AI Generator Quillbot

AI Generator Quillbot — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Airfair

    Airfair

    AirFair was a mobile travel application that checks flights, and shows whether a traveler is owed compensation. == History == AirFair was developed in 2016 by Allay Logic Ltd; a Newcastle-based tech-company. == Services == AirFair offered a free flight check to see if compensation is owed. The app could indicate how much the person is owed within minutes whether the flight was delayed, cancelled or the traveler is refused boarding.

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  • Algorithmic bias

    Algorithmic bias

    Algorithmic bias describes systematic and repeatable harmful tendency in a computerized sociotechnical system to create "unfair" outcomes, such as "privileging" one category over another in ways that may or may not be different from the intended function of the algorithm. Bias can emerge from many factors, including intentionally biased design decisions or the unintended or unanticipated use or decisions relating to the way data is coded, collected, selected or used to train the algorithm. For example, algorithmic bias has been observed in search engine results and social media platforms. This bias can have impacts ranging from privacy violations to reinforcing social biases of race, gender, sexuality, and ethnicity. The study of algorithmic bias is most concerned with algorithms that reflect "systematic and unfair" discrimination. This bias has only recently been addressed in legal frameworks, such as the European Union's General Data Protection Regulation (enforced in 2018) and the Artificial Intelligence Act (proposed in 2021 and adopted in 2024). As algorithms expand their ability to organize society, politics, institutions, and behavior, sociologists have become concerned with the ways in which unanticipated output and manipulation of data can impact the physical world. Because algorithms are often considered to be neutral and unbiased, they can inaccurately project greater authority than human expertise (in part due to the psychological phenomenon of automation bias), and in some cases, reliance on algorithms can displace human responsibility for their outcomes, without last mile thinking. Bias can enter into algorithmic systems as a result of pre-existing cultural, social, or institutional expectations; by how features and labels are chosen; because of technical limitations of their design; or by being used in unanticipated contexts or by audiences who are not considered in the software's initial design. Algorithmic bias has been cited in cases ranging from election outcomes to the spread of online hate speech. It has also arisen in criminal justice, healthcare, and hiring, compounding existing racial, socioeconomic, and gender biases. The relative inability of facial recognition technology to accurately identify darker-skinned faces has been linked to multiple wrongful arrests of black men, an issue stemming from imbalanced datasets. Problems in understanding, researching, and discovering algorithmic bias persist due to the proprietary nature of algorithms, which are typically treated as trade secrets. Even when full transparency is provided, the complexity of certain algorithms poses a barrier to understanding their functioning. Furthermore, algorithms may change, or respond to input or output in ways that cannot be anticipated or easily reproduced for analysis. In many cases, even within a single website or application, there is no single "algorithm" to examine, but a network of many interrelated programs and data inputs, even between users of the same service. A 2021 survey identified multiple forms of algorithmic bias, including historical, representation, and measurement biases, each of which can contribute to unfair outcomes. == Definitions == Algorithms are difficult to define, but may be generally understood as lists of instructions that determine how programs read, collect, process, and analyze data to generate a usable output. For a rigorous technical introduction, see Algorithms. Advances in computer hardware and software have led to an increased capability to process, store and transmit data. This has in turn made the design and adoption of technologies such as machine learning and artificial intelligence technically and commercially feasible. By analyzing and processing data, algorithms are the backbone of search engines, social media websites, recommendation engines, online retail, online advertising, and more. Contemporary social scientists are concerned with algorithmic processes embedded into hardware and software applications because of their political and social impact, and question the underlying assumptions of an algorithm's neutrality. The term algorithmic bias describes systematic and repeatable errors that create unfair outcomes, such as privileging one arbitrary group of users over others. For example, a credit score algorithm may deny a loan without being unfair, if it is consistently weighing relevant financial criteria. If the algorithm recommends loans to one group of users, but denies loans to another set of nearly identical users based on unrelated criteria, and if this behavior can be repeated across multiple occurrences, an algorithm can be described as biased. This bias may be intentional or unintentional (for example, it can come from biased data obtained from a worker that previously did the job the algorithm is going to do from now on). == Methods == Bias can be introduced to an algorithm in several ways. During the assemblage of a dataset, data may be collected, digitized, adapted, and entered into a database according to human-designed cataloging criteria. Next, programmers assign priorities, or hierarchies, for how a program assesses and sorts that data. This requires human decisions about how data is categorized, and which data is included or discarded. Some algorithms collect their own data based on human-selected criteria, which can also reflect the bias of human designers. Other algorithms may reinforce stereotypes and preferences as they process and display "relevant" data for human users, for example, by selecting information based on previous choices of a similar user or group of users. Beyond assembling and processing data, bias can emerge as a result of design. For example, algorithms that determine the allocation of resources or scrutiny (such as determining school placements) may inadvertently discriminate against a category when determining risk based on similar users (as in credit scores). Meanwhile, recommendation engines that work by associating users with similar users, or that make use of inferred marketing traits, might rely on inaccurate associations that reflect broad ethnic, gender, socio-economic, or racial stereotypes. Another example comes from determining criteria for what is included and excluded from results. These criteria could present unanticipated outcomes for search results, such as with flight-recommendation software that omits flights that do not follow the sponsoring airline's flight paths. Algorithms may also display an uncertainty bias, offering more confident assessments when larger data sets are available. This can skew algorithmic processes toward results that more closely correspond with larger samples, which may disregard data from underrepresented populations. == History == === Early critiques === The earliest computer programs were designed to mimic human reasoning and deductions, and were deemed to be functioning when they successfully and consistently reproduced that human logic. In his 1976 book Computer Power and Human Reason, artificial intelligence pioneer Joseph Weizenbaum suggested that bias could arise both from the data used in a program, but also from the way a program is coded. Weizenbaum wrote that programs are a sequence of rules created by humans for a computer to follow. By following those rules consistently, such programs "embody law", that is, enforce a specific way to solve problems. The rules a computer follows are based on the assumptions of a computer programmer for how these problems might be solved. That means the code could incorporate the programmer's imagination of how the world works, including their biases and expectations. While a computer program can incorporate bias in this way, Weizenbaum also noted that any data fed to a machine additionally reflects "human decision making processes" as data is being selected. Finally, he noted that machines might also transfer good information with unintended consequences if users are unclear about how to interpret the results. Weizenbaum warned against trusting decisions made by computer programs that a user doesn't understand, comparing such faith to a tourist who can find his way to a hotel room exclusively by turning left or right on a coin toss. Crucially, the tourist has no basis of understanding how or why he arrived at his destination, and a successful arrival does not mean the process is accurate or reliable. An early example of algorithmic bias resulted in as many as 60 women and ethnic minorities denied entry to St. George's Hospital Medical School per year from 1982 to 1986, based on implementation of a new computer-guidance assessment system that denied entry to women and men with "foreign-sounding names" based on historical trends in admissions. While many schools at the time employed similar biases in their selection process, St. George was most notable for automating said bias through the use of an algorithm, thus gaining the attention of people on a much

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  • CHAOS (chess)

    CHAOS (chess)

    CHAOS (Chess Heuristics and Other Stuff) is a chess playing program that was developed by programmers working at the RCA Systems Programming division in the late 1960s. It played competitively in computer chess competitions in the 1970s and 1980s. It differed from other programs of that era in its look-ahead philosophy, choosing to use chess knowledge to evaluate fewer positions and continuations as opposed to simple evaluations that relied on deep look-ahead to avoid bad moves. == Introduction == CHAOS was originally developed by Ira Ruben, Fred Swartz, Victor Berman, Joe Winograd and William Toikka while working at RCA in Cinnaminson, NJ. Its name is an acronym for 'Chess Heuristics and Other Stuff.' Program development moved to the Computing Center of the University of Michigan when Swartz changed jobs, and Mike Alexander joined the development group. Swartz, Alexander and Berman were continuously group members from that point onward in CHAOS' evolution, as others of the original authors left and new members contributed episodically. Chess Senior Master Jack O'Keefe contributed to CHAOS' development from about 1980 onwards. CHAOS was written in Fortran, except for low-level board representation manipulations written in assembly language or C. Due to this portability, it ran on RCA, Univac and IBM-compatible mainframes in its lifetime. CHAOS heralds from the mainframe computing era when only machines of that capacity were able to play at a high level. Consequently, development and testing could only take place at off-peak times for production use of the machine. In a competition, CHAOS had to run on a dedicated mainframe with a telephone link to the match venue. In its later years, CHAOS ran on computers on the machine assembly floor of Amdahl Corporation on MTS. == Background == === Chess and artificial intelligence === Mathematicians Claude Shannon and Alan Turing, working separately, were the first to view playing chess as a challenge to machines. Working for AT&T / Bell Labs with its access to telephone switching equipment, Shannon built a relay-based machine that learned how to work its way through a two-dimensional, 5x5 cell maze in 1949. Shannon viewed this as an analogue of the way that organisms learn things about their natural environment. There is a random element to searching it, a memory element to benefit from the search outcome, and a reward element that reinforces learning when the global outcome is favorable to the organism. Soon afterward, Shannon wrote a mathematical analysis of the game of chess, published in 1950. Like with the maze, he broke down game play into the necessary elements for reinforcement learning. Associated with each board configuration a move will be made from, there is a numerical score. To decide what move to make, a player wants to maximize their own position's score after the move and to minimize their opponent's score (a minimax view). Since there are about 32 possible moves at each of the early stages of the game, and about 40 moves and responses in each game, then there are about 32 80 {\displaystyle 32^{80}} or about 10 120 {\displaystyle 10^{120}} possible games - an impossibly large set to evaluate completely. Therefore, there must be a way to limit the number of moves to look ahead for to find the best one. Reducing the game to these few key elements provided a way to think about human intelligence in general. Shannon became part of a wider group using computing machines to mimic aspects of human intelligence that grew into the general idea of artificial intelligence. (Other members of this group were John McCarthy, Herbert Simon, Allen Newell, Alan Kotok, Alex Bernstein and Richard Greenblatt.) The paradigm that evolved was that there was a quantification of the position on the board into a score, an evaluation method to find favorable outcomes (minimax, later alpha-beta pruning), and a strategy to manage the combinatorial explosion of the look-ahead possibilities. By the early 1960s, there were computer programs that played chess at a rudimentary level. They used very simple evaluation functions for each position and tried to search as far forward as was practical given the time constraints and available compute power. Naturally, programmers optimized their code to use the available computing resources. This led to a major philosophical divide among chess programs: those that tried to evaluate as many positions as possible, and those that tried to evaluate the most promising move sequences as deeply as possible. CHAOS was firmly in the camp believing only the most promising moves should be evaluated in depth. Said Swartz, "The 'brute force people' ... look at every (possible move) no matter what garbage it is. Most moves are just terrible, terrible moves, and most computing time is being spent on pure garbage." The program spent more time evaluating each board position in the expectation that it would find the most promising lines of play to explore in depth. In 1983, the then-fastest chess program (Belle) evaluated 110,000 positions per second, and typical programs 1000–50,000 per second, whereas CHAOS evaluated about 50-100 per second. === Machine learning and strategies to manage search === From about 1949 onward, Arthur Samuel began work for IBM on machine learning, culminating in a checkers-playing program in 1952 and publications on the topic. Concurrently, Christopher Strachey created Checkers, a program to play the board game of checkers in 1951, but it had no capacity to learn from its play. Checkers was chosen by both authors because it was simpler than chess yet contained the basic characteristics of an intellectual activity, and, in Samuel's view, was a test-bed in which heuristic procedures and learning processes could be evaluated quickly. Checker playing programs introduced the notion of the game tree and evaluating play to various depths to choose the best move. The complexity of chess, however, promoted it to the status of an analogue for human intelligence, and it attracted computer scientists' attention, who referred to it as research into artificial intelligence (AI). Like checkers, it required a numerical assessment of each arrangement of chess pieces on a board. It also required looking ahead to future moves to decide how to play the present position. Due to the enormous number of possible moves, there had to be a way to confine the look-ahead search to the most promising lines of play. From these factors, the notion of minimax score evaluation developed and, later, alpha-beta tree pruning to abandon looking at positions worse than any that have already been examined. === Chess search strategies === The AI community viewed artificial intelligence as comprising two parts: a way to symbolically quantify the knowledge in hand (a chess board position), and a set of heuristics to limit look-ahead to the consequences of a move. The early chess playing programs attempted to look forward as far as possible, perhaps to 3 moves ahead by each player, and to choose the best outcome. This led to the horizon effect, whereby a key move 4 or more moves ahead would be unexamined and therefore missed. Consequently, the programs were quite weak and heuristics to manage the search became important in their development. CHAOS used a selective search strategy with iterative widening. As chess programs evolved, they incorporated books of opening lines of play from historic sources. Nowadays, book moves are catalogued in machine-readable form, but originally programmers had to type them in. CHAOS had an extensive book for its time of around 10,000 moves that O'Keefe helped to develop. A problem with play from an opening book is the behavior of the program when the play leaves the book: the positional advantage may be so subtle that the evaluation scheme may be unable to understand it, leading to very wide and shallow searches to establish a line of play. The horizon effect again plagues move selection after leaving the book. CHAOS mitigated these problems by only using book lines that it could understand, and by relying on cached analyses of continuations out of the book made while the opponent's clock was running. == Game Play History == CHAOS played in twelve ACM computer chess tournaments and four World Computer Chess Championships (WCCC). Its debut was the ACM computer chess tournament in 1973, taking 2nd place. In 1974, it again won 2nd place in the WCCC, defeating the tournament favorite Chess 4.0 but losing to Kaissa. CHAOS was close to winning the 1980 WCCC, but lost to Belle in a playoff. The 1985 ACM computer chess tournament was CHAOS' last competition. One of CHAOS' notable victories was over Chess 4.0 at the 1974 WCCC tournament. Chess 4.0 was unbeaten by any other program up until then. Playing as white, CHAOS made a knight sacrifice (16 Nd4-e6!!) that traded material for open lines of attack and eventually won the game. CHAOS’ authors thought the move was due to a

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  • Multi-armed bandit

    Multi-armed bandit

    In probability theory and machine learning, the multi-armed bandit problem (sometimes called the K- or N-armed bandit problem) is named from imagining a gambler at a row of slot machines (sometimes known as "one-armed bandits"), who has to decide which machines to play, how many times to play each machine and in which order to play them, and whether to continue with the current machine or try a different machine. More generally, it is a problem in which a decision maker iteratively selects one of multiple fixed choices (i.e., arms or actions) when the properties of each choice are only partially known at the time of allocation, and may become better understood as time passes. A fundamental aspect of bandit problems is that choosing an arm does not affect the properties of the arm or other arms. Instances of the multi-armed bandit problem include the task of iteratively allocating a fixed, limited set of resources between competing (alternative) choices in a way that minimizes the regret. A notable alternative setup for the multi-armed bandit problem includes the "best arm identification (BAI)" problem where the goal is instead to identify the best choice by the end of a finite number of rounds. The multi-armed bandit problem is a classic reinforcement learning problem that exemplifies the exploration–exploitation tradeoff dilemma. In contrast to general reinforcement learning, the selected actions in bandit problems do not affect the reward distribution of the arms. The multi-armed bandit problem also falls into the broad category of stochastic scheduling. In the problem, each machine provides a random reward from a probability distribution specific to that machine, that is not known a priori. The objective of the gambler is to maximize the sum of rewards earned through a sequence of lever pulls. The crucial tradeoff the gambler faces at each trial is between "exploitation" of the machine that has the highest expected payoff and "exploration" to get more information about the expected payoffs of the other machines. The trade-off between exploration and exploitation is also faced in machine learning. In practice, multi-armed bandits have been used to model problems such as managing research projects in a large organization, like a science foundation or a pharmaceutical company. In early versions of the problem, the gambler begins with no initial knowledge about the machines. Herbert Robbins in 1952, realizing the importance of the problem, constructed convergent population selection strategies in "some aspects of the sequential design of experiments". A theorem, the Gittins index, first published by John C. Gittins, gives an optimal policy for maximizing the expected discounted reward. == Empirical motivation == The multi-armed bandit problem models an agent that simultaneously attempts to acquire new knowledge (called "exploration") and optimize their decisions based on existing knowledge (called "exploitation"). The agent attempts to balance these competing tasks in order to maximize their total value over the period of time considered. There are many practical applications of the bandit model, for example: clinical trials investigating the effects of different experimental treatments while minimizing patient losses, adaptive routing efforts for minimizing delays in a network, financial portfolio design In these practical examples, the problem requires balancing reward maximization based on the knowledge already acquired with attempting new actions to further increase knowledge. This is known as the exploitation vs. exploration tradeoff in machine learning. The model has also been used to control dynamic allocation of resources to different projects, answering the question of which project to work on, given uncertainty about the difficulty and payoff of each possibility. Originally considered by Allied scientists in World War II, it proved so intractable that, according to Peter Whittle, the problem was proposed to be dropped over Germany so that German scientists could also waste their time on it. The version of the problem now commonly analyzed was formulated by Herbert Robbins in 1952. == The multi-armed bandit model == The multi-armed bandit (short: bandit or MAB) can be seen as a set of real distributions B = { R 1 , … , R K } {\displaystyle B=\{R_{1},\dots ,R_{K}\}} , each distribution being associated with the rewards delivered by one of the K ∈ N + {\displaystyle K\in \mathbb {N} ^{+}} levers. Let μ 1 , … , μ K {\displaystyle \mu _{1},\dots ,\mu _{K}} be the mean values associated with these reward distributions. The gambler iteratively plays one lever per round and observes the associated reward. The objective is to maximize the sum of the collected rewards. The horizon H {\displaystyle H} is the number of rounds that remain to be played. The bandit problem is formally equivalent to a one-state Markov decision process. The regret ρ {\displaystyle \rho } after T {\displaystyle T} rounds is defined as the expected difference between the reward sum associated with an optimal strategy and the sum of the collected rewards: ρ = T μ ∗ − ∑ t = 1 T r ^ t {\displaystyle \rho =T\mu ^{}-\sum _{t=1}^{T}{\widehat {r}}_{t}} , where μ ∗ {\displaystyle \mu ^{}} is the maximal reward mean, μ ∗ = max k { μ k } {\displaystyle \mu ^{}=\max _{k}\{\mu _{k}\}} , and r ^ t {\displaystyle {\widehat {r}}_{t}} is the reward in round t {\displaystyle t} . A zero-regret strategy is a strategy whose average regret per round ρ / T {\displaystyle \rho /T} tends to zero with probability 1 when the number of played rounds tends to infinity. Intuitively, zero-regret strategies are guaranteed to converge to a (not necessarily unique) optimal strategy if enough rounds are played. == Variations == A common formulation is the Binary multi-armed bandit or Bernoulli multi-armed bandit, which issues a reward of one with probability p {\displaystyle p} , and otherwise a reward of zero. Another formulation of the multi-armed bandit has each arm representing an independent Markov machine. Each time a particular arm is played, the state of that machine advances to a new one, chosen according to the Markov state evolution probabilities. There is a reward depending on the current state of the machine. In a generalization called the "restless bandit problem", the states of non-played arms can also evolve over time. There has also been discussion of systems where the number of choices (about which arm to play) increases over time. Computer science researchers have studied multi-armed bandits under worst-case assumptions, obtaining algorithms to minimize regret in both finite and infinite (asymptotic) time horizons for both stochastic and non-stochastic arm payoffs. === Best arm identification === An important variation of the classical regret minimization problem in multi-armed bandits is best arm identification (BAI), also known as pure exploration. This problem is crucial in various applications, including clinical trials, adaptive routing, recommendation systems, and A/B testing. In BAI, the objective is to identify the arm having the highest expected reward. An algorithm in this setting is characterized by a sampling rule, a decision rule, and a stopping rule, described as follows: Sampling rule: ( a t ) t ≥ 1 {\displaystyle (a_{t})_{t\geq 1}} is a sequence of actions at each time step Stopping rule: τ {\displaystyle \tau } is a (random) stopping time which suggests when to stop collecting samples Decision rule: a ^ τ {\displaystyle {\hat {a}}_{\tau }} is a guess on the best arm based on the data collected up to time τ {\displaystyle \tau } There are two predominant settings in BAI: Fixed budget setting: Given a time horizon T ≥ 1 {\displaystyle T\geq 1} , the objective is to identify the arm with the highest expected reward a ⋆ ∈ arg ⁡ max k μ k {\displaystyle a^{\star }\in \arg \max _{k}\mu _{k}} minimizing probability of error δ {\displaystyle \delta } . Fixed confidence setting: Given a confidence level δ ∈ ( 0 , 1 ) {\displaystyle \delta \in (0,1)} , the objective is to identify the arm with the highest expected reward a ⋆ ∈ arg ⁡ max k μ k {\displaystyle a^{\star }\in \arg \max _{k}\mu _{k}} with the least possible amount of trials and with probability of error P ( a ^ τ ≠ a ⋆ ) ≤ δ {\displaystyle \mathbb {P} ({\hat {a}}_{\tau }\neq a^{\star })\leq \delta } . For example using a decision rule, we could use m 1 {\displaystyle m_{1}} where m {\displaystyle m} is the machine no.1 (you can use a different variable respectively) and 1 {\displaystyle 1} is the amount for each time an attempt is made at pulling the lever, where ∫ ∑ m 1 , m 2 , ( . . . ) = M {\displaystyle \int \sum m_{1},m_{2},(...)=M} , identify M {\displaystyle M} as the sum of each attempts m 1 + m 2 {\displaystyle m_{1}+m_{2}} , (...) as needed, and from there you can get a ratio, sum or mean as quantitative probability and sample your formulation for each slots. You can also do ∫ ∑ k ∝ i N − (

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  • System context diagram

    System context diagram

    A system context diagram in engineering is a diagram that defines the boundary between the system, or part of a system, and its environment, showing the entities that interact with it. This diagram is a high level view of a system. It is similar to a block diagram. == Overview == System context diagrams show a system, as a whole and its inputs and outputs from/to external factors. According to Kossiakoff and Sweet (2011): System Context Diagrams ... represent all external entities that may interact with a system ... Such a diagram pictures the system at the center, with no details of its interior structure, surrounded by all its interacting systems, environments and activities. The objective of the system context diagram is to focus attention on external factors and events that should be considered in developing a complete set of systems requirements and constraints. System context diagrams are used early in a project to get agreement on the scope under investigation. Context diagrams are typically included in a requirements document. These diagrams must be read by all project stakeholders and thus should be written in plain language, so the stakeholders can understand items within the document. == Building blocks == Context diagrams can be developed with the use of two types of building blocks: Entities (Actors): labeled boxes; one in the center representing the system, and around it multiple boxes for each external actor Relationships: labeled lines between the entities and system For example, "customer places order." Context diagrams can also use many different drawing types to represent external entities. They can use ovals, stick figures, pictures, clip art or any other representation to convey meaning. Decision trees and data storage are represented in system flow diagrams. A context diagram can also list the classifications of the external entities as one of a set of simple categories (Examples:), which add clarity to the level of involvement of the entity with regards to the system. These categories include: Active: Dynamic to achieve some goal or purpose (Examples: "Article readers" or "customers"). Passive: Static external entities which infrequently interact with the system (Examples: "Article editors" or "database administrator"). Cooperative: Predictable external entities which are used by the system to bring about some desired outcome (Examples: "Internet service providers" or "shipping companies"). Autonomous (Independent): External entities which are separated from the system, but affect the system indirectly, by means of imposed constraints or similar influences (Examples: "regulatory committees" or "standards groups"). == Alternatives == The best system context diagrams are used to display how a system interoperates at a very high level, or how systems operate and interact logically. The system context diagram is a necessary tool in developing a baseline interaction between systems and actors; actors and a system or systems and systems. Alternatives to the system context diagram are: Architecture Interconnect Diagram: The figure gives an example of an Architecture Interconnect Diagram: A representation of the Albuquerque regional ITS architecture interconnects for the Albuquerque Police Department that was generated using the Turbo Architecture tool is shown in the figure. Each block represents an ITS inventory element, including the name of the stakeholder in the top shaded portion. The interconnect lines between elements are solid or dashed, indicating existing or planned connections. Business Model Canvas, a strategic management template for developing new or documenting existing business models. It is a visual chart with elements describing a firm's value proposition, infrastructure, customers, and finances.[1] It assists firms in aligning their activities by illustrating potential trade-offs. Enterprise data model: this type of data model according to Simsion (2005) can contain up to 50 to 200 entity classes, which results from specific "high level of generalization in data modeling". IDEF0 Top Level Context Diagram: The IDEF0 process starts with the identification of the prime function to be decomposed. This function is identified on a "Top Level Context Diagram" that defines the scope of the particular IDEF0 analysis. Problem Diagrams (Problem Frames): In addition to the kinds of things shown on a context diagram, a problem diagram shows requirements and requirements references. Use case diagram: One of the Unified Modeling Language diagrams. They also represent the scope of the project at a similar level of abstraction. - Use Cases, however, tend to focus more on the goals of 'actors' who interact with the system, and do not specify any solution. Use Case diagrams represent a set of Use Cases, which are textual descriptions of how an actor achieves the goal of a use case. for Example Customer Places Order. ArchiMate: ArchiMate is an open and independent enterprise architecture modeling language to support the description, analysis and visualization of architecture within and across business domains in an unambiguous way. Most of these diagrams work well as long as a limited number of interconnects will be shown. Where twenty or more interconnects must be displayed, the diagrams become quite complex and can be difficult to read.

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  • Actor-critic algorithm

    Actor-critic algorithm

    The actor-critic algorithm (AC) is a family of reinforcement learning (RL) algorithms that combine policy-based RL algorithms such as policy gradient methods, and value-based RL algorithms such as value iteration, Q-learning, SARSA, and TD learning. An AC algorithm consists of two main components: an "actor" that determines which actions to take according to a policy function, and a "critic" that evaluates those actions according to a value function. Some AC algorithms are on-policy, some are off-policy. Some apply to either continuous or discrete action spaces. Some work in both cases. == Overview == The actor-critic methods can be understood as an improvement over pure policy gradient methods like REINFORCE via introducing a baseline. === Actor === The actor uses a policy function π ( a | s ) {\displaystyle \pi (a|s)} , while the critic estimates either the value function V ( s ) {\displaystyle V(s)} , the action-value Q-function Q ( s , a ) , {\displaystyle Q(s,a),} the advantage function A ( s , a ) {\displaystyle A(s,a)} , or any combination thereof. The actor is a parameterized function π θ {\displaystyle \pi _{\theta }} , where θ {\displaystyle \theta } are the parameters of the actor. The actor takes as argument the state of the environment s {\displaystyle s} and produces a probability distribution π θ ( ⋅ | s ) {\displaystyle \pi _{\theta }(\cdot |s)} . If the action space is discrete, then ∑ a π θ ( a | s ) = 1 {\displaystyle \sum _{a}\pi _{\theta }(a|s)=1} . If the action space is continuous, then ∫ a π θ ( a | s ) d a = 1 {\displaystyle \int _{a}\pi _{\theta }(a|s)da=1} . The goal of policy optimization is to improve the actor. That is, to find some θ {\displaystyle \theta } that maximizes the expected episodic reward J ( θ ) {\displaystyle J(\theta )} : J ( θ ) = E π θ [ ∑ t = 0 T γ t r t ] {\displaystyle J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t=0}^{T}\gamma ^{t}r_{t}\right]} where γ {\displaystyle \gamma } is the discount factor, r t {\displaystyle r_{t}} is the reward at step t {\displaystyle t} , and T {\displaystyle T} is the time-horizon (which can be infinite). The goal of policy gradient method is to optimize J ( θ ) {\displaystyle J(\theta )} by gradient ascent on the policy gradient ∇ J ( θ ) {\displaystyle \nabla J(\theta )} . As detailed on the policy gradient method page, there are many unbiased estimators of the policy gradient: ∇ θ J ( θ ) = E π θ [ ∑ 0 ≤ j ≤ T ∇ θ ln ⁡ π θ ( A j | S j ) ⋅ Ψ j | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{0\leq j\leq T}\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j})\cdot \Psi _{j}{\Big |}S_{0}=s_{0}\right]} where Ψ j {\textstyle \Psi _{j}} is a linear sum of the following: ∑ 0 ≤ i ≤ T ( γ i R i ) {\textstyle \sum _{0\leq i\leq T}(\gamma ^{i}R_{i})} . γ j ∑ j ≤ i ≤ T ( γ i − j R i ) {\textstyle \gamma ^{j}\sum _{j\leq i\leq T}(\gamma ^{i-j}R_{i})} : the REINFORCE algorithm. γ j ∑ j ≤ i ≤ T ( γ i − j R i ) − b ( S j ) {\textstyle \gamma ^{j}\sum _{j\leq i\leq T}(\gamma ^{i-j}R_{i})-b(S_{j})} : the REINFORCE with baseline algorithm. Here b {\displaystyle b} is an arbitrary function. γ j ( R j + γ V π θ ( S j + 1 ) − V π θ ( S j ) ) {\textstyle \gamma ^{j}\left(R_{j}+\gamma V^{\pi _{\theta }}(S_{j+1})-V^{\pi _{\theta }}(S_{j})\right)} : TD(1) learning. γ j Q π θ ( S j , A j ) {\textstyle \gamma ^{j}Q^{\pi _{\theta }}(S_{j},A_{j})} . γ j A π θ ( S j , A j ) {\textstyle \gamma ^{j}A^{\pi _{\theta }}(S_{j},A_{j})} : Advantage Actor-Critic (A2C). γ j ( R j + γ R j + 1 + γ 2 V π θ ( S j + 2 ) − V π θ ( S j ) ) {\textstyle \gamma ^{j}\left(R_{j}+\gamma R_{j+1}+\gamma ^{2}V^{\pi _{\theta }}(S_{j+2})-V^{\pi _{\theta }}(S_{j})\right)} : TD(2) learning. γ j ( ∑ k = 0 n − 1 γ k R j + k + γ n V π θ ( S j + n ) − V π θ ( S j ) ) {\textstyle \gamma ^{j}\left(\sum _{k=0}^{n-1}\gamma ^{k}R_{j+k}+\gamma ^{n}V^{\pi _{\theta }}(S_{j+n})-V^{\pi _{\theta }}(S_{j})\right)} : TD(n) learning. γ j ∑ n = 1 ∞ λ n − 1 1 − λ ⋅ ( ∑ k = 0 n − 1 γ k R j + k + γ n V π θ ( S j + n ) − V π θ ( S j ) ) {\textstyle \gamma ^{j}\sum _{n=1}^{\infty }{\frac {\lambda ^{n-1}}{1-\lambda }}\cdot \left(\sum _{k=0}^{n-1}\gamma ^{k}R_{j+k}+\gamma ^{n}V^{\pi _{\theta }}(S_{j+n})-V^{\pi _{\theta }}(S_{j})\right)} : TD(λ) learning, also known as GAE (generalized advantage estimate). This is obtained by an exponentially decaying sum of the TD(n) learning terms. === Critic === In the unbiased estimators given above, certain functions such as V π θ , Q π θ , A π θ {\displaystyle V^{\pi _{\theta }},Q^{\pi _{\theta }},A^{\pi _{\theta }}} appear. These are approximated by the critic. Since these functions all depend on the actor, the critic must learn alongside the actor. The critic is learned by value-based RL algorithms. For example, if the critic is estimating the state-value function V π θ ( s ) {\displaystyle V^{\pi _{\theta }}(s)} , then it can be learned by any value function approximation method. Let the critic be a function approximator V ϕ ( s ) {\displaystyle V_{\phi }(s)} with parameters ϕ {\displaystyle \phi } . The simplest example is TD(1) learning, which trains the critic to minimize the TD(1) error: δ i = R i + γ V ϕ ( S i + 1 ) − V ϕ ( S i ) {\displaystyle \delta _{i}=R_{i}+\gamma V_{\phi }(S_{i+1})-V_{\phi }(S_{i})} The critic parameters are updated by gradient descent on the squared TD error: ϕ ← ϕ − α ∇ ϕ ( δ i ) 2 = ϕ + α δ i ∇ ϕ V ϕ ( S i ) {\displaystyle \phi \leftarrow \phi -\alpha \nabla _{\phi }(\delta _{i})^{2}=\phi +\alpha \delta _{i}\nabla _{\phi }V_{\phi }(S_{i})} where α {\displaystyle \alpha } is the learning rate. Note that the gradient is taken with respect to the ϕ {\displaystyle \phi } in V ϕ ( S i ) {\displaystyle V_{\phi }(S_{i})} only, since the ϕ {\displaystyle \phi } in γ V ϕ ( S i + 1 ) {\displaystyle \gamma V_{\phi }(S_{i+1})} constitutes a moving target, and the gradient is not taken with respect to that. This is a common source of error in implementations that use automatic differentiation, and requires "stopping the gradient" at that point. Similarly, if the critic is estimating the action-value function Q π θ {\displaystyle Q^{\pi _{\theta }}} , then it can be learned by Q-learning or SARSA. In SARSA, the critic maintains an estimate of the Q-function, parameterized by ϕ {\displaystyle \phi } , denoted as Q ϕ ( s , a ) {\displaystyle Q_{\phi }(s,a)} . The temporal difference error is then calculated as δ i = R i + γ Q θ ( S i + 1 , A i + 1 ) − Q θ ( S i , A i ) {\displaystyle \delta _{i}=R_{i}+\gamma Q_{\theta }(S_{i+1},A_{i+1})-Q_{\theta }(S_{i},A_{i})} . The critic is then updated by θ ← θ + α δ i ∇ θ Q θ ( S i , A i ) {\displaystyle \theta \leftarrow \theta +\alpha \delta _{i}\nabla _{\theta }Q_{\theta }(S_{i},A_{i})} The advantage critic can be trained by training both a Q-function Q ϕ ( s , a ) {\displaystyle Q_{\phi }(s,a)} and a state-value function V ϕ ( s ) {\displaystyle V_{\phi }(s)} , then let A ϕ ( s , a ) = Q ϕ ( s , a ) − V ϕ ( s ) {\displaystyle A_{\phi }(s,a)=Q_{\phi }(s,a)-V_{\phi }(s)} . Although, it is more common to train just a state-value function V ϕ ( s ) {\displaystyle V_{\phi }(s)} , then estimate the advantage by A ϕ ( S i , A i ) ≈ ∑ j ∈ 0 : n − 1 γ j R i + j + γ n V ϕ ( S i + n ) − V ϕ ( S i ) {\displaystyle A_{\phi }(S_{i},A_{i})\approx \sum _{j\in 0:n-1}\gamma ^{j}R_{i+j}+\gamma ^{n}V_{\phi }(S_{i+n})-V_{\phi }(S_{i})} Here, n {\displaystyle n} is a positive integer. The higher n {\displaystyle n} is, the more lower is the bias in the advantage estimation, but at the price of higher variance. The Generalized Advantage Estimation (GAE) introduces a hyperparameter λ {\displaystyle \lambda } that smoothly interpolates between Monte Carlo returns ( λ = 1 {\displaystyle \lambda =1} , high variance, no bias) and 1-step TD learning ( λ = 0 {\displaystyle \lambda =0} , low variance, high bias). This hyperparameter can be adjusted to pick the optimal bias-variance trade-off in advantage estimation. It uses an exponentially decaying average of n-step returns with λ {\displaystyle \lambda } being the decay strength. == Variants == Asynchronous Advantage Actor-Critic (A3C): Parallel and asynchronous version of A2C. Soft Actor-Critic (SAC): Incorporates entropy maximization for improved exploration. Deep Deterministic Policy Gradient (DDPG): Specialized for continuous action spaces.

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  • Biohybrid system

    Biohybrid system

    Biohybrid systems refer to the integration of biological materials, such as cells or tissues, with artificial components, including electronics or mechanical structure. This combination incorporates the capabilities of living organisms with the precision of man-made technology. As a result, these systems perform tasks that neither biology nor machines could achieve independently. Biohybrid systems might use lab-cultured muscle cells to power small robots or combine sensors with living tissue for better health sensing. The intent behind these systems is to combine the benefits of biological and technological components to introduce new solutions for complex medical challenges. Biohybrid systems may have transformative potential across sectors, such as robotics to create actuators and sensors that mimic natural muscle and nerve function, medicine in developing smart implants and drug delivery systems, in prosthetics for enhancing user control through neural or muscular interfaces and environmental sustainability for deploying biohybrid solutions for pollution sensing or remediation. == Origin == The term "biohybrid" is a compound of "bio" from biology (meaning life) and "hybrid" (referring to a combination of distinct elements), denoting a field of study. Its use helps distinguish such systems from purely biological constructs or entirely synthetic machines. Early academic mentions may include bio actuated robotics papers and foundational tissue-robot integration studies published in journals like Nature Biotechnology or Science Robotics. The emergence of the term reflects a growing recognition of the need to describe systems that do not fit cleanly into traditional categories. == Design principles == One of the most significant biohybrid challenges is to engineer interfaces between living tissue and artificial materials that are efficient. This means having precise control over adhesion at the surface, diffusion of nutrients, and signal conduction. Actuation mechanisms within the heart of these systems generate movement or mechanical response. These may be in the form of living muscle cells such as skeletal myocytes or cardiomyocytes, soft pneumatic actuators, or electrical stimulation-responsive tissues. Materials selection is equally critical. Hydrogels, elastomers like PDMS (polydimethylsiloxane), and biopolymers are commonly used due to their softness and biocompatibility. These materials must support cell viability, resist immune attack, and allow the integration of mechanical or electrical components. == Key components == At their core, biohybrid systems work by bridging living biological parts with technology. Through this integration, functionality that neither system could accomplish singularly is possible. Biological parts may be cells, tissues, or even organs—occasionally cultured in a laboratory setting. These biological parts carry out biologically inspired behaviors, such as muscle contraction or chemical sensing in the body. Technological components may constitute devices like sensors, electronic components, and mechanical structure. These manipulate the system, supply power, or transfer data. An example is a sensor that is implantable within a body and detects glucose levels as it sends information to a smart phone. By integrating these artificial and biological parts, biohybrid systems can perform advanced functions, such as tissue regeneration, real-time health monitoring, or the recovery of motor function in paralysis patients. Biohybrid systems generally consist of two major components: the biological and the mechanical. Biological components may include muscle cells for contraction, endothelial cells for vascularization, and stem cells for regenerative capabilities. Mechanical components comprise soft actuators that mimic organic motion, synthetic scaffolds that provide support and structure, and microfluidic systems that facilitate the delivery of nutrients and removal of waste. These components are combined in a manner that allows for dynamic, lifelike behavior—such as the contraction of tissue or the propagation of mechanical waves—while maintaining biocompatibility and durability. == Applications == The range of applications for biohybrid systems is broad and continuously expanding. In robotics, biohybrid structures have been used to engineer microscopic, muscle-driven machines, such as Harvard University's biohybrid stingray robot. In medical applications, they offer new alternatives for organ repair and augmentation, including biohybrid heart valves and esophageal scaffolds. Biohybrids are also promising in neural interfaces, where the goal is to create long-lasting, stable interaction between mechanical devices and brain tissue. Muscle-actuated drug response platforms are under exploration in pharmacology for modelling and real-time screening. == Examples == Several high-profile research projects have demonstrated the potential of biohybrid systems: Harvard researchers developed a biohybrid swimming ray powered by rat cardiac cells layered onto a gold skeleton, mimicking the motion of a real stingray. At the Massachusetts Institute of Technology, a cardiac pump actuated entirely by living heart muscle cells was engineered to simulate the behavior of a beating heart. Bio actuated soft robots have been built to simulate gut peristalsis, using muscle contractions to replicate natural wave-like movement in the digestive tract. == Challenges and limitations == As with many technologies that involve living systems, biohybrid systems raise important ethical and biomedical questions. Cell sourcing remains a key issue, particularly when embryonic or animal-derived cells are used. Long-term viability is another concern—living tissues must be kept alive with nutrients and oxygen, and they often degrade or elicit immune responses when implanted. Powering these biological parts presents logistical and ethical hurdles as well. Systems must either include internal mechanisms for nutrient delivery or be supported externally, which can limit portability and independence. == Future directions == Researchers are exploring self-directed, self-regulated organ substitutes and regenerative implants that can respond to their surroundings in real-time. These systems may be integrated with artificial intelligence to make them adjust to stimuli and coordinate complex behaviors. Future potential applications are wearable biohybrid systems for rehabilitation, space medicine devices for long-duration missions, and implantable devices that integrate into human physiology.

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  • Competition in artificial intelligence

    Competition in artificial intelligence

    Competition in artificial intelligence refers to the rivalry among companies, research institutions, and governments to develop and deploy the most capable artificial intelligence (AI) systems. The competition spans multiple domains, including large language models (LLMs), autonomous vehicles, robotics, computer vision systems, natural language processing (NLP), and AI-optimized hardware. == Background == Competition in AI is driven by potential economic, strategic, and scientific advantages. Breakthroughs in AI can enhance productivity, enable new products and services, and provide geopolitical leverage. The field has experienced rapid progress since the mid-2010s, particularly in machine learning and artificial neural networks, leading to intense rivalry among leading actors. == Corporate competition == Major technology companies are among the most visible competitors in AI. In the United States, firms such as OpenAI, Google DeepMind, Meta Platforms, Microsoft, Anthropic, and Nvidia compete in building advanced LLMs, generative AI platforms, and AI-optimized graphics processing units (GPUs). In China, companies such as Baidu, Alibaba Group, Tencent, and startups such DeepSeek have become leaders in AI deployment, often with state backing. The "[war for talent]" in AI research has become a defining feature of corporate competition. Leading firms often recruit top AI researchers from rivals, sometimes offering multi-million-dollar compensation packages. == National competition == Governments see leadership in AI as a strategic priority. The United States has funded AI research for military, economic, and societal applications, while China has set a target to lead the world in AI by 2030 through its "New Generation Artificial Intelligence Development Plan". Other nations, including the UK, India, Israel, Russia, South Korea, and members of the European Union, have launched national AI strategies. In February 2026 Anthropic said Chinese companies - DeepSeek, Moonshot AI, and MiniMax - were conducting "distillation attacks" in an attempt to copy their model's capabilities, and warned that business wars were closely tied to geopolitical ones: "foreign labs that illicitly distill American models can remove safeguards, feeding model capabilities into their own military, intelligence, and surveillance systems." == Sectors of competition == === Large language models and chatbots competition === Competition to produce the most capable generative text models, with benchmarks such as MMLU and ARC used to evaluate performance has been on scale since the emergence of AI. These systems leverage deep learning, especially transformer architectures, to understand and generate human-like language. Companies and research groups globally compete to develop chatbots that are more capable, reliable, and context-aware. Among the most well-known chatbots is ChatGPT, developed by OpenAI. Since its public release in 2022, ChatGPT has rapidly gained widespread attention for its ability to engage in coherent and versatile conversations, assist with creative writing, and solve complex problems. In response, technology firms introduced competing chatbots aiming to challenge or surpass ChatGPT's capabilities. Notably, DeepSeek, a Chinese AI company, launched an advanced chatbot integrated with their R1 language model, emphasizing strong natural language understanding and multilingual support. Similarly, Grok, developed by xAI (company), integrates conversational AI into vehicles and digital assistants, combining natural language processing with real-time data for personalized user interaction. These chatbots not only compete in language tasks but also demonstrate strategic reasoning capabilities by playing complex games such as chess and Go. This form of competition is reminiscent of historic AI milestones set by programs such as Deep Blue and AlphaGo. The OpenAI’s ChatGPT has been tested in playing chess at various levels, while DeepSeek’s chatbot showcased its prowess in online chess tournaments in early 2024, winning several matches against human and AI opponents. Grok, leveraging Tesla's vast data infrastructure, has demonstrated real-time strategic decision-making in simulation environments that include chess-like games. The competition pushes rapid innovation, with firms racing to improve chatbot conversational depth, reduce biases, increase factual accuracy, and integrate multimodal inputs like images and videos. At the same time, the competition raises questions about AI safety, ethical use, and the societal impacts of increasingly human-like chatbots. === Autonomous vehicles === Companies such as Waymo, Tesla, and Baidu are racing to deploy safe and reliable self-driving car technology. === AI chips === Rivalry between Nvidia, AMD, Intel, and Huawei in designing processors optimized for AI workloads. === Military applications === Development of AI-enabled drones, surveillance systems, and decision-support tools, with associated ethical debates. == Events == In 2023, OpenAI released GPT-4, prompting competitors such as Google DeepMind to accelerate the release of their own models, including Gemini. In 2024, Chinese AI company DeepSeek launched the R1 model, leading OpenAI to release an open-source system, GPT-OSS, as a strategic countermeasure. In 2022, Tesla and Waymo both expanded autonomous taxi services in U.S. cities, competing for regulatory approval and public trust. The U.S. Department of Defense's Project Maven and China's AI-enabled surveillance programs have been cited as examples of military AI rivalry. In 2025, Microsoft hired several senior engineers from Google DeepMind, highlighting the ongoing "talent poaching" competition in the AI sector. == Risks and concerns == Critics warn that unrestrained competition in AI can undermine safety, ethics, and governance. Concerns include the proliferation of biased or unsafe models, escalation in autonomous weapons, and reduced cooperation on safety standards.

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  • Template matching

    Template matching

    Template matching is a technique in digital image processing for finding small parts of an image which match a template image. It can be used for quality control in manufacturing, navigation of mobile robots, or edge detection in images. The main challenges in a template matching task are detection of occlusion, when a sought-after object is partly hidden in an image; detection of non-rigid transformations, when an object is distorted or imaged from different angles; sensitivity to illumination and background changes; background clutter; and scale changes. == Feature-based approach == The feature-based approach to template matching relies on the extraction of image features, such as shapes, textures, and colors, that match the target image or frame. This approach is usually achieved using neural networks and deep-learning classifiers such as VGG, AlexNet, and ResNet.Convolutional neural networks (CNNs), which many modern classifiers are based on, process an image by passing it through different hidden layers, producing a vector at each layer with classification information about the image. These vectors are extracted from the network and used as the features of the image. Feature extraction using deep neural networks, like CNNs, has proven extremely effective has become the standard in state-of-the-art template matching algorithms. This feature-based approach is often more robust than the template-based approach described below. As such, it has become the state-of-the-art method for template matching, as it can match templates with non-rigid and out-of-plane transformations, as well as high background clutter and illumination changes. == Template-based approach == For templates without strong features, or for when the bulk of a template image constitutes the matching image as a whole, a template-based approach may be effective. Since template-based matching may require sampling of a large number of data points, it is often desirable to reduce the number of sampling points by reducing the resolution of search and template images by the same factor before performing the operation on the resultant downsized images. This pre-processing method creates a multi-scale, or pyramid, representation of images, providing a reduced search window of data points within a search image so that the template does not have to be compared with every viable data point. Pyramid representations are a method of dimensionality reduction, a common aim of machine learning on data sets that suffer the curse of dimensionality. == Common challenges == In instances where the template may not provide a direct match, it may be useful to implement eigenspaces to create templates that detail the matching object under a number of different conditions, such as varying perspectives, illuminations, color contrasts, or object poses. For example, if an algorithm is looking for a face, its template eigenspaces may consist of images (i.e., templates) of faces in different positions to the camera, in different lighting conditions, or with different expressions (i.e., poses). It is also possible for a matching image to be obscured or occluded by an object. In these cases, it is unreasonable to provide a multitude of templates to cover each possible occlusion. For example, the search object may be a playing card, and in some of the search images, the card is obscured by the fingers of someone holding the card, or by another card on top of it, or by some other object in front of the camera. In cases where the object is malleable or poseable, motion becomes an additional problem, and problems involving both motion and occlusion become ambiguous. In these cases, one possible solution is to divide the template image into multiple sub-images and perform matching on each subdivision. == Deformable templates in computational anatomy == Template matching is a central tool in computational anatomy (CA). In this field, a deformable template model is used to model the space of human anatomies and their orbits under the group of diffeomorphisms, functions which smoothly deform an object. Template matching arises as an approach to finding the unknown diffeomorphism that acts on a template image to match the target image. Template matching algorithms in CA have come to be called large deformation diffeomorphic metric mappings (LDDMMs). Currently, there are LDDMM template matching algorithms for matching anatomical landmark points, curves, surfaces, volumes. == Template-based matching explained using cross correlation or sum of absolute differences == A basic method of template matching sometimes called "Linear Spatial Filtering" uses an image patch (i.e., the "template image" or "filter mask") tailored to a specific feature of search images to detect. This technique can be easily performed on grey images or edge images, where the additional variable of color is either not present or not relevant. Cross correlation techniques compare the similarities of the search and template images. Their outputs should be highest at places where the image structure matches the template structure, i.e., where large search image values get multiplied by large template image values. This method is normally implemented by first picking out a part of a search image to use as a template. Let S ( x , y ) {\displaystyle S(x,y)} represent the value of a search image pixel, where ( x , y ) {\displaystyle (x,y)} represents the coordinates of the pixel in the search image. For simplicity, assume pixel values are scalar, as in a greyscale image. Similarly, let T ( x t , y t ) {\textstyle T(x_{t},y_{t})} represent the value of a template pixel, where ( x t , y t ) {\textstyle (x_{t},y_{t})} represents the coordinates of the pixel in the template image. To apply the filter, simply move the center (or origin) of the template image over each point in the search image and calculate the sum of products, similar to a dot product, between the pixel values in the search and template images over the whole area spanned by the template. More formally, if ( 0 , 0 ) {\displaystyle (0,0)} is the center (or origin) of the template image, then the cross correlation T ⋆ S {\displaystyle T\star S} at each point ( x , y ) {\displaystyle (x,y)} in the search image can be computed as: ( T ⋆ S ) ( x , y ) = ∑ ( x t , y t ) ∈ T T ( x t , y t ) ⋅ S ( x t + x , y t + y ) {\displaystyle (T\star S)(x,y)=\sum _{(x_{t},y_{t})\in T}T(x_{t},y_{t})\cdot S(x_{t}+x,y_{t}+y)} For convenience, T {\displaystyle T} denotes both the pixel values of the template image as well as its domain, the bounds of the template. Note that all possible positions of the template with respect to the search image are considered. Since cross correlation values are greatest when the values of the search and template pixels align, the best matching position ( x m , y m ) {\displaystyle (x_{m},y_{m})} corresponds to the maximum value of T ⋆ S {\displaystyle T\star S} over S {\displaystyle S} . Another way to handle translation problems on images using template matching is to compare the intensities of the pixels, using the sum of absolute differences (SAD) measure. To formulate this, let I S ( x s , y s ) {\displaystyle I_{S}(x_{s},y_{s})} and I T ( x t , y t ) {\displaystyle I_{T}(x_{t},y_{t})} denote the light intensity of pixels in the search and template images with coordinates ( x s , y s ) {\displaystyle (x_{s},y_{s})} and ( x t , y t ) {\displaystyle (x_{t},y_{t})} , respectively. Then by moving the center (or origin) of the template to a point ( x , y ) {\displaystyle (x,y)} in the search image, as before, the sum of absolute differences between the template and search pixel intensities at that point is: S A D ( x , y ) = ∑ ( x t , y t ) ∈ T | I T ( x t , y t ) − I S ( x t + x , y t + y ) | {\displaystyle SAD(x,y)=\sum _{(x_{t},y_{t})\in T}\left\vert I_{T}(x_{t},y_{t})-I_{S}(x_{t}+x,y_{t}+y)\right\vert } With this measure, the lowest SAD gives the best position for the template, rather than the greatest as with cross correlation. SAD tends to be relatively simple to implement and understand, but it also tends to be relatively slow to execute. A simple C++ implementation of SAD template matching is given below. == Implementation == In this simple implementation, it is assumed that the above described method is applied on grey images: This is why Grey is used as pixel intensity. The final position in this implementation gives the top left location for where the template image best matches the search image. One way to perform template matching on color images is to decompose the pixels into their color components and measure the quality of match between the color template and search image using the sum of the SAD computed for each color separately. == Speeding up the process == In the past, this type of spatial filtering was normally only used in dedicated hardware solutions because of the computational complexity of the operation, however we can lessen this complexity b

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  • Computational intelligence

    Computational intelligence

    In computer science, computational intelligence (CI) refers to concepts, paradigms, algorithms and implementations of systems that are designed to show "intelligent" behavior in complex and changing environments. These systems are aimed at mastering complex tasks in a wide variety of technical or commercial areas and offer solutions that recognize and interpret patterns, control processes, support decision-making or autonomously manoeuvre vehicles or robots in unknown environments, among other things. These concepts and paradigms are characterized by the ability to learn or adapt to new situations, to generalize, to abstract, to discover and associate. Nature-analog or nature-inspired methods play a key role in this. CI approaches primarily address those complex real-world problems for which traditional or mathematical modeling is not appropriate for various reasons: the processes cannot be described exactly with complete knowledge, the processes are too complex for mathematical reasoning, they contain some uncertainties during the process, such as unforeseen changes in the environment or in the process itself, or the processes are simply stochastic in nature. Thus, CI techniques are properly aimed at processes that are ill-defined, complex, nonlinear, time-varying and/or stochastic. A recent definition of the IEEE Computational Intelligence Societey describes CI as the theory, design, application and development of biologically and linguistically motivated computational paradigms. Traditionally the three main pillars of CI have been Neural Networks, Fuzzy Systems and Evolutionary Computation. ... CI is an evolving field and at present in addition to the three main constituents, it encompasses computing paradigms like ambient intelligence, artificial life, cultural learning, artificial endocrine networks, social reasoning, and artificial hormone networks. ... Over the last few years there has been an explosion of research on Deep Learning, in particular deep convolutional neural networks. Nowadays, deep learning has become the core method for artificial intelligence. In fact, some of the most successful AI systems are based on CI. However, as CI is an emerging and developing field there is no final definition of CI, especially in terms of the list of concepts and paradigms that belong to it. The general requirements for the development of an “intelligent system” are ultimately always the same, namely the simulation of intelligent thinking and action in a specific area of application. To do this, the knowledge about this area must be represented in a model so that it can be processed. The quality of the resulting system depends largely on how well the model was chosen in the development process. Sometimes data-driven methods are suitable for finding a good model and sometimes logic-based knowledge representations deliver better results. Hybrid models are usually used in real applications. According to actual textbooks, the following methods and paradigms, which largely complement each other, can be regarded as parts of CI: Fuzzy systems Neural networks and, in particular, convolutional neural networks Evolutionary computation and, in particular, multi-objective evolutionary optimization Swarm intelligence Bayesian networks Artificial immune systems Learning theory Probabilistic methods == Relationship between hard and soft computing and artificial and computational intelligence == Artificial intelligence (AI) is used in the media, but also by some of the scientists involved, as a kind of umbrella term for the various techniques associated with it or with CI. Craenen and Eiben state that attempts to define or at least describe CI can usually be assigned to one or more of the following groups: "Relative definition” comparing CI to AI Conceptual treatment of key notions and their roles in CI Listing of the (established) areas that belong to it The relationship between CI and AI has been a frequently discussed topic during the development of CI. While the above list implies that they are synonyms, the vast majority of AI/CI researchers working on the subject consider them to be distinct fields, where either CI is an alternative to AI AI includes CI CI includes AI The view of the first of the above three points goes back to Zadeh, the founder of the fuzzy set theory, who differentiated machine intelligence into hard and soft computing techniques, which are used in artificial intelligence on the one hand and computational intelligence on the other. In hard computing (HC) and traditional AI (e.g. expert systems), inaccuracy and uncertainty are undesirable characteristics of a system, while soft computing (SC) and thus CI focus on dealing with these characteristics. The adjacent figure illustrates this view and lists the most important CI techniques. Another frequently mentioned distinguishing feature is the representation of information in symbolic form in AI and in sub-symbolic form in CI techniques. Hard computing is a conventional computing method based on the principles of certainty and accuracy and it is deterministic. It requires a precisely stated analytical model of the task to be processed and a prewritten program, i.e. a fixed set of instructions. The models used are based on Boolean logic (also called crisp logic), where e.g. an element can be either a member of a set or not and there is nothing in between. When applied to real-world tasks, systems based on HC result in specific control actions defined by a mathematical model or algorithm. If an unforeseen situation occurs that is not included in the model or algorithm used, the action will most likely fail. Soft computing, on the other hand, is based on the fact that the human mind is capable of storing information and processing it in a goal-oriented way, even if it is imprecise and lacks certainty. SC is based on the model of the human brain with probabilistic thinking, fuzzy logic and multi-valued logic. Soft computing can process a wealth of data and perform a large number of computations, which may not be exact, in parallel. For hard problems for which no satisfying exact solutions based on HC are available, SC methods can be applied successfully. SC methods are usually stochastic in nature i.e., they are a randomly defined processes that can be analyzed statistically but not with precision. Up to now, the results of some CI methods, such as deep learning, cannot be verified and it is also not clear what they are based on. This problem represents an important scientific issue for the future. AI and CI are catchy terms, but they are also so similar that they can be confused. The meaning of both terms has developed and changed over a long period of time, with AI being used first. Bezdek describes this impressively and concludes that such buzzwords are frequently used and hyped by the scientific community, science management and (science) journalism. Not least because AI and biological intelligence are emotionally charged terms and it is still difficult to find a generally accepted definition for the basic term intelligence. == History == In 1950, Alan Turing, one of the founding fathers of computer science, developed a test for computer intelligence known as the Turing test. In this test, a person can ask questions via a keyboard and a monitor without knowing whether his counterpart is a human or a computer. A computer is considered intelligent if the interrogator cannot distinguish the computer from a human. This illustrates the discussion about intelligent computers at the beginning of the computer age. The term Computational Intelligence was first used as the title of the journal of the same name in 1985 and later by the IEEE Neural Networks Council (NNC), which was founded 1989 by a group of researchers interested in the development of biological and artificial neural networks. On November 21, 2001, the NNC became the IEEE Neural Networks Society, to become the IEEE Computational Intelligence Society two years later by including new areas of interest such as fuzzy systems and evolutionary computation. The NNC helped organize the first IEEE World Congress on Computational Intelligence in Orlando, Florida in 1994. On this conference the first clear definition of Computational Intelligence was introduced by Bezdek: A system is computationally intelligent when it: deals with only numerical (low-level) data, has pattern-recognition components, does not use knowledge in the AI sense; and additionally when it (begins to) exhibit (1) computational adaptivity; (2) computational fault tolerance; (3) speed approaching human-like turnaround and (4) error rates that approximate human performance. Today, with machine learning and deep learning in particular utilizing a breadth of supervised, unsupervised, and reinforcement learning approaches, the CI landscape has been greatly enhanced, with novell intelligent approaches. == The main algorithmic approaches of CI and their applicati

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  • AI data center

    AI data center

    An AI data center is a specialized data center facility designed for the computationally intensive tasks of training and running inference for artificial intelligence (AI) and machine learning models. Unlike general-purpose data centers, they are optimized for the parallel processing demands of AI workloads, typically using hardware such as AI accelerators (e.g., GPUs, TPUs) and high-speed interconnects. The global push to construct these specialized facilities accelerated dramatically during the AI boom of the 2020s. Memory manufacturers prioritized production of High Bandwidth Memory (HBM) essential for AI servers, which led to a global memory supply shortage amid a broader competition for advanced chips, power, and infrastructure. Major tech companies are estimated to spend $650 billion on AI data centers in 2026. == Architecture == Data centers for building and running large machine learning models contain specialized computer chips, GPUs, that use 2 to 4 times as much energy as their regular CPU counterparts (250-500 watts). AI data centers use 60 or more kilowatts per server rack, whereas more standard data centers typically use 5 to 10 kilowatts per rack. == Operators == As of August 2025, The Information tracked 18 planned or existing AI data centers in the United States, operated by Amazon Web Services, CoreWeave, Crusoe, Meta, Microsoft/OpenAI, Oracle, Tesla, and xAI. Other AI data center operators include Digital Realty and Alibaba. Data centers are also being built in China, India, Europe, Saudi Arabia, and Canada. The New Yorker described CoreWeave as the most prominent AI data center operator in the United States. Two types of data center providers for machine learning have been noted: hyperscalers and neoclouds. The Verge listed large technology companies such as Google, Meta, Microsoft, Oracle and Amazon as hyperscalers. The New York Times described neoclouds as "a new generation of data center providers". CoreWeave, Nebius, Nscale, and Lambda have been described as examples of neoclouds. In January 2025, OpenAI, in partnership with Oracle and Softbank, announced the Stargate project, which as of September 2025 is composed of six built or proposed AI data centers in the United States. In response to the Stargate project, Amazon launched in October 2025 an AI data center on 1,200 acres of farmland in Indiana. This data center, known as Project Rainier, is one of the largest AI data centers in the world, with Amazon spending $11 billion on the project. Rainier is specifically intended for training and running machine learning models from Anthropic. As of that time, this facility contains seven data centers (out of an estimated 30 planned) and will use 2.2 gigawatts of electricity (equivalent to 1 million households) and millions of gallons of water per year. Computer chips from Annapurna Labs and Anthropic, Trainium 2, were designed for use in such facilities. Amazon pumped millions of gallons of water out of the ground to construct the data center, and as of June 2025, Indiana state officials are investigating whether this dewatering process led to dry wells for local residents. In November 2025, Anthropic announced a plan in partnership with Fluidstack to develop artificial intelligence infrastructure in the United States, including data centers in New York and Texas, worth $50 billion. Other AI data center projects include the Colossus supercomputer from xAI, a Louisiana-based project from Meta, Hyperion, expected to use 5 GW of power, and a second Ohio-based Meta project, Prometheus, with a capacity of 1 GW. A 3,200-acre AI data center, capable of 4.4-4.5 GW of power and located on the decommissioned Homer City Generating Station, is under construction as of 2025, and will use seven 30-acre gas generating stations supplied by EQT. As of December 2025, CRH is working on over 100 data centers in the United States. In 2025, ExxonMobil and NextEra announced plans to build a data center powered by natural gas and using carbon capture technology, with 1.2 GW of power capacity. They previously purchased 2,500 acres of land in the Southeastern United States and plan to market the data center to an artificial intelligence company. The increased interest in AI data centers has led to several executives from companies in that space becoming billionaires, including CoreWeave, QTS, Nebius, Astera Labs, Groq, Fermi (which is connected to former United States Secretary of Energy Rick Perry), Snowflake and Cipher Mining. Several companies involved in cryptocurrency mining, such as Bitdeer, CoreWeave, Cipher Mining, TeraWulf, IREN, Core Scientific, and CleanSpark have also been involved with AI data centers. == Finances == Between January and August 2024, Microsoft, Meta, Google and Amazon collectively spent $125 billion on AI data centers. Citigroup forecasted that $2.8 trillion would be spent on AI data centers by 2030, while McKinsey and Company estimated that almost $7 trillion would be spent globally by that time. According to S&P Global, $61 billion has been spent on the data center market as a whole in 2025, while debt issuance for data centers was $182 billion during the same year. Large technology companies have offloaded the financial risks of building AI data centers by setting up special purpose vehicles or by contracting with neoclouds. For example, Meta's Hyperion was mostly funded by Blue Owl Capital, which did so using a bond offering from PIMCO. Those bonds were sold to a number of clients, including BlackRock. Meta did not borrow money itself and instead established a special purpose vehicle from which it would rent the data center. This deal was structured by Morgan Stanley for $30 billion, the largest known private capital transaction as of 2025. Neoclouds such as CoreWeave have gone into debt to buy computer chips from Nvidia for their data centers, and the chips themselves have been used for loan collateral. As of December 2025, CoreWeave took out three GPU-backed loans, collectively worth $12.4 billion, from private credit firms (Blackstone, Coatue, BlackRock, PIMCO) and from banks (Goldman Sachs, JPMorgan Chase, Wells Fargo). Thus, these companies provide an indirect connection between private credit and established banks. Data centers have also established asset-backed securities, and debt for data centers has its own derivative financial products. The real estate industry, including asset managers, public companies and private investors, has also invested in data centers. == Energy sourcing == == Environmental footprint == Average AI data centers have an electricity footprint equivalent to 100,000 households, and use billions of gallons of water for cooling their hardware. In 2025, the International Energy Agency estimated that the larger AI data centers currently under construction could consume as much electricity as 2 million households. A 2024 report from the United States Department of Energy stated that data centers overall used 17 billion gallons of water per year in the United States, primarily due to "rapid proliferation of AI servers", and that this usage was forecasted to grow to nearly 80 billion gallons by 2028. Researchers estimated that AI data centers in the United States would emit 24-44 million metric tons of carbon dioxide and use 731–1,125 million cubic meters of water per year between 2024 and 2030. Peaking power plants, which have been proposed as a power source for AI data centers, emit sulfur dioxide and have historically been located disproportionately near communities of color in the United States. Reciprocating internal combustion engines, proposed as another power source for a data center, emit PM 2.5, nitrogen oxides, and volatile organic compounds. == AI data centers in the United States == In the United States, both the Biden administration and second Trump administration supported the construction of AI data centers. In January 2025, then-president Joe Biden signed an executive order for federal government agencies to support AI data centers on federal sites built by private companies, study their effect on energy prices, and encourage their use of renewable energy. In April 2025, the United States Department of Energy suggested 16 possible sites, including Los Alamos National Laboratory, Sandia National Laboratories and Oak Ridge National Laboratory. In its July 2025 AI Action Plan, the second Trump administration supported increased production of AI data centers. Several US states have incentivized local data center construction. For example, in 2024, lawmakers in Michigan approved tax breaks for data center equipment and construction material. Some data center companies have also invested or promised to invest in the infrastructure of local communities. In December 2025, Democratic senators Elizabeth Warren, Chris Van Hollen, and Richard Blumenthal wrote to seven technology companies (Google, Microsoft, Amazon, Meta, CoreWeave, Digital Realty, and Equinix) that they w

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  • Wetware (brain)

    Wetware (brain)

    Wetware is a term drawn from the computer-related idea of hardware or software, but applied to biological life forms. == Usage == The prefix "wet" is a reference to the water found in living creatures. Wetware is used to describe the elements equivalent to hardware and software found in a person, especially the central nervous system (CNS) and the human mind. The term wetware finds use in works of fiction, in scholarly publications and in popularizations. The "hardware" component of wetware concerns the bioelectric and biochemical properties of the CNS, specifically the brain. If the sequence of impulses traveling across the various neurons are thought of symbolically as software, then the physical neurons would be the hardware. The amalgamated interaction of this software and hardware is manifested through continuously changing physical connections, and chemical and electrical influences that spread across the body. The process by which the mind and brain interact to produce the collection of experiences that we define as self-awareness is in question. == History == Although the exact definition has shifted over time, the term Wetware and its fundamental reference to "the physical mind" has been around at least since the mid-1950s. Mostly used in relatively obscure articles and papers, it was not until the heyday of cyberpunk, however, that the term found broad adoption. Among the first uses of the term in popular culture was the Bruce Sterling novel Schismatrix (1985) and the Michael Swanwick novel Vacuum Flowers (1987). Rudy Rucker references the term in a number of books, including one entitled Wetware (1988): ... all sparks and tastes and tangles, all its stimulus/response patterns – the whole bio-cybernetic software of mind. Rucker did not use the word to simply mean a brain, nor in the human-resources sense of employees. He used wetware to stand for the data found in any biological system, analogous perhaps to the firmware that is found in a ROM chip. In Rucker's sense, a seed, a plant graft, an embryo, or a biological virus are all wetware. DNA, the immune system, and the evolved neural architecture of the brain are further examples of wetware in this sense. Rucker describes his conception in a 1992 compendium The Mondo 2000 User's Guide to the New Edge, which he quotes in a 2007 blog entry. Early cyber-guru Arthur Kroker used the term in his blog. With the term getting traction in trendsetting publications, it became a buzzword in the early 1990s. In 1991, Dutch media theorist Geert Lovink organized the Wetware Convention in Amsterdam, which was supposed to be an antidote to the "out-of-body" experiments conducted in high-tech laboratories, such as experiments in virtual reality. Timothy Leary, in an appendix to Info-Psychology originally written in 1975–76 and published in 1989, used the term wetware, writing that "psychedelic neuro-transmitters were the hot new technology for booting-up the 'wetware' of the brain". Another common reference is: "Wetware has 7 plus or minus 2 temporary registers." The numerical allusion is to a classic 1957 article by George A. Miller, The magical number 7 plus or minus two: some limits in our capacity for processing information, which later gave way to Miller's law.

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  • Biometric device

    Biometric device

    A biometric device is a security identification and authentication device. Such devices use automated methods of verifying or recognising the identity of a living person based on a physiological or behavioral characteristic. These characteristics include fingerprints, facial images, iris and voice recognition. == History == Biometric devices have been in use for thousands of years. Non-automated biometric devices have been in use since 500 BC, when ancient Babylonians would sign their business transactions by pressing their fingertips into clay tablets. Automation in biometric devices was first seen in the 1960s. The Federal Bureau of Investigation (FBI) in the 1960s, introduced the Indentimat, which started checking for fingerprints to maintain criminal records. The first systems measured the shape of the hand and the length of the fingers. Although discontinued in the 1980s, the system set a precedent for future Biometric Devices. == Subgroups == The characteristic of the human body is used to access information by the users. According to these characteristics, the sub-divided groups are Chemical biometric devices: Analyses the segments of the DNA to grant access to the users. Visual biometric devices: Analyses the visual features of the humans to grant access which includes iris recognition, face recognition, Finger recognition, and Retina Recognition. Behavioral biometric devices: Analyses the Walking Ability and Signatures (velocity of sign, width of sign, pressure of sign) distinct to every human. Olfactory biometric devices: Analyses the odor to distinguish between varied users. Auditory biometric devices: Analyses the voice to determine the identity of a speaker for accessing control. == Uses == === Workplace === Biometrics are being used to establish better and accessible records of the hour's employee's work. With the increase in "Buddy Punching" (a case where employees clocked out coworkers and fraudulently inflated their work hours) employers have looked towards new technology like fingerprint recognition to reduce such fraud. Additionally, employers are also faced with the task of proper collection of data such as entry and exit times. Biometric devices make for largely fool proof and reliable ways of enabling to collect data as employees have to be present to enter biometric details which are unique to them. === Immigration === As the demand for air travel grows and more people travel, modern-day airports have to implement technology in such a way that there are no long queues. Biometrics are being implemented in more and more airports as they enable quick recognition of passengers and hence lead to lower volume of people standing in queues. One such example is of the Dubai International Airport which plans to make immigration counters a relic of the past as they implement IRIS on the move technology (IOM) which should help the seamless departures and arrivals of passengers at the airport. === Handheld and personal devices === Fingerprint sensors can be found on mobile devices. The fingerprint sensor is used to unlock the device and authorize actions, like money and file transfers, for example. It can be used to prevent a device from being used by an unauthorized person. It is also used in attendance in number of colleges and universities. == Present day biometric devices == === Personal signature verification systems === This is one of the most highly recognised and acceptable biometrics in corporate surroundings. This verification has been taken one step further by capturing the signature while taking into account many parameters revolving around this like the pressure applied while signing, the speed of the hand movement and the angle made between the surface and the pen used to make the signature. This system also has the ability to learn from users as signature styles vary for the same user. Hence by taking a sample of data, this system is able to increase its own accuracy. === Iris recognition system === Iris recognition involves the device scanning the pupil of the subject and then cross referencing that to data stored on the database. It is one of the most secure forms of authentication, as while fingerprints can be left behind on surfaces, iris prints are extremely hard to be stolen. Iris recognition is widely applied by organisations dealing with the masses, one being the Aadhaar identification system issued by the Government of India to keep records of its population. The reason for this is that iris recognition makes use of iris prints of humans, which change little over the course of one's lifetime. == Problems with present day biometric devices == === Biometric spoofing === Biometric spoofing is a method of fooling a biometric identification management system, where a counterfeit mold is presented in front of the biometric scanner. This counterfeit mold emulates the unique biometric attributes of an individual so as to confuse the system between the artifact and the real biological target and gain access to sensitive data/materials. One such high-profile case of Biometric spoofing came to the limelight when it was found that German Defence Minister, Ursula von der Leyen's fingerprint had been successfully replicated by Chaos Computer Club. The group used high quality camera lenses and shot images from 6 feet away. They used a professional finger software and mapped the contours of the Ministers thumbprint. Although progress has been made to stop spoofing. Using the principle of pulse oximetry — the liveliness of the test subject is taken into account by measure of blood oxygenation and the heart rate. This reduces attacks like the ones mentioned above, although these methods aren't commercially applicable as costs of implementation are high. This reduces their real world application and hence makes biometrics insecure until these methods are commercially viable. === Accuracy === Accuracy is a major issue with biometric recognition. Passwords are still extremely popular, because a password is static in nature, while biometric data can be subject to change (such as one's voice becoming heavier due to puberty, or an accident to the face, which could lead to improper reading of facial scan data). When testing voice recognition as a substitute to PIN-based systems, Barclays reported that their voice recognition system is 95 percent accurate. This statistic means that many of its customers' voices might still not be recognised even when correct. This uncertainty revolving around the system could lead to slower adoption of biometric devices, continuing the reliance of traditional password-based methods. == Benefits of biometric devices over traditional methods of authentication == Biometric data cannot be lent and hacking of Biometric data is complicated hence it makes it safer to use than traditional methods of authentication like passwords which can be lent and shared. Passwords do not have the ability to judge the user but rely only on the data provided by the user, which can easily be stolen while Biometrics work on the uniqueness of each individual. Passwords can be forgotten and recovering them can take time, whereas Biometric devices rely on biometric data which tends to be unique to a person, hence there is no risk of forgetting the authentication data. A study conducted among Yahoo! users found that at least 1.5 percent of Yahoo users forgot their passwords every month, hence this makes accessing services more lengthy for consumers as the process of recovering passwords is lengthy. These shortcomings make Biometric devices more efficient and reduces effort for the end user. == Future == Researchers are targeting the drawbacks of present-day biometric devices and developing to reduce problems like biometric spoofing and inaccurate intake of data. Technologies which are being developed are- The United States Military Academy are developing an algorithm that allows identification through the ways each individual interacts with their own computers; this algorithm considers unique traits like typing speed, rhythm of writing and common spelling mistakes. This data allows the algorithm to create a unique profile for each user by combining their multiple behavioral and stylometric information. This can be very difficult to replicate collectively. A recent innovation by Kenneth Okereafor and, presented an optimized and secure design of applying biometric liveness detection technique using a trait randomization approach. This novel concept potentially opens up new ways of mitigating biometric spoofing more accurately, and making impostor predictions intractable or very difficult in future biometric devices. A simulation of Kenneth Okereafor's biometric liveness detection algorithm using a 3D multi-biometric framework consisting of 15 liveness parameters from facial print, finger print and iris pattern traits resulted in a system efficiency of the 99.2% over a cardinality of 125 distinct randomization combinat

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  • Sparkles emoji

    Sparkles emoji

    The Sparkles emoji (U+2728 ✨ SPARKLES) is an emoji that has one large star surrounded by smaller stars. Originating from Japan to represent sparkles used in anime and manga, the sparkles are often used as emphasis in text by surrounding words or phrases with it. It is the third most-used emoji in the world on Twitter as of 2021. Since the early 2020s it has been used by major software companies to represent artificial intelligence, marketing the technology as "like magic". == Development == According to Emojipedia, the Sparkles emoji was first used by Japanese mobile operators SoftBank, Docomo and au in the late 1990s. The emoji was added to Unicode 6.0 in 2010 and Emoji 1.0 in 2015. On some platforms the Sparkles emoji has been multicoloured whilst on other platforms it has been one colour. Twitter and Microsoft's Sparkles have changed from being multicoloured to being a single colour. Samsung's version of the emoji previously had a night sky in the background. == Usage == === Interpersonal communication === The Sparkles emoji was originally meant to represent the usage of sparkles in Japanese anime and manga, where the sparkles are used to represent beauty, happiness or awe. The emoji has several meanings and depends upon context. Starting in the late 2010s, the emoji started being used to surround words or phrases to be used as emphasis, an example from the book Because Internet being "I would simply ✨pass away✨". It can also be used as sarcasm, irony or as a way to mock people. Without emoji this could be represented with tildes or asterisks, for example, "~tildes~" or "~asterisk plus tilde~" or "~~true sparkle exuberance~~". The sparkles emoji can be used to represent stars in text, be used to represent cleanliness or can be used to mean "orgasm" whilst sexting. In September 2021 the Sparkles emoji overtook the Pleading Face (🥺) emoji to become the third most-used emoji in the world according to Emojipedia, with approximately 1 per cent of all tweets containing the Sparkles emoji. === Artificial intelligence === In the early 2020s, the Sparkles emoji started being used as an icon to represent artificial intelligence (AI). Companies who use the emoji this way include Google, OpenAI, Samsung, Microsoft, Adobe, Spotify and Zoom. As of August 2024, seven of the top 10 software companies by market capitalisation use the Sparkles emojis with AI. OpenAI has different versions of the Sparkles for different versions of the models that ChatGPT uses. One explanation is that Sparkles is being used by these companies as a way to market AI as "magic". Marketing technology as "magic" has been used before AI, particularly by Apple. Another explanation given by designers and marketers choosing to use Sparkles to signify AI is simply that other platforms are doing it, making it familiar to users. Around 2024, some of these companies started removing two of the smaller stars from the emoji in their AI services and have kept the one large star, an example being Google's Gemini chatbot. In early 2024, the Nielsen Norman Group provided test subjects with the star in isolation and found that people did not associate the symbol with AI, but instead mostly with "optimisation" or "favourite or save an item".

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  • Winner-take-all in action selection

    Winner-take-all in action selection

    Winner-take-all is a computer science concept that has been widely applied in behavior-based robotics as a method of action selection for intelligent agents. Winner-take-all systems work by connecting modules (task-designated areas) in such a way that when one action is performed it stops all other actions from being performed, so only one action is occurring at a time. The name comes from the idea that the "winner" action takes all of the motor system's power. == History == In the 1980s and 1990s, many roboticists and cognitive scientists were attempting to find speedier and more efficient alternatives to the traditional world modeling method of action selection. In 1982, Jerome A. Feldman and D.H. Ballard published the "Connectionist Models and Their Properties", referencing and explaining winner-take-all as a method of action selection. Feldman's architecture functioned on the simple rule that in a network of interconnected action modules, each module will set its own output to zero if it reads a higher input than its own in any other module. In 1986, Rodney Brooks introduced behavior-based artificial intelligence. Winner-take-all architectures for action selection soon became a common feature of behavior-based robots, because selection occurred at the level of the action modules (bottom-up) rather than at a separate cognitive level (top-down), producing a tight coupling of stimulus and reaction. == Types of winner-take-all architectures == === Hierarchy === In the hierarchical architecture, actions or behaviors are programmed in a high-to-low priority list, with inhibitory connections between all the action modules. The agent performs low-priority behaviors until a higher-priority behavior is stimulated, at which point the higher behavior inhibits all other behaviors and takes over the motor system completely. Prioritized behaviors are usually key to the immediate survival of the agent, while behaviors of lower priority are less time-sensitive. For example, "run away from predator" would be ranked above "sleep." While this architecture allows for clear programming of goals, many roboticists have moved away from the hierarchy because of its inflexibility. === Heterarchy and fully distributed === In the heterarchy and fully distributed architecture, each behavior has a set of pre-conditions to be met before it can be performed, and a set of post-conditions that will be true after the action has been performed. These pre- and post-conditions determine the order in which behaviors must be performed and are used to causally connect action modules. This enables each module to receive input from other modules as well as from the sensors, so modules can recruit each other. For example, if the agent's goal were to reduce thirst, the behavior "drink" would require the pre-condition of having water available, so the module would activate the module in charge of "find water". The activations organize the behaviors into a sequence, even though only one action is performed at a time. The distribution of larger behaviors across modules makes this system flexible and robust to noise. Some critics of this model hold that any existing set of division rules for the predecessor and conflictor connections between modules produce sub-par action selection. In addition, the feedback loop used in the model can in some circumstances lead to improper action selection. === Arbiter and centrally coordinated === In the arbiter and centrally coordinated architecture, the action modules are not connected to each other but to a central arbiter. When behaviors are triggered, they begin "voting" by sending signals to the arbiter, and the behavior with the highest number of votes is selected. In these systems, bias is created through the "voting weight", or how often a module is allowed to vote. Some arbiter systems take a different spin on this type of winner-take-all by using a "compromise" feature in the arbiter. Each module is able to vote for or against each smaller action in a set of actions, and the arbiter selects the action with the most votes, meaning that it benefits the most behavior modules. This can be seen as violating the general rule against creating representations of the world in behavior-based AI, established by Brooks. By performing command fusion, the system is creating a larger composite pool of knowledge than is obtained from the sensors alone, forming a composite inner representation of the environment. Defenders of these systems argue that forbidding world-modeling puts unnecessary constraints on behavior-based robotics, and that agents benefits from forming representations and can still remain reactive.

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