONE spawned several subsequent Frame languages. One of the most widely used successors to KL-ONE was the Loom language developed by Robert MacGregor at the Information Sciences Institute. In the 1980s, Artificial Intelligence generated a great deal of interest in the business world fueled by expert systems. This led to the development of many commercial products for the development of knowledge-based systems. These early products were usually developed in Lisp and integrated constructs such as IF-THEN rules for logical reasoning with Frame hierarchies for representing data. One of the most well known of these early Lisp knowledge-base tools was the Knowledge Engineering Environment (KEE) from Intellicorp. KEE provided a full Frame language with multiple inheritance, slots, triggers, default values, and a rule engine that supported backward and forward chaining. As with most early commercial versions of AI software KEE was originally deployed in Lisp on Lisp machine platforms but was eventually ported to PCs and Unix workstations. The research agenda of the Semantic Web spawned a renewed interest in automatic classification and frame languages. An example is the Web Ontology Language (OWL) standard for describing information on the Internet. OWL is a standard to provide a semantic layer on top of the Internet. The goal is that rather than searching the web using keywords as most search engines (e.g. Google) do today, the web can be organized by concepts organized in an ontology, like a directory structure. The name of the OWL language itself provides a good example of the value of a Semantic Web. If one were to search for "OWL" using the Internet today most of the pages retrieved would be on the bird Owl rather than the standard OWL. With a Semantic Web it would be possible to specify the concept "Web Ontology Language" and the user would not need to worry about the various possible acronyms or synonyms as part of the search. Likewise, the user would not need to worry about homonyms crowding the search results with irrelevant data such as information about birds of prey as in this simple example. In addition to OWL, various standards and technologies that are relevant to the Semantic Web and were influenced by Frame languages include OIL and DAML. The Protege Open Source software tool from Stanford University provides an ontology editing capability that is built on OWL and has the full capabilities of a classifier. However it ceased to explicitly support frames as of version 3.5 (which is maintained for those preferring frame orientation), with the current version being 5.6.8 as of 2025. The justification for moving from explicit frames being that OWL DL is more expressive and "industry standard". === Comparison of frames and objects === Frame languages have a significant overlap with object-oriented languages. The terminologies and goals of the two communities were different but as they moved from the academic world and labs to the commercial world developers tended to not care about philosophical issues and focused primarily on specific capabilities, taking the best from either camp regardless of where the idea began. What both paradigms have in common is a desire to reduce the distance between concepts in the real world and their implementation in software. As such both paradigms arrived at the idea of representing the primary software objects in taxonomies starting with very general types and progressing to more specific types. The following table illustrates the correlation between standard terminology from the object-oriented and frame language communities: The primary difference between the two paradigms was in the degree that encapsulation was considered a majo

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  • Project Joshua Blue

    Project Joshua Blue

    Joshua Blue is a project under development by IBM that focuses on advancing the artificial intelligence field by designing and programming computers to emulate human mental functions. == Goals == According to researchers at IBM's Thomas J. Watson Research Center, the main goal of Joshua Blue is "to achieve cognitive flexibility that approaches human functioning". In short, IBM is aiming to design Joshua Blue to 'think like a human', mainly in terms of emotional thought. == How it will work == A model of Joshua Blue's learning pattern has been created. Similar to how young children learn human traits through interacting with their surroundings, Joshua Blue will acquire knowledge through external stimuli present in its environment. IBM believes that if computers evolve to learn in this way and then comprehend and analyze the knowledge gained using reason, computers could begin to possess a "mind", of sorts, capable of demonstrating complex social behaviors similar to those of humans. Thus far, IBM has revealed that Joshua Blue will be a computer with a network of wires and input nodes that function as a computer nervous system. This nervous system will be used by Joshua Blue to perceive affect or personal emotional feelings. Not only will this network of input nodes help Joshua Blue discover things physically, but it will also allow Joshua Blue to interpret the significance of events. The input nodes, or proprioceptors, will enable Joshua Blue to be aware of things that happen around itself, as well as recognize and attach meaning to the emotional effect produced by interacting with an object in a certain way. In addition, Joshua Blue's proprioceptors will function as pain and pleasure sensors, allowing Joshua Blue to employ a similar "reward and punishment" system that humans use to form behaviors.

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  • AI Security Institute

    AI Security Institute

    The AI Security Institute (AISI) is a research organisation under the Department for Science, Innovation and Technology, UK, that aims "to equip governments with a scientific understanding of the risks posed by advanced AI". It conducts research and develop and test mitigations. Previously, it was known as the AI Safety Institute. Its creation followed world's first major AI Safety Summit that was held in Bletchley Park in 2023. The institute's professed goal is "building the world's leading understanding of advanced AI risks and solutions, to inform governments so they can keep the public safe". It is designed like a startup in the government "combining the authority of government with the expertise and agility of the private sector". AISI has made access agreements with Anthropic, Google and OpenAI to test their models before release. It has an open source platform called Inspect that permits companies, governments and academics to run standardised safety tests for AI usage. Among the works AISI has done is the reported detection of multiple serious vulnerabilities that could enable development of biological weapons; the vulnerabilities were fixed before the model was launched. It conducts research on diverse fields of AI application. One study by AISI found that LLMs post-trained for political persuasiveness became systematically less accurate and up to 51% more persuasive on political issues. AISI has also worked on the usage of AI for emotional needs. It found that nearly 10 percent of UK citizens used systems like chatbots for emotional purposes on a weekly basis. It found that "systems are now outperforming PhD-level researchers on scientific knowledge tests and helping non-experts succeed at lab work that would previously have been out of reach" in a report published in December 2025. Former chief AI officer of GCHQ Adam Beaumont is the institution's interim director. UK prime minister's AI advisor Jade Leung is the chief technology officer.

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  • Vivid knowledge

    Vivid knowledge

    Vivid knowledge refers to a specific kind of knowledge representation. The idea of a vivid knowledge base is to get an interpretation mostly straightforward out of it – it implies the interpretation. Thus, any query to such a knowledge base can be reduced to a database-like query. == Propositional knowledge base == A propositional knowledge base KB is vivid iff KB is a complete and consistent set of literals (over some vocabulary). Such a knowledge base has the property that it as exactly one interpretation, i.e. the interpretation is unique. A check for entailment of a sentence can simply be broken down into its literals and those can be answered by a simple database-like check of KB. == First-order knowledge base == A first-order knowledge base KB is vivid iff for some finite set of positive function-free ground literals KB+, KB = KB+ ∪ Negations ∪ DomainClosure ∪ UniqueNames, whereby Negations ≔ { ¬p | p is atomic and KB ⊭ p }, DomainClosure ≔ { (ci ≠ cj) | ci, cj are distinct constants }, UniqueNames ≔ { ∀x: (x = c1) ∨ (x = c2) ∨ ..., where the ci are all the constants in KB+ }. All interpretations of a vivid first-order knowledge base are isomorphic.

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  • Minimum information standard

    Minimum information standard

    Minimum information standards are sets of guidelines and formats for reporting data derived by specific high-throughput methods. Their purpose is to ensure the data generated by these methods can be easily verified, analysed and interpreted by the wider scientific community. Ultimately, they facilitate the transfer of data from journal articles (unstructured data) into databases (structured data) in a form that enables data to be mined across multiple data sets. Minimal information standards are available for a vast variety of experiment types including microarray (MIAME), RNAseq (MINSEQE), metabolomics (MSI) and proteomics (MIAPE). Minimum information standards typically have two parts. Firstly, there is a set of reporting requirements – typically presented as a table or a checklist. Secondly, there is a data format. Information about an experiment needs to be converted into the appropriate data format for it to be submitted to the relevant database. In the case of MIAME, the data format is provided in spreadsheet format (MAGE-TAB). Some of the communities that maintain minimum information standards also provide tools to help experimental researchers to annotate their data. == MI Standards == The individual minimum information standards are brought by the communities of cross-disciplinary specialists focused on the problematic of the specific method used in experimental biology. The standards then provide specifications what information about the experiments (metadata) is crucial and important to be reported together with the resultant data to make it comprehensive. The need for this standardization is largely driven by the development of high-throughput experimental methods that provide tremendous amounts of data. The development of minimum information standards of different methods is since 2008 being harmonized by "Minimum Information about a Biomedical or Biological Investigation" (MIBBI) project. === MIAPPE, Minimum Information About a Plant Phenotyping Experiment === MIAPPE is an open, community driven project to harmonize data from plant phenotyping experiments. MIAPPE comprises both a conceptual checklist of metadata required to adequately describe a plant phenotyping experiment. === MIQE, Minimum Information for Publication of Quantitative Real-Time PCR Experiments === Published in 2009 these guidelines for the basis of requirements by many journals when submitting QPCR data, sadly they are not adhered to enough. === MIAME, gene expression microarray === Minimum Information About a Microarray Experiment (MIAME) describes the Minimum Information About a Microarray Experiment that is needed to enable the interpretation of the results of the experiment unambiguously and potentially to reproduce the experiment and is aimed at facilitating the dissemination of data from microarray experiments. It was published by the FGED Society in 2001 and was the first published minimum information standard for high-throughput experiments in the life sciences. MIAME contains a number of extensions to cover specific biological domains, including MIAME-env, MIAME-nut and MIAME-tox, covering environmental genomics, nutritional genomics and toxogenomics, respectively. === MINI: Minimum Information about a Neuroscience Investigation === ==== MINI: Electrophysiology ==== Electrophysiology is a technology used to study the electrical properties of biological cells and tissues. Electrophysiology typically involves the measurements of voltage change or electric current flow on a wide variety of scales from single ion channel proteins to whole tissues. This document is a single module, as part of the Minimum Information about a Neuroscience investigation (MINI) family of reporting guideline documents, produced by community consultation and continually available for public comment. A MINI module represents the minimum information that should be reported about a dataset to facilitate computational access and analysis to allow a reader to interpret and critically evaluate the processes performed and the conclusions reached, and to support their experimental corroboration. In practice a MINI module comprises a checklist of information that should be provided (for example about the protocols employed) when a data set is described for publication. The full specification of the MINI module can be found here. === MIARE, RNAi experiment === Minimum Information About an RNAi Experiment (MIARE) is a data reporting guideline which describes the minimum information that should be reported about an RNAi experiment to enable the unambiguous interpretation and reproduction of the results. === MIACA, cell based assay === Advances in genomics and functional genomics have enabled large-scale analyses of gene and protein function by means of high-throughput cell biological analyses. Thereby, cells in culture can be perturbed in vitro and the induced effects recorded and analyzed. Perturbations can be triggered in several ways, for instance with molecules (siRNAs, expression constructs, small chemical compounds, ligands for receptors, etc.), through environmental stresses (such as temperature shift, serum starvation, oxygen deprivation, etc.), or combinations thereof. The cellular responses to such perturbations are analyzed in order to identify molecular events in the biological processes addressed and understand biological principles. We propose the Minimum Information About a Cellular Assay (MIACA) for reporting a cellular assay, and CA-OM, the modular cellular assay object model, to facilitate exchange of data and accompanying information, and to compare and integrate data that originate from different, albeit complementary approaches, and to elucidate higher order principles. Documents describing MIACA are available and provide further information as well as the checklist of terms that should be reported. === MIAPE, proteomic experiments === The Minimum Information About a Proteomic Experiment documents describe information which should be given along with a proteomic experiment. The parent document describes the processes and principles underpinning the development of a series of domain specific documents which now cover all aspects of a MS-based proteomics workflow. === MIMIx, molecular interactions === This document has been developed and maintained by the Molecular Interaction worktrack of the HUPO-PSI (www.psidev.info) and describes the Minimum Information about a Molecular Interaction experiment. === MIAPAR, protein affinity reagents === The Minimum Information About a Protein Affinity Reagent has been developed and maintained by the Molecular Interaction worktrack of the HUPO-PSI (www.psidev.info)in conjunction with the HUPO Antibody Initiative and a European consortium of binder producers and seeks to encourage users to improve their description of binding reagents, such as antibodies, used in the process of protein identification. === MIABE, bioactive entities === The Minimum Information About a Bioactive Entity was produced by representatives from both large pharma and academia who are looking to improve the description of usually small molecules which bind to, and potentially modulate the activity of, specific targets in a living organism. This document encompasses drug-like molecules as well as herbicides, pesticides and food additives. It is primarily maintained through the EMBL-EBI Industry program (www.ebi.ac.uk/industry). === MIGS/MIMS, genome/metagenome sequences === This specification is being developed by the Genomic Standards Consortium === MIFlowCyt, flow cytometry === === Minimum Information about a Flow Cytometry Experiment === The Minimum Information about a Flow Cytometry Experiment (MIFlowCyt) is a standard related to flow cytometry which establishes criteria to record information on experimental overview, samples, instrumentation and data analysis. It promotes consistent annotation of clinical, biological and technical issues surrounding a flow cytometry experiment. === MINDR, dual gene expression reporters === Requires (1) reporting absolute values of reporter readouts, (2) list of positive and negative controls, and (3) sequences of all reporter constructs. === MISFISHIE, In Situ Hybridization and Immunohistochemistry Experiments === === MIAPA, Phylogenetic Analysis === Criteria for Minimum Information About a Phylogenetic Analysis were described in 2006. === MIRAGE, Glycomics === The MIRAGE project is supported and coordinated by the Beilstein-Institut to establish guidelines for data handling and processing in glycomics research [1] === MIAO, ORF === === MIAMET, METabolomics experiment === === MIAFGE, Functional Genomics Experiment === === MIRIAM, Minimum Information Required in the Annotation of Models === The Minimal Information Required In the Annotation of Models (MIRIAM), is a set of rules for the curation and annotation of quantitative models of biological systems. === MIASE, Minimum Information About a Simulation Experiment =

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  • User profile

    User profile

    A user profile is a collection of settings and information associated with a user. It contains critical information that is used to identify an individual, such as their name, age, portrait photograph and individual characteristics such as knowledge or expertise. User profiles are most commonly present on social media websites such as Facebook, Instagram, and LinkedIn; and serve as voluntary digital identity of an individual, highlighting their key features and traits. In personal computing and operating systems, user profiles serve to categorise files, settings, and documents by individual user environments, known as 'accounts', allowing the operating system to be more friendly and catered to the user. Physical user profiles serve as identity documents such as passports, driving licenses and legal documents that are used to identify an individual under the legal system. A user profile can also be considered as the computer representation of a user model. A user model is a (data) structure that is used to capture certain characteristics about an individual user, and the process of obtaining the user profile is called user modeling or profiling. == Origin == The origin of user profiles can be traced to the origin of the passport, an identity document (ID) made mandatory in 1920, after World War I following negotiations at the League of Nations. The passport served as an official government record of an individual. Consequently, Immigration Act of 1924 was established to identify an individual's country of origin. In the 21st century, passports have now become a highly sought-after commodity as it is widely accepted as a source of verifying an individual's identity under the legal system. With the advent of digital revolution and social media websites, user profiles have transitioned to an organised group of data describing the interaction between a user and a system. Social media sites like Instagram allow individuals to create profiles that are representative of their desired personality and image. Filling all fields of profile information may not be necessary to create a meaningful self-presentation, which grants individual more control over of the identity they wish to present by displaying the most meaningful attributes. A personal user profile is a key aspect of an individual's social networking experience, around which his/her public identity is built. == Types of user profiles == A user profile can be of any format if it contains information, settings and/or characteristics specific to an individual. Most popular user profiles include those on photo and video sharing websites such as Facebook and Instagram, accounts on operating systems, such as those on Windows and MacOS and physical documents such as passports and driving licenses. === Social media === Effectively structured user profiles on social media channels such as Instagram and Facebook offer a way for people to form impressions about someone that is predictive or similarly meeting them offline. The condensed format of social media profiles allows for quick filtering of millions of profiles by matching individuals by similar characteristics and interests; information provided upon sign up. A research conducted highlights that only a "thin slice" of information is required to form an impression about an individual online (Stecher and Counts 2008). Online user profiles eliminate the complexity of interaction that is present in 'face-to-face' meetings such as behavioural, facial, and environmental information, resulting in increased predictiveness of user personality. Dating apps and websites solely rely on an individual's user profile and the information provided to form interactions and communication with others on the platform. Despite having control over presented information, lying is minimal in online dating contexts (Hancock, Toma and Ellison, 2007). Apps such as Bumble allow users to 'match' with other individuals based on their characteristics and selected filters that allow users to narrow the spectrum of search to their preference. Information for a user's profile is voluntarily specified by the user and includes information such as height, interests, photographs, gender or education. The requirement of information varies respective to each platform, and there surrounds little consensus to an appropriate amount of information for a condensed user profile. Universally, all social networking platforms display an individual's profile picture and an "about me" page that allows for self-expression. === Influencers === Influencer user profiles are third party endorsers who shape audience attitudes and decisions through social media content such as photos, blogs and tweets. Social Media Influencers (SMI) often hold a significant following on a social media platform which enables them to be recognised as opinion leaders to shape an information influence to their audience. 'Influencer marketing' industry gained prominence in 2018, when the photo sharing app Instagram crossed 1 billion users, subsequently with approximately 60,000 google search queries for 'influencer marketing' the same year. Influencer user profiles hold a unique selling point, or public personality that is unique and charismatic to the needs and wants of their target audience. SMI profiles advertise product information, latest promotions and regularly engage with their followers to maintain their online persona. Messages endorsed by social media influencers are often perceived as reliable and compelling, as a study conducted found 82% of followers were more inclined to follow the suggestions of their favorite influencer. This allows advertisers to leverage online user profiles and their audience rapport to target younger and niche audiences. According to a market survey, influencer marketing through social media profiles yields a return 11 times higher than traditional marketing, as they are more capable of communicating to a niche segment. Most popular influencers include sport starts such as Cristiano Ronaldo and Hollywood personalities such as Dwayne Johnson and Kylie Jenner each with over 200 million followers respectively. === Ecommerce === Online shopping or Ecommerce websites such as Amazon use information from a customer's user profile and interests to generate a list of recommended items to shop. Recommendation algorithms analyse user demographic data, history, and favourite artists to compile suggestions. The store rapidly adapts to changing user needs and preferences, with generation of real time results required within half of a second. New profiles naturally have limited information for algorithms to analyse, and customer data of each interaction provides valuable information which is stored as a database linked with each individual profile. User profiles on ecommerce websites also serve to improve sales of sellers as individuals are recommend products that other "customers who bought this item also bought" to widen the selection of the buyer. A study conducted found that user profiles and recommendation algorithms have significant impact on related product sales and overall spending of an individual. A process known as "collaborative filtering" tries to analyse common products of interest for an individual on the basis of views expressed by other similar behaving profiles. Features such as product ratings, seller ratings and comments allow individual user profiles to contribute to recommendation algorithms, eliminate adverse selection and contribute to shaping an online marketplace adhering to Amazons zero tolerance policy for misleading products. == Digital user profiles == Modern software and applications account for user profiles as a foundation on which a usable application is built. The structure and layout of an application such as its menus, features and controls are often derived from user's selected settings and preferences. The origin of digital user profiles in computer systems was first initiated by Windows NT that held user settings and information in a separate environment variable named %USERPROFILE% and held the framework to a user's profile root. Consequently, operating systems such as MacOS further accelerated prominence of user profiles in Mac OS X 10.0. Iterations since have been made with each operating system release with the aim to maximise user friendliness with the system. Features such as keyboard layouts, time zones, measurement units, synchronisation of different services and privacy preferences are made available during the setup of a user account on the computer === Types of accounts === ==== Administrator ==== Administrator user profiles have complete access to the system and its permissions. It is often the first user profile on a system by design, and is what allows other accounts to be created. However, since the administrator account has no restrictions, they are highly vulnerable to malware and viruses, with potential to impact all other accounts.

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  • Sorenson Squeeze

    Sorenson Squeeze

    Sorenson Squeeze was a software video encoding tool used to compress and convert video and audio files on Mac OS X or Windows operating systems. It was sold as a standalone tool and has also long been bundled with Avid Media Composer. == History == Sorenson Squeeze was first announced on July 17, 2001, as the first variable bit rate (VBR) compression application for Mac OS X, and was released on October 29 of that same year. By March 2002, Sorenson Squeeze became available for Windows OS. Sorenson Squeeze was originally released as a tool for encoding videos for the Web and QuickTime playback but began adding new codecs as more versions were released. The software was discontinued by Sorenson in January 2019, and correspondingly was no longer offered as part of Avid Media Composer. == Features == Squeeze included a number of features to improve video & audio quality. Features included: GPU accelerated H.264 encoding, adaptive bitrate encoding, HD encoding and Dolby certified AC3 Audio. Intelligent encoding presets available in Squeeze included: x265 (H.265) MainConcept H.264 and MainConcept H.264 CUDA. Adaptive bitrate encoding allows for optimal bitrate and error resilience based on network conditions, resulting in a dynamic adjustment of the video bitstream being delivered. It encoded to multiple formats including QuickTime, Windows Media, Flash Video, Silverlight, WebM & WMV. It uses multiple codecs, including the Sorenson codecs SV3 Pro and Spark, H.265, H.264, H.263, VP6, VC1, MPEG2, and many others. Squeeze operates on the Apple Macintosh and Microsoft Windows operating systems. Squeeze offers native plugins to Avid, Apple Final Cut Pro and Adobe Premiere (CS4, CS5) NLEs. Each copy of Squeeze included the Dolby Certified AC3 Consumer encoder. Squeeze also included a simplified review and approval process, which allows the user to automatically send secure, password protected videos for immediate review. Instant feedback is received via Web or mobile. == Versions == Sorenson Squeeze was released on October 29, 2001. Sorenson Squeeze for Macromedia Flash MX was released on March 14, 2002. Sorenson Squeeze 3 for MPEG-4 was released in January 2003. Sorenson Squeeze 3 Compression Suite was released in January 2003. Sorenson Squeeze 5 was released on March 31, 2008. Sorenson Squeeze was updated to version 5.1 on May 11, 2009. Sorenson Squeeze 6 was released on November 3, 2009. Sorenson Squeeze 7 was released January 25, 2011. Sorenson Squeeze 11 was released August 27, 2016. == Awards == Streaming Media magazine Readers’ Choice Award for Encoding Software for 2007, 2008, 2009 and 2010. 2008 Vanguard Award from Digital Content Producer magazine == Squeeze 7 system requirements == Windows Pentium IV-based computer or greater Windows XP, Vista or 7 32- and 64-bit compatible (including AVID 64-bit update); Faster performance on 64-bit systems 512 MB RAM 120 MB available hard drive space QuickTime 7.2 or later DirectX 9.0b or later Macintosh Intel-based processor Mac OS 10.4 or later 32- and 64-bit compatible; Faster performance on 64-bit systems 512 MB RAM 120 MB available hard drive space QuickTime 7.2 or later

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  • Lukas Biewald

    Lukas Biewald

    Lukas Biewald (born 1981) is an American entrepreneur and a prominent figure in artificial intelligence. He is recognized for his contributions to machine learning and as the CEO and co-founder of Weights & Biases, a company that builds developer tools for AI, that sold to CoreWeave in 2025 for $1.7B. He previously founded and was CEO of Figure Eight, a human-in-the-loop machine learning platform. He has co-authored 26 AI research papers from 2004 through 2018. == Early life and education == Biewald was born in Boston, Massachusetts in 1981. He attended Cambridge Rindge and Latin School and later earned both a Bachelor's and Master's degree in Computer science from Stanford University. == Early Career and Founding Figure Eight == After graduation, Biewald joined Yahoo! as an engineer, working on machine translations to improve search results, and eventually led the Search Relevance Team for Yahoo! Japan. He later joined Powerset, a natural language search technology company, as their Senior Scientist, which was acquired by Microsoft in 2008 for an estimated $100M. In 2007, Biewald co-founded Figure Eight (formerly CrowdFlower), a data labeling and crowdsourcing company that created datasets for training machine learning models. Figure Eight was acquired by Appen in 2019 for $300 million. == Weights and Biases == In 2017, Biewald co-founded Weights & Biases with Chris Van Pelt and Shawn Lewis. The company provides tools for tracking machine learning experiments, model management, and collaborative AI and LLM app development. The platform has been adopted by organizations such as OpenAI, Salesforce, and Microsoft. In March 2025 Coreweave acquired Weights and Biases at $1.7 billion, with the transaction closing on May 5, 2025. == Gradient Dissent == Biewald hosts the bi-weekly podcast Gradient Dissent. Guest have included: Anthony Goldbloom – Co-founder & CEO of Kaggle. “How to Win Kaggle Competitions” (podcast, Sep. 9, 2020). Shared tips on data-science competitions from the founder of the largest ML community. Richard Socher – Founder & CEO of You.com; former Chief Scientist at Salesforce. “The Challenges of Making ML Work in the Real World” (podcast, September 28, 2020). A leading NLP researcher, he spoke on multimodal search engines powered by large language models. Jensen Huang – Founder & CEO of NVIDIA. “NVIDIA’s CEO on the Next Generation of AI and MLOps” (podcast, March 3, 2022). Huang’s GPUs power modern ML research and production. Emad Mostaque – Co-founder & CEO of Stability AI. “Stable Diffusion, Stability AI, and What’s Next” (podcast, Nov. 15, 2022). Leads the company behind Stable Diffusion, which helped spark the generative-AI imaging boom. Drago Anguelov – Head of Research at Waymo. “Robustness, Safety, and Scalability at Waymo” (podcast, July 14, 2022). Covered Waymo’s self-driving AI advances and deployment challenges. Jeremy Howard – Co-founder of fast.ai. “The Simple but Profound Insight Behind Diffusion” (podcast, Jan. 5, 2023). Known for democratizing deep-learning education; discussed diffusion models and accessible AI tooling. Aidan Gomez – Co-founder & CEO of Cohere. “Scaling LLMs and Accelerating Adoption” (podcast, April 20, 2023). Co-author of “Attention Is All You Need,” he shared how Cohere delivers large-scale NLP models as a service. Chelsea Finn – Stanford Assistant Professor (AI & Robotics). “Shaping the World of Robotics with Chelsea Finn” (podcast, February 15, 2024). A pioneer in meta-learning and robotics, she detailed robots learning complex tasks like cooking. Andrew Feldman – Co-founder & CEO of Cerebras Systems. "Launching the Fastest AI Inference Solution" (podcast, August 27, 2024). Described wafer-scale AI chips achieving new training performance records. Thomas Dohmke – CEO of GitHub. “GitHub CEO on Copilot and the Future of Software Development” (podcast, June 10, 2025). Discussed building Copilot and the future of AI-assisted coding. Martin Shkreli – Founder of Godel Terminal. “From Pharma to AGI Hype, and Developing AI in Finance: Martin Shkreli’s Journey” (podcast, May 20, 2025). Shkreli reflects on his pharma controversies, prison experience, and his new AI-driven trading platform. Jarek Kutylowski – Founder & CEO of DeepL. “How DeepL Built a Translation Powerhouse with AI” (podcast, July 8, 2025). Shared how DeepL’s neural-MT rivals Google Translate through model and infrastructure innovation. == Awards and recognition == In 2010, Lukas Biewald won the Netexplorateur Award for creating the GiveWork iPhone app, which allows users to perform small tasks that assist refugees and people in developing countries. In 2010, Inc Magazine included Biewald and Van Pelt on its list of the Top 30 Entrepreneurs Under 30. == Publications == Ensuring quality in crowdsourced search relevance evaluation: The effects of training question distribution by John Le, Andy Edmonds, Vaughn Hester, Lukas Biewald. SIGIR 2010 Workshop on Crowdsourcing for Search Evaluation, July 2010. Superficial Data Analysis: Exploring Millions of Social Stereotypes by Lukas Biewald, Brendan O’Connor. O’Reilly July 2009 Biewald has co-authored 26 AI research papers from 2004 through 2018.

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  • Graphics Turing test

    Graphics Turing test

    In computer graphics the graphics Turing test is a variant of the Turing test, the twist being that a human judge viewing and interacting with an artificially generated world should be unable to reliably distinguish it from reality. The original formulation of the test is: "The subject views and interacts with a real or computer generated scene. The test is passed if the subject can not determine reality from simulated reality better than a random guess. (a) The subject operates a remotely controlled (or simulated) robotic arm and views a computer screen. (b) The subject enters a door to a controlled vehicle or motion simulator with computer screens for windows. An eye patch can be worn on one eye, as stereo vision is difficult to simulate." The "graphics Turing scale" of computer power is then defined as the computing power necessary to achieve success in the test. It was estimated in, as 1036.8 TFlops peak and 518.4 TFlops sustained. Actual rendering tests with a Blue Gene supercomputer showed that current supercomputers are not up to the task scale yet. A restricted form of the graphic Turing test has been investigated, where test subjects look into a box, and try to tell whether the contents are real or virtual objects. For the very simple case of scenes with a cardboard pyramid or a styrofoam sphere, subjects were not able to reliably tell reality and graphics apart.

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  • Layer (deep learning)

    Layer (deep learning)

    A layer in a deep learning model is a structure or network topology in the model's architecture, which takes information from the previous layers and then passes it to the next layer. == Layer types == The first type of layer is the Dense layer, also called the fully-connected layer, and is used for abstract representations of input data. In this layer, neurons connect to every neuron in the preceding layer. In multilayer perceptron networks, these layers are stacked together. The Convolutional layer is typically used for image analysis tasks. In this layer, the network detects edges, textures, and patterns. The outputs from this layer are then fed into a fully-connected layer for further processing. See also: CNN model. The Pooling layer is used to reduce the size of data input. The Recurrent layer is used for text processing with a memory function. Similar to the Convolutional layer, the output of recurrent layers are usually fed into a fully-connected layer for further processing. See also: RNN model. The Normalization layer adjusts the output data from previous layers to achieve a regular distribution. This results in improved scalability and model training. A Hidden layer is any of the layers in a Neural Network that aren't the input or output layers. == Differences with layers of the neocortex == There is an intrinsic difference between deep learning layering and neocortical layering: deep learning layering depends on network topology, while neocortical layering depends on intra-layers homogeneity.

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  • Big data

    Big data

    Big data primarily refers to data sets that are too large or complex to be dealt with by traditional data-processing software. Data with many entries (rows) offers greater statistical power, while data with higher complexity (more attributes or columns) may lead to a higher false discovery rate. Big data analysis challenges include capturing data, data storage, data analysis, search, sharing, transfer, visualization, querying, updating, information privacy, and data sources. Big data was originally associated with three key concepts: volume, variety, and velocity. The analysis of big data that have only volume, velocity, and variety can pose challenges in sampling. A fourth concept, veracity, which refers to the level of reliability of data, was thus added. Without sufficient investment in expertise to ensure big data veracity, the volume and variety of data can produce costs and risks that exceed an organization's capacity to create and capture value from big data. Current usage of the term big data tends to refer to the use of predictive analytics, user behavior analytics, or certain other advanced data analytics methods that extract value from big data, and seldom to a particular size of data set. "There is little doubt that the quantities of data now available are indeed large, but that's not the most relevant characteristic of this new data ecosystem." Analysis of data sets can find new correlations to "spot business trends, prevent diseases, combat crime and so on". Scientists, business executives, medical practitioners, advertising and governments alike regularly meet difficulties with large datasets in areas including Internet searches, fintech, healthcare analytics, geographic information systems, urban informatics, and business informatics. Scientists encounter limitations in e-Science work, including meteorology, genomics, connectomics, complex physics simulations, biology, and environmental research. The size and number of available data sets have grown rapidly as data is collected by devices such as mobile devices, cheap and numerous information-sensing Internet of things devices, aerial (remote sensing) equipment, software logs, cameras, microphones, radio-frequency identification (RFID) readers and wireless sensor networks. The world's technological per-capita capacity to store information has roughly doubled every 40 months since the 1980s; as of 2012, every day 2.5 exabytes (2.17×260 bytes) of data are generated. Based on an IDC report prediction, the global data volume was predicted to grow exponentially from 4.4 zettabytes to 44 zettabytes between 2013 and 2020. By 2025, IDC predicts there will be 163 zettabytes of data. According to IDC, global spending on big data and business analytics (BDA) solutions is estimated to reach $215.7 billion in 2021. Statista reported that the global big data market is forecasted to grow to $103 billion by 2027. In 2011 McKinsey & Company reported, if US healthcare were to use big data creatively and effectively to drive efficiency and quality, the sector could create more than $300 billion in value every year. In the developed economies of Europe, government administrators could save more than €100 billion ($149 billion) in operational efficiency improvements alone by using big data. And users of services enabled by personal-location data could capture $600 billion in consumer surplus. One question for large enterprises is determining who should own big-data initiatives that affect the entire organization. Relational database management systems and desktop statistical software packages used to visualize data often have difficulty processing and analyzing big data. The processing and analysis of big data may require "massively parallel software running on tens, hundreds, or even thousands of servers". What qualifies as "big data" varies depending on the capabilities of those analyzing it and their tools. Furthermore, expanding capabilities make big data a moving target. "For some organizations, facing hundreds of gigabytes of data for the first time may trigger a need to reconsider data management options. For others, it may take tens or hundreds of terabytes before data size becomes a significant consideration." == Definition == The term big data has been in use since the 1990s, with some giving credit to John Mashey for popularizing the term. Big data usually includes data sets with sizes beyond the ability of commonly used software tools to capture, curate, manage, and process data within a tolerable elapsed time. Big data philosophy encompasses unstructured, semi-structured and structured data; however, the main focus is on unstructured data. Big data "size" is a constantly moving target; as of 2012 ranging from a few dozen terabytes to many zettabytes of data. Big data requires a set of techniques and technologies with new forms of integration to reveal insights from datasets that are diverse, complex, and of a massive scale. Variability is often included as an additional quality of big data. A 2018 definition states "Big data is where parallel computing tools are needed to handle data", and notes, "This represents a distinct and clearly defined change in the computer science used, via parallel programming theories, and losses of some of the guarantees and capabilities made by Codd's relational model." In a comparative study of big datasets, Kitchin and McArdle found that none of the commonly considered characteristics of big data appear consistently across all of the analyzed cases. For this reason, other studies identified the redefinition of power dynamics in knowledge discovery as the defining trait. Instead of focusing on the intrinsic characteristics of big data, this alternative perspective pushes forward a relational understanding of the object claiming that what matters is the way in which data is collected, stored, made available and analyzed. === Big data vs. business intelligence === The growing maturity of the concept more starkly delineates the difference between "big data" and "business intelligence": Business intelligence uses applied mathematics tools and descriptive statistics with data with high information density to measure things, detect trends, etc. Big data uses mathematical analysis, optimization, inductive statistics, and concepts from nonlinear system identification to infer laws (regressions, nonlinear relationships, and causal effects) from large sets of data with low information density to reveal relationships and dependencies, or to perform predictions of outcomes and behaviors. == Characteristics == Big data can be described by the following characteristics: Volume The quantity of generated and stored data. The size of the data determines the value and potential insight, and whether it can be considered big data or not. The size of big data is usually larger than terabytes and petabytes. Variety The type and nature of the data. Earlier technologies like RDBMSs were capable to handle structured data efficiently and effectively. However, the change in type and nature from structured to semi-structured or unstructured challenged the existing tools and technologies. Big data technologies evolved with the prime intention to capture, store, and process the semi-structured and unstructured (variety) data generated with high speed (velocity), and huge in size (volume). Later, these tools and technologies were explored and used for handling structured data also but preferable for storage. Eventually, the processing of structured data was still kept as optional, either using big data or traditional RDBMSs. This helps in analyzing data towards effective usage of the hidden insights exposed from the data collected via social media, log files, sensors, etc. Big data draws from text, images, audio, video; plus it completes missing pieces through data fusion. Velocity The speed at which the data is generated and processed to meet the demands and challenges that lie in the path of growth and development. Big data is often available in real-time. Compared to small data, big data is produced more continually. Two kinds of velocity related to big data are the frequency of generation and the frequency of handling, recording, and publishing. Veracity The truthfulness or reliability of the data, which refers to the data quality and the data value. Big data must not only be large in size, but also must be reliable in order to achieve value in the analysis of it. The data quality of captured data can vary greatly, affecting an accurate analysis. Value The worth in information that can be achieved by the processing and analysis of large datasets. Value also can be measured by an assessment of the other qualities of big data. Value may also represent the profitability of information that is retrieved from the analysis of big data. Variability The characteristic of the changing formats, structure, or sources of big data. Big data can include structured, unstructured,

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  • John M. Jumper

    John M. Jumper

    John Michael Jumper (born 1 January 1985) is an American chemist and computer scientist. Jumper and Demis Hassabis were awarded the 2024 Nobel Prize in Chemistry for protein structure prediction. As of 2025 Jumper serves as director at Google DeepMind. Jumper and his colleagues created AlphaFold, an artificial intelligence (AI) model to predict protein structures from their amino acid sequence with high accuracy. The AlphaFold team had released 214 million protein structures as of January 2024. The scientific journal Nature included Jumper as one of the ten "people who mattered" in science in their annual listing of Nature's 10 in 2021. == Education == Jumper graduated from Pulaski Academy in 2003. He received a Bachelor of Science with majors in physics and mathematics from Vanderbilt University in 2007, a Master of Philosophy in theoretical condensed matter physics from the University of Cambridge where he was a student of St Edmund's College, Cambridge in 2010 on a Marshall Scholarship, a Master of Science in theoretical chemistry from the University of Chicago in 2012, and a Doctor of Philosophy in theoretical chemistry from the University of Chicago in 2017. His doctoral advisors at the University of Chicago were Tobin R. Sosnick and Karl Freed. == Career and research == Jumper's research investigates algorithms for protein structure prediction. === AlphaFold === AlphaFold is a deep learning algorithm developed by Jumper and his team at DeepMind, a research lab acquired by Google's parent company Alphabet Inc. It is an artificial intelligence program which performs predictions of protein structure. === Awards and honors === In November 2020, AlphaFold was named the winner of the 14th Critical Assessment of Structure Prediction (CASP) competition. This international competition benchmarks algorithms to determine which one can best predict the 3D structure of proteins. AlphaFold won the competition, outperforming other algorithms scoring above 90 for around two-thirds of the proteins in CASP's global distance test (GDT), a test that measures the degree to which a computational program predicted structure is similar to the lab experiment determined structure, with 100 being a complete match, within the distance cutoff used for calculating GDT. In 2021, Jumper was awarded the BBVA Foundation Frontiers of Knowledge Award in the category "Biology and Biomedicine". In 2022 Jumper received the Wiley Prize in Biomedical Sciences and for 2023 the Breakthrough Prize in Life Sciences for developing AlphaFold, which accurately predicts the structure of a protein. In 2023 he was awarded the Canada Gairdner International Award and the Albert Lasker Award for Basic Medical Research. In 2024, Jumper and Demis Hassabis shared half of the Nobel Prize in Chemistry for their protein folding predictions, the other half went to David Baker for computational protein design. In 2025, Jumper received the Golden Plate Award of the American Academy of Achievement and the Marshall Medal of the Marshall Aid Commemoration Commission. He was elected a Fellow of the Royal Society (FRS) that same year. In 2026, he was elected a member of the National Academy of Engineering.

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  • Darkforest

    Darkforest

    Darkforest is a computer go program developed by Meta Platforms, based on deep learning techniques using a convolutional neural network. Its updated version Darkfores2 combines the techniques of its predecessor with Monte Carlo tree search. The MCTS effectively takes tree search methods commonly seen in computer chess programs and randomizes them. With the update, the system is known as Darkfmcts3. Darkforest is of similar strength to programs like CrazyStone and Zen. It has been tested against a professional human player at the 2016 UEC cup. Google's AlphaGo program won against a professional player in October 2015 using a similar combination of techniques. Darkforest is named after Liu Cixin's science fiction novel The Dark Forest. == Background == Competing with top human players in the ancient game of Go has been a long-term goal of artificial intelligence. Go's high branching factor makes traditional search techniques ineffective, even on cutting-edge hardware, and Go's evaluation function could change drastically with one stone change. However, by using a Deep Convolutional Neural Network designed for long-term predictions, Darkforest has been able to substantially improve the win rate for bots over more traditional Monte Carlo Tree Search based approaches. === Matches === Against human players, Darkfores2 achieves a stable 3d ranking on KGS Go Server, which roughly corresponds to an advanced amateur human player. However, after adding Monte Carlo Tree Search to Darkfores2 to create a much stronger player named darkfmcts3, it can achieve a 5d ranking on the KGS Go Server. ==== Against other AI ==== darkfmcts3 is on par with state-of-the-art Go AIs such as Zen, DolBaram and Crazy Stone, but lags behind AlphaGo. It won 3rd place in January 2016 KGS Bot Tournament against other Go AIs. === News coverage === After Google's AlphaGo won against Fan Hui in 2015, Facebook made its AI's hardware designs public, alongside releasing the code behind DarkForest as open-source, in addition to heavy recruiting to strengthen its team of AI engineers. == Style of play == Darkforest uses a neural network to sort through the 10100 board positions, and find the most powerful next move. However, neural networks alone cannot match the level of good amateur players or the best search-based Go engines, and so Darkfores2 combines the neural network approach with a search-based machine. A database of 250,000 real Go games were used in the development of Darkforest, with 220,000 used as a training set and the rest used to test the neural network's ability to predict the next moves played in the real games. This allows Darkforest to accurately evaluate the global state of the board, but local tactics were still poor. Search-based engines have poor global evaluation, but are good at local tactics. Combining these two approaches is difficult because search-based engines work much faster than neural networks, a problem which was solved in Darkfores2 by running the processes in parallel with frequent communication between the two. === Conventional strategies === Go is generally played by analyzing the position of the stones on the board. Various advanced players have described it as playing in some part subconsciously. Unlike chess and checkers, where AI players can simply look further forward at moves than human players, but with each round of Go having on average 250 possible moves, that approach is ineffective. Instead, neural networks copy human play by training the AI systems on images of successful moves, the AI can effectively learn how to interpret how the board looks, as many grandmasters do. In November 2015, Facebook demonstrated the combination of MCTS with neural networks, which played with a style that "felt human". === Flaws === It has been noted that Darkforest still has flaws in its playstyle. The bot sometimes plays tenuki ("move elsewhere") pointlessly when local powerful moves are required. When the bot is losing, it shows the typical behavior of MCTS, it plays bad moves and loses more. The Facebook AI team has acknowledged these as areas of future improvement. == Program architecture == The family of Darkforest computer go programs is based on convolution neural networks. The most recent advances in Darkfmcts3 combined convolutional neural networks with more traditional Monte Carlo tree search. Darkfmcts3 is the most advanced version of Darkforest, which combines Facebook's most advanced convolutional neural network architecture from Darkfores2 with a Monte Carlo tree search. Darkfmcts3 relies on a convolution neural networks that predicts the next k moves based on the current state of play. It treats the board as a 19x19 image with multiple channels. Each channel represents a different aspect of board information based upon the specific style of play. For standard and extended play, there are 21 and 25 different channels, respectively. In standard play, each players liberties are represented as six binary channels or planes. The respective plane is true if the player one, two, or three or more liberties available. Ko (i.e. illegal moves) is represented as one binary plane. Stone placement for each opponent and empty board positions are represented as three binary planes, and the duration since a stone has been placed is represented as real numbers on two planes, one for each player. Lastly, the opponents rank is represented by nine binary planes, where if all are true, the player is a 9d level, if 8 are true, an 8d level, and so forth. Extended play additionally considers the border (binary plane that is true at the border), position mask (represented as distance from the board center, i.e. x ( − 0.5 ∗ d i s t a n c e 2 ) {\displaystyle x^{(-0.5distance^{2})}} , where x {\displaystyle x} is a real number at a position), and each player's territory (binary, based on which player a location is closer to). Darkfmct3 uses a 12-layer full convolutional network with a width of 384 nodes without weight sharing or pooling. Each convolutional layer is followed by a rectified linear unit, a popular activation function for deep neural networks. A key innovation of Darkfmct3 compared to previous approaches is that it uses only one softmax function to predict the next move, which enables the approach to reduce the overall number of parameters. Darkfmct3 was trained against 300 random selected games from an empirical dataset representing different game stages. The learning rate was determined by vanilla stochastic gradient descent. Darkfmct3 synchronously couples a convolutional neural network with a Monte Carlo tree search. Since the convolutional neural network is computationally taxing, the Monte Carlo tree search focuses computation on the more likely game play trajectories. By running the neural network synchronously with the Monte Carlo tree search, it is possible to guarantee that each node is expanded by the moves predicted by the neural network. == Comparison with other systems == Darkfores2 beats Darkforest, its neural network-only predecessor, around 90% of the time, and Pachi, one of the best search-based engines, around 95% of the time. On the Kyu rating system, Darkforest holds a 1-2d level. Darkfores2 achieves a stable 3d level on KGS Go Server as a ranked bot. With the added Monte Carlo tree search, Darkfmcts3 with 5,000 rollouts beats Pachi with 10k rollouts in all 250 games; with 75k rollouts it achieves a stable 5d level in KGS server, on par with state-of-the-art Go AIs (e.g., Zen, DolBaram, CrazyStone); with 110k rollouts, it won the 3rd place in January KGS Go Tournament.

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