AI Google Grammar Checker

AI Google Grammar Checker — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Blobotics

    Blobotics

    Blobotics is a term describing research into chemical-based computer processors based on ions rather than electrons. Andrew Adamatzky, a computer scientist at the University of the West of England, Bristol used the term in an article in New Scientist March 28, 2005 [1]. The aim is to create 'liquid logic gates' which would be 'infinitely reconfigurable and self-healing'. The process relies on the Belousov–Zhabotinsky reaction, a repeating cycle of three separate sets of reactions. Such a processor could form the basis of a robot which, using artificial sensors, interact with its surroundings in a way which mimics living creatures. The coining of the term was featured by ABC radio in Australia [2].

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  • LTX (text-to-video model)

    LTX (text-to-video model)

    LTX is a family of open source artificial intelligence video foundation models developed by Lightricks, and first released in November 2024. The latest models, LTX-2, create videos based on user prompts. They were preceded by LTX Video, which was released in 2024 as the company's first text-to-video model. LTX-2 is part of the LTX family of video generation models, which form the core technology, alongside LTX Studio, of the LTX ecosystem. == History == === Origins: LTX Video (2024–2025) === In November 2024 Lightricks publicly released its first text-to-video model, LTX Video. It was a 2-billion parameter model, available as open source. In May 2025 Lightricks launched LTXV-13b, a version with 13-billion parameters. Two months later, the model broke the 60 second barrier for generated video. === Release of LTX-2 (2025) === In October 2025 Lightricks announced its latest model, and renamed it LTX-2. The model was described as capable of generating synchronized audio and video at native 4K resolution and up to 50 frames per second (fps), using a variety of conditions and prompts, including text-to-video and image-to-video. Google highlighted the fact that LTX-2 was trained on its infrastructure, and saying it was "The first open source AI video generation model, powered by Google Cloud". Upon its release it was ranked in the top-3 models for image-to-video creation by Artificial Analysis, behind Kling 3.5 by Kling AI and Veo 3.1 by Google. Its text-to-image option was ranked 7th. In addition to its open-source release, Lightricks offers API access to LTX-2, allowing developers to generate videos from text and image prompts through a hosted service without running the model locally. === Open Source Release (2026) === In January 2026, Lightricks officially released the full open-source version of LTX-2, making the model’s complete codebase, weights, and associated tooling publicly available. In March 2026 the company released LTX-2.3, which was accompanied by a desktop video editor enabling the entire model to run locally on consumer hardware. == Technical features == === Advancements over LTX Video === LTX-2 builds upon the LTX Video architecture with several major improvements: Unified audio-video generation producing synchronized dialogue, ambience, and motion Native 4K rendering 50-fps output for cinematic motion Three operational modes (Fast, Pro, Ultra) More efficient diffusion pipelines enabling high fidelity on consumer GPUs === Core capabilities === Text-to-video generation Image-to-video generation Multimodal audiovisual synthesis High-resolution spatial and temporal coherence Configurable quality/performance settings Open-source distribution of weights and datasets == Reception == Initial reception to LTX-2 was broadly positive, with several technology and media outlets highlighting its open-source approach and multimodal capabilities. Open Source For You described LTX-2 as “one of the first AI video systems to combine 4K output, synchronized audio, and an open model release,” noting that it positioned Lightricks as a significant competitor to proprietary systems such as OpenAI's Sora and Google's Veo. IEA Green said that the model “could rewrite the AI filmmaking game,” emphasizing that its 50-fps rendering and unified audio-video generation made it suitable for professional studios and independent creators alike. AI News characterized LTX-2 as a “major step forward in the democratization of cinematic-quality video generation,” praising its consumer-grade hardware efficiency and multi-tier generation modes, while also noting ongoing challenges in long-form temporal stability. FinancialContent reported strong interest among creative agencies, attributing the attention to Lightricks’ decision to release model weights and datasets, which reviewers said enabled “a level of transparency not typically seen in commercial AI video models.” === Benchmarks and rankings === Upon release, LTX-2 ranked third for image-to-video creation in the Artificial Analysis benchmark, behind Kling 3.5 and Veo 3.1, while its text-to-video option ranked seventh. As of early 2026, it was the highest-ranked open-source model in the benchmark. === Limitations === Some early reviewers also pointed out quality limitations. The Ray3 technical review noted occasional inconsistencies in lip-sync and motion tracking during long scenes, though it stated these were “in line with the challenges faced by all current AI video diffusion models” and expected to improve with continued iteration. Like other diffusion-based video generators, LTX-2 can produce artifacts in complex multi-person scenes and may struggle with precise text rendering within generated video.

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  • VideoPoet

    VideoPoet

    VideoPoet is a large language model developed by Google Research in 2023 for video making. It can be asked to animate still images. The model accepts text, images, and videos as inputs, with a program to add feature for any input to any format generated content. VideoPoet was publicly announced on December 19, 2023. It uses an autoregressive language model.

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  • Talking Angela

    Talking Angela

    Talking Angela is a mobile game (formerly a chatbot), developed by Slovenian studio Outfit7 as part of the Talking Tom & Friends series. It was released on 13 November 2012 and December 2012 for iPhone, iPod and iPad, January 2013 for Android, and January 2014 for Google Play. The game's successor, the My Talking Angela game, was released in December 2014. The game takes place in a café in Paris and allows players to interact with Angela, an anthropomorphic white cat in different ways. Players can use coins to purchase makeup, accessories and items, as well as drinks that will trigger different visual effects. The fortune cookie button causes Angela to read out a fortune cookie, while the bird icon will prompt birds to fly around the screen, or have Angela feed them. Players can also pet or poke Angela, as well the café's sign. Prior to their removal, the game featured a chat system and a camera button. Users can engage in conversations with Angela, ask for quizzes or initiate a short snippet of the song "That's Falling In Love". If the player was to type in "Who is an idiot?", Angela would respond with a random swear word. Additionally, inquiring Angela about sexual topics would cause her to reply with "Do you want to talk about sex?", though she will quickly change the topic regardless of what the player writes next. A hoax claiming that Angela's eyes were hidden cameras that enabled hackers or paedophiles to watch children was spread. Despite the claims, Snopes and The Guardian found no evidence. Due to the hoax, Angela received a blue dress, as well as an altered eye asset with a different reflection, and later the chat and camera functions were removed altogether. == Hoaxes == In February 2014, Talking Angela was the subject of an Internet hoax alleging that the application was a front for child predators to exploit children. The rumor, which was widely circulated on Facebook and various websites claiming to be dedicated to parenting, claims that a sinister sexual predator or hacker, asked children for private personal information using the game's text-chat feature. Other versions of the rumour even attributed the disappearance of a child to the game; one news report claimed that a seven year old boy disappeared after downloading the app. Another variation included that it was run by a paedophile ring, citing a man that could be seen in Angela's eyes. The app's developers, Outfit7, later gave a statement refuting the hoaxes. The hoax was eventually debunked by Snopes, a fact-checking website. The site's owners, Barbara and David Mikkelson, reported that they had tried to "prompt" it to give responses asking for private information, but were unsuccessful, even when asking it explicitly sexual questions. While it is true that, in the game with child mode off, Angela does ask for the user's name, age and personal preferences to determine conversation topics, Outfit7 has said that this information is all "anonymized" and all personal information is removed from it. It is also impossible for a person to take control of what Angela says in the game, since the game is based on chatbot software. When the mode was turned on, the chat feature was disabled, meaning no personal questions could be asked. In 2015, the hoax was revived on Facebook, which prompted online security company Sophos and The Guardian to debunk it again. Sophos employee Paul Ducklin wrote that the message being posted on Facebook promoting the hoax was "close to 600 rambling, repetitious words, despite claiming at the start that it didn't have words to describe the situation. It's ill-written, and borders on being illiterate and incomprehensible." Bruce Wilcox, one of the game's programmers, attributed the hoax's popularity to the fact that the chatbot program in Talking Angela aimed to sound realistic. Concern was raised that the game's child mode may have been too easy for children to turn off. It allowed them to purchase "coins", premium currency in the game, via iTunes, and enabled the chat feature. While not "connecting your children to paedophiles", this still raised concerns according to The Guardian. === Impact === The scare significantly boosted the game's popularity, and was credited with helping the app enter the top 10 free iPhone apps soon after the hoax became widely known in February 2015,In the truth the reason there is a man in Angela’s eyes is because of pareidoila, the ability to see through diamonds and other minerals and water bodies and shiny objects,which is the reason why players notice a man in her eyes,The truth is that being Angela’s eyes simply serve as a reflective surface,Because of the low quality of this reflection the reflection was mistaken for a humanoid figure. oref>Smith, Josh (19 February 2014). "Talking Angela App Scare Skyrockets App to Top of Charts". GottaBeMobile.com. Archived from the original on 2 April 2016. Retrieved 10 May 2014. and third most popular for all iPhone apps at the start of the following month. In 2016, Outfit7 removed the chat feature along with the camera function from the app due to this controversy, though this decision was met with criticism.

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  • Linux color management

    Linux color management

    Linux color management has the same goal as the color management systems (CMS) for other operating systems, which is to achieve the best possible color reproduction throughout an imaging workflow from its source (camera, video, scanner, etc.), through imaging software (Digikam, darktable, RawTherapee, GIMP, Krita, Scribus, etc.), and finally onto an output medium (monitor, video projector, printer, etc.). In particular, color management attempts to enable color consistency across media and throughout a color-managed workflow. Linux color management relies on the use of accurate ICC (International Color Consortium) and DCP (DNG Color Profile) profiles describing the behavior of input and output devices, and color-managed applications that are aware of these profiles. These applications perform gamut conversions between device profiles and color spaces. Gamut conversions, based on accurate device profiles, are the essence of color management. Historically, color management was not an initial design consideration of the X Window System on which much of Linux graphics support rests, and thus color-managed workflows have been somewhat more challenging to implement on Linux than on other OS's such as Microsoft Windows or macOS. This situation is now being progressively remedied, and color management under Linux, while functional, has not yet acquired mature status. Although it is now possible to obtain a consistent color-managed workflow under Linux, certain problems still remain: The absence of a central user control panel for color settings. Some hardware devices for color calibration lack Linux drivers, firmware or accessory data. Since ICC color profiles are written to an open specification, they are compatible across operating systems. Hence, a profile produced on one OS should work on any other OS given the availability of the necessary software to read it and perform the gamut conversions. This can be used as a workaround for the lack of support for certain spectrophotometers or colorimeters under Linux: one can simply produce a profile on a different OS and then use it in a Linux workflow. Additionally, certain hardware, such as most printers and certain monitors, can be calibrated under another OS and then used in a fully color-managed workflow on Linux. The popular Ubuntu Linux distribution added initial color management in the 11.10 release (the "Oneiric Ocelot" release). == Requirements for a color-managed workflow == Accurate device profiles obtained with source or output characterization software. Correctly loaded video card lookup tables (LUTs) (or monitor profiles that do not require LUT adjustments). Color-managed applications that are configured to use a correct monitor profile and input/output profiles, with support for control over the rendering intent and black point compensation. Calibration and profiling requires: for input devices (scanner, camera, etc.) a color target which the profiling software will compare to the manufacturer-provided color values of the target. or for output devices (monitor, printer, etc.) a reading with a specific device (spectrophotometer, colorimeter or spectrocolorimeter) of the color patch values and comparing the measured values against the values originally sent for output. === Monitor calibration and profiling === One of the critical elements in any color-managed workflow is the monitor, because, at one step or another, handling and making color adaptation through imaging software is required for most images, thus the ability of the monitor to present accurate colors is crucial. Monitor color management consists of calibration and profiling. The first step, calibration, is done by adjusting the monitor controls and the output of the graphics card (via calibration curves) to match user-definable characteristics, such as brightness, white point and gamma. The calibration settings are stored in a .cal file. The second step, profiling (characterization), involves measuring the calibrated display's response and recording it in a color profile. The profile is stored in an .icc file ("ICC file"). For convenience, the calibration settings are usually stored together with the profile in the ICC file. Note that .icm files are identical to .icc files - the difference is only in the name. Seeing correct colors requires using a monitor profile-aware application, together with the same calibration used when profiling the monitor. Calibration alone does not yield accurate colors. If a monitor was calibrated before it was profiled, the profile will only yield correct colors when used on the monitor with the same calibration (the same monitor control adjustments and the same calibration curves loaded into the video card's lookup table). macOS has built-in support for loading calibration curves and installing a system-wide color profile. Windows 7 onward allows loading calibration curves, though this functionality must be enabled manually. Linux and older versions of Windows require using a standalone LUT loader. === Device profiles === ICC profiles are cross-platform and can thus be created on other operating systems and used under Linux. Monitor profiles, however, require some additional attention. Since a monitor profile depends both on the monitor itself and on the video card, a monitor profile should only be used with the same monitor and video card with which it was created. The monitor settings should not be adjusted after creating the profile. In addition, since most calibration software use LUT adjustments during calibration, the corresponding LUTs must be loaded every time the display server (X11, Wayland) is started (e.g. with every graphical login). In the unlikely case of a colorimeter being unsupported by Linux, a profile created under Windows or macOS can be used under Linux. === Display-channel lookup tables === There are two approaches to loading display channel LUTs: Create a profile that does not modify video card LUTs and thus does not require LUTs be loaded later on. Ideally, this approach would rely on DDC-capable monitors—the internal monitor settings of which are set via calibration software. Unfortunately, monitors capable of making these adjustments through DDC are not common and are generally expensive. There is only one calibration software on Linux that can interact with a DDC monitor. For mainstream monitors, a couple of options exist: BasICColor software, which works with most colorimeters on the market, allows one to adjust display output via the monitor interface, and then to choose a "Profile, do not calibrate" option. By doing this, one can create a profile that does not require video card LUT adjustments. For EyeOne devices, EyeOne Match allows the user to calibrate to "Native" gamma and white point targets, which results in the LUT adjustment curves displayed after the calibration as a simple, linear 1:1 mapping (a straight line from corner to corner). Both BasICColor and EyeOne Match do not presently run under Linux but they are capable of creating a profile that does not require LUT adjustments. Use an LUT loader to actually load the LUT adjustments contained within the profile prepared during calibration. According to the documentation, these loaders do not modify the video card LUT by itself, but achieve the same type of adjustment by modifying the X server gamma ramp. Loaders are available for Linux distributions that use X.org or XFree86—the two most popular X servers on Linux. Other X servers are not guaranteed to work with the currently available loaders. There are two LUT loaders available for Linux: Xcalib is one such loader, and although it is a command-line utility, it is quite easy to use. dispwin is a part of Argyll CMS. If, for any reason, the LUT cannot be loaded, it is still recommended to go through the initial stages of calibration where a user is asked by calibration software to make some manual adjustments to the monitor, as this will often improve display linearity and also provide information on its color temperature. This is especially recommended for CRT monitors. === Color-managed applications === In ICC-aware applications, it is important to make sure the correct profiles are assigned to devices, mainly to the monitor and the printer. Some Linux applications can auto-detect the monitor profile, while others requires that it is specified manually. Although there is no designated place to store device profiles on Linux, /usr/share/color/icc/ has become the de facto standard. Most applications running under WINE have not been fully tested for color accuracy. While 8-bpp programs can have some color resolution difficulties due to depth conversion errors, colors in higher-depth applications should be accurate, as long as those programs perform their gamut conversions based on the same monitor profile as that used for loading the LUT, granted that the corresponding LUT adjustments are loaded. == List of color-managed applications == darktabl

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  • Multi-agent reinforcement learning

    Multi-agent reinforcement learning

    Multi-agent reinforcement learning (MARL) is a sub-field of reinforcement learning. It focuses on studying the behavior of multiple learning agents that coexist in a shared environment. Each agent is motivated by its own rewards, and does actions to advance its own interests; in some environments these interests are opposed to the interests of other agents, resulting in complex group dynamics. Multi-agent reinforcement learning is closely related to game theory and especially repeated games, as well as multi-agent systems. Its study combines the pursuit of finding ideal algorithms that maximize rewards with a more sociological set of concepts. While research in single-agent reinforcement learning is concerned with finding the algorithm that gets the biggest number of points for one agent, research in multi-agent reinforcement learning evaluates and quantifies social metrics, such as cooperation, reciprocity, equity, social influence, language and discrimination. == Definition == Similarly to single-agent reinforcement learning, multi-agent reinforcement learning is modeled as some form of a Markov decision process (MDP). Fix a set of agents I = { 1 , . . . , N } {\displaystyle I=\{1,...,N\}} . We then define: A set S {\displaystyle S} of environment states. One set A i {\displaystyle {\mathcal {A}}_{i}} of actions for each of the agents i ∈ I = { 1 , … , N } {\displaystyle i\in I=\{1,\dots ,N\}} . P a → ( s , s ′ ) = Pr ( s t + 1 = s ′ ∣ s t = s , a → t = a → ) {\displaystyle P_{\vec {a}}(s,s')=\Pr(s_{t+1}=s'\mid s_{t}=s,{\vec {a}}_{t}={\vec {a}})} is the probability of transition (at time t {\displaystyle t} ) from state s {\displaystyle s} to state s ′ {\displaystyle s'} under joint action a → {\displaystyle {\vec {a}}} . R → a → ( s , s ′ ) {\displaystyle {\vec {R}}_{\vec {a}}(s,s')} is the immediate joint reward after the transition from s {\displaystyle s} to s ′ {\displaystyle s'} with joint action a → {\displaystyle {\vec {a}}} . In settings with perfect information, such as the games of chess and Go, the MDP would be fully observable. In settings with imperfect information, especially in real-world applications like self-driving cars, each agent would access an observation that only has part of the information about the current state. In the partially observable setting, the core model is the partially observable stochastic game in the general case, and the decentralized POMDP in the cooperative case. == Cooperation vs. competition == When multiple agents are acting in a shared environment their interests might be aligned or misaligned. MARL allows exploring all the different alignments and how they affect the agents' behavior: In pure competition settings, the agents' rewards are exactly opposite to each other, and therefore they are playing against each other. Pure cooperation settings are the other extreme, in which agents get the exact same rewards, and therefore they are playing with each other. Mixed-sum settings cover all the games that combine elements of both cooperation and competition. === Pure competition settings === When two agents are playing a zero-sum game, they are in pure competition with each other. Many traditional games such as chess and Go fall under this category, as do two-player variants of video games like StarCraft. Because each agent can only win at the expense of the other agent, many complexities are stripped away. There is no prospect of communication or social dilemmas, as neither agent is incentivized to take actions that benefit its opponent. The Deep Blue and AlphaGo projects demonstrate how to optimize the performance of agents in pure competition settings. One complexity that is not stripped away in pure competition settings is autocurricula. As the agents' policy is improved using self-play, multiple layers of learning may occur. === Pure cooperation settings === MARL is used to explore how separate agents with identical interests can communicate and work together. Pure cooperation settings are explored in recreational cooperative games such as Overcooked, as well as real-world scenarios in robotics. In pure cooperation settings all the agents get identical rewards, which means that social dilemmas do not occur. In pure cooperation settings, oftentimes there are an arbitrary number of coordination strategies, and agents converge to specific "conventions" when coordinating with each other. The notion of conventions has been studied in language and also alluded to in more general multi-agent collaborative tasks. === Mixed-sum settings === Most real-world scenarios involving multiple agents have elements of both cooperation and competition. For example, when multiple self-driving cars are planning their respective paths, each of them has interests that are diverging but not exclusive: Each car is minimizing the amount of time it's taking to reach its destination, but all cars have the shared interest of avoiding a traffic collision. Zero-sum settings with three or more agents often exhibit similar properties to mixed-sum settings, since each pair of agents might have a non-zero utility sum between them. Mixed-sum settings can be explored using classic matrix games such as prisoner's dilemma, more complex sequential social dilemmas, and recreational games such as Among Us, Diplomacy and StarCraft II. Mixed-sum settings can give rise to communication and social dilemmas. == Social dilemmas == As in game theory, much of the research in MARL revolves around social dilemmas, such as prisoner's dilemma, chicken and stag hunt. While game theory research might focus on Nash equilibria and what an ideal policy for an agent would be, MARL research focuses on how the agents would learn these ideal policies using a trial-and-error process. The reinforcement learning algorithms that are used to train the agents are maximizing the agent's own reward; the conflict between the needs of the agents and the needs of the group is a subject of active research. Various techniques have been explored in order to induce cooperation in agents: Modifying the environment rules, adding intrinsic rewards, and more. === Sequential social dilemmas === Social dilemmas like prisoner's dilemma, chicken and stag hunt are "matrix games". Each agent takes only one action from a choice of two possible actions, and a simple 2x2 matrix is used to describe the reward that each agent will get, given the actions that each agent took. In humans and other living creatures, social dilemmas tend to be more complex. Agents take multiple actions over time, and the distinction between cooperating and defecting is not as clear cut as in matrix games. The concept of a sequential social dilemma (SSD) was introduced in 2017 as an attempt to model that complexity. There is ongoing research into defining different kinds of SSDs and showing cooperative behavior in the agents that act in them. == Autocurricula == An autocurriculum (plural: autocurricula) is a reinforcement learning concept that's salient in multi-agent experiments. As agents improve their performance, they change their environment; this change in the environment affects themselves and the other agents. The feedback loop results in several distinct phases of learning, each depending on the previous one. The stacked layers of learning are called an autocurriculum. Autocurricula are especially apparent in adversarial settings, where each group of agents is racing to counter the current strategy of the opposing group. The Hide and Seek game is an accessible example of an autocurriculum occurring in an adversarial setting. In this experiment, a team of seekers is competing against a team of hiders. Whenever one of the teams learns a new strategy, the opposing team adapts its strategy to give the best possible counter. When the hiders learn to use boxes to build a shelter, the seekers respond by learning to use a ramp to break into that shelter. The hiders respond by locking the ramps, making them unavailable for the seekers to use. The seekers then respond by "box surfing", exploiting a glitch in the game to penetrate the shelter. Each "level" of learning is an emergent phenomenon, with the previous level as its premise. This results in a stack of behaviors, each dependent on its predecessor. Autocurricula in reinforcement learning experiments are compared to the stages of the evolution of life on Earth and the development of human culture. A major stage in evolution happened 2-3 billion years ago, when photosynthesizing life forms started to produce massive amounts of oxygen, changing the balance of gases in the atmosphere. In the next stages of evolution, oxygen-breathing life forms evolved, eventually leading up to land mammals and human beings. These later stages could only happen after the photosynthesis stage made oxygen widely available. Similarly, human culture could not have gone through the Industrial Revolution in the 18th century without the resources and insights gaine

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  • Zero-shot learning

    Zero-shot learning

    Zero-shot learning (ZSL) is a problem setup in deep learning where, at test time, a learner observes samples from classes which were not observed during training, and needs to predict the class that they belong to. The name is a play on words based on the earlier concept of one-shot learning, in which classification can be learned from only one, or a few, examples. Zero-shot methods generally work by associating observed and non-observed classes through some form of auxiliary information, which encodes observable distinguishing properties of objects. For example, given a set of images of animals to be classified, along with auxiliary textual descriptions of what animals look like, an artificial intelligence model which has been trained to recognize horses, but has never been given a zebra, can still recognize a zebra when it also knows that zebras look like striped horses. This problem is widely studied in computer vision, natural language processing, and machine perception. == Background and history == The first paper on zero-shot learning in natural language processing appeared in a 2008 paper by Chang, Ratinov, Roth, and Srikumar, at the AAAI'08, but the name given to the learning paradigm there was dataless classification. The first paper on zero-shot learning in computer vision appeared at the same conference, under the name zero-data learning. The term zero-shot learning itself first appeared in the literature in a 2009 paper from Palatucci, Hinton, Pomerleau, and Mitchell at NIPS'09. This terminology was repeated later in another computer vision paper and the term zero-shot learning caught on, as a take-off on one-shot learning that was introduced in computer vision years earlier. In computer vision, zero-shot learning models learned parameters for seen classes along with their class representations and rely on representational similarity among class labels so that, during inference, instances can be classified into new classes. In natural language processing, the key technical direction developed builds on the ability to "understand the labels"—represent the labels in the same semantic space as that of the documents to be classified. This supports the classification of a single example without observing any annotated data, the purest form of zero-shot classification. The original paper made use of the Explicit Semantic Analysis (ESA) representation but later papers made use of other representations, including dense representations. This approach was also extended to multilingual domains, fine entity typing and other problems. Moreover, beyond relying solely on representations, the computational approach has been extended to depend on transfer from other tasks, such as textual entailment and question answering. The original paper also points out that, beyond the ability to classify a single example, when a collection of examples is given, with the assumption that they come from the same distribution, it is possible to bootstrap the performance in a semi-supervised like manner (or transductive learning). Unlike standard generalization in machine learning, where classifiers are expected to correctly classify new samples to classes they have already observed during training, in ZSL, no samples from the classes have been given during training the classifier. It can therefore be viewed as an extreme case of domain adaptation. == Prerequisite information for zero-shot classes == Naturally, some form of auxiliary information has to be given about these zero-shot classes, and this type of information can be of several types. Learning with attributes: classes are accompanied by pre-defined structured description. For example, for bird descriptions, this could include "red head", "long beak". These attributes are often organized in a structured compositional way, and taking that structure into account improves learning. While this approach was used mostly in computer vision, there are some examples for it also in natural language processing. Learning from textual description. As pointed out above, this has been the key direction pursued in natural language processing. Here class labels are taken to have a meaning and are often augmented with definitions or free-text natural-language description. This could include for example a wikipedia description of the class. Class-class similarity. Here, classes are embedded in a continuous space. A zero-shot classifier can predict that a sample corresponds to some position in that space, and the nearest embedded class is used as a predicted class, even if no such samples were observed during training. == Generalized zero-shot learning == The above ZSL setup assumes that at test time, only zero-shot samples are given, namely, samples from new unseen classes. In generalized zero-shot learning, samples from both new and known classes, may appear at test time. This poses new challenges for classifiers at test time, because it is very challenging to estimate if a given sample is new or known. Some approaches to handle this include: a gating module, which is first trained to decide if a given sample comes from a new class or from an old one, and then, at inference time, outputs either a hard decision, or a soft probabilistic decision a generative module, which is trained to generate feature representation of the unseen classes—a standard classifier can then be trained on samples from all classes, seen and unseen. == Domains of application == Zero shot learning has been applied to the following fields: image classification semantic segmentation image generation object detection natural language processing computational biology abstract reasoning

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  • Dhammin

    Dhammin

    Dhammin (Arabic: ضمّن) is a political platform that manages candidates' electoral campaigns for the National Assembly, Municipal Council or Cooperative Society councils of Kuwait. The platform was founded by Abdullah Al-Salloum and it is, according to news reports and interviews, the first within the field to apply distributed-systems' methodologies.

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  • Qloo

    Qloo

    Qloo (pronounced "clue") is a company that uses artificial intelligence (AI) to understand taste and cultural correlations. It provides companies with an application programming interface (API). It received funding from Leonardo DiCaprio, Elton John, Barry Sternlicht, Pierre Lagrange and others. Qloo establishes consumer preference correlations via machine learning across data spanning cultural domains including music, film, television, dining, nightlife, fashion, books, and travel. The recommender system uses AI to predict correlations for further applications. == History == Qloo was founded in 2012 by chief executive officer Alex Elias and chief operating officer Jay Alger. Qloo initially launched an app designed for consumers, allowing them to understand their own tastes and receive personalized recommendations. The company amassed several million users and built a large catalog of cultural entities and corresponding user sentiment. In 2012, Qloo raised $1.4 million in seed funding from investors including Cedric the Entertainer, and venture capital firm Kindler Capital. Qloo had a public beta release in November 2012 after its initial funding. In 2013, the company raised an additional $1.6 million from Cross Creek Pictures founding partner Tommy Thompson, and Samih Toukan and Hussam Khoury, founders of Maktoob, an Internet services company purchased by Yahoo! for $164 million in 2009. On November 14, 2013, a website and an iPhone app were announced. The company later released an Android app, and tablet versions, in mid-2014. In 2015, Twitter approached Qloo about powering personalized social feeds and targeted eCommerce ads on the platform based on what users were posting. Qloo developed an enterprise-grade API to support Twitter’s needs. Twitter ended up pivoting to enable brands to use the social platform for customer service and support, but Qloo was able to sell access to its cultural intelligence via API to many other enterprise clients, marking the official transition from a B2C company to a B2B company. In 2016, Qloo secured $4.5 million in venture capital investment. The $4.5 million was split between a number of investors, including Barry Sternlicht, Pierre Lagrange, and Leonardo DiCaprio. In July 2017, Qloo raised $6.5 million in funding rounds from AXA Strategic Ventures, and Elton John. Following the investment, the founders stated in an interview with Tech Crunch that they would use the investment to expand Qloo's database. They hoped the move would secure larger contracts with corporate clients. At the time, clients already included Fortune 500 companies such as Twitter, PepsiCo, and BMW. In 2019, the company announced that it had acquired cultural recommendation service TasteDive, with Alex Elias becoming chairman of TasteDive. In September 2019, Qloo was named among the Top 14 Artificial Intelligence APIs by ProgrammableWeb. In 2022, Qloo raised $15M in Series B funding from Eldridge and AXA Venture Partners, enabling the privacy-centric AI leader to expand its team of world-class data scientists, enrich its technology, and build on its sales channels in order to continue to offer premier insights into global consumer taste for Fortune 500 companies across the globe. Qloo was recognized as the "Best Decision Intelligence Company" at the 2023 AI Breakthrough Awards. Also in 2023, the company was awarded a Top Performer Award by SourceForge. As of 2024, Qloo is a three-time Inc. 5000 honoree: No. 360 (2022), No. 344 (2021), No. 187 (2020). Qloo raised $25 million Series C round on February 21, 2024. The round was led by AI Ventures with participation from AXA Venture Partners, Eldridge, and Moderne Ventures, allowing Qloo to address new commercial surface areas for Taste AI, including on-device learning and foundational models leveraging Qloo, as well as introduce self-service platform to make consumer and taste analytics available to small and mid-sized enterprises and individuals. Qloo also announced pursuing opportunistic M&A using its balance sheet along the lines of the TasteDive acquisition completed, which expanded Qloo's first-party data moat and corpus of cultural learning. This latest financing brought the total amount raised since the company's founding in 2012 to over $56 million. == Services and features == Qloo calls itself a cultural AI platform to provide real-time correlation data across domains of culture and entertainment including: film, music, television, dining, nightlife, fashion, books, and travel. Each category contains subcategories. Qloo’s knowledge of a user's taste in one category can be utilized to offer suggestions in other categories. Users then rate the suggestions, providing it with feedback for future suggestions. Qloo has partnerships with companies such as Expedia and iTunes. == Technology == Qloo’s Taste AI technology uses machine learning to decode and predict consumers’ interests, maintaining user anonymity. It is powered by 3.7 billion lifestyle entities (brands, music, film, TV, dining, nightlife, fashion, books, travel, and more) and trillions of anonymized consumer behavioral signals. Through AI, Qloo identifies patterns in these data signals, making predictions about how much interest a person or group has in a concept or thing. Central to Qloo’s technology are algorithms designed to detect and mitigate biases within datasets and models, allowing Qloo to assess the fairness of its AI systems with a focus on attributes such as age, gender, and race, enabling the company to fine-tune its AI models to align with their ethical standards. They also use visualization tools to probe the behavior of their AI models for conducting counterfactual analyses and for comparing the performances of the AI models across diverse demographic segments. Qloo’s Taste AI doesn’t collect or use any Personally Identifiable Information (PII). Instead, it derives recommendations for audience segments based on co-occurrences between lifestyle entities and anonymized behavioral signals. == Applications == Starbucks uses Qloo to create in-store music playlists tailored to specific neighborhoods. Hershey’s uses Qloo to customize the content of assorted candy bags. Michelin uses Qloo to serve recommendations in its Michelin Guide app. Netflix leverages Qloo’s technology to enhance merchandising by identifying actors who resonate with certain demographics. Qloo also works with PepsiCo, Samsung, The New York Mets, BuzzFeed, and Ticketmaster, Universal Music Group, and OOH advertising company JCDecaux.

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  • ACL Data Collection Initiative

    ACL Data Collection Initiative

    The ACL Data Collection Initiative (ACL/DCI) was a project established in 1989 by the Association for Computational Linguistics (ACL) to create and distribute large text and speech corpora for computational linguistics research. The initiative aimed to address the growing need for substantial text databases that could support research in areas such as natural language processing, speech recognition, and computational linguistics. By 1993, the initiative’s activities had effectively ceased, with its functions and datasets absorbed by the Linguistic Data Consortium (LDC), which was founded in 1992. == Objectives == The ACL/DCI had several key objectives: To acquire a large and diverse text corpus from various sources To transform the collected texts into a common format based on the Standard Generalized Markup Language (SGML) To make the corpus available for scientific research at low cost with minimal restrictions To provide a common database that would allow researchers to replicate or extend published results To reduce duplication of effort among researchers in obtaining and preparing text data These objectives were designed to address the growing demand for very large amounts of text arising from applications in recognition and analysis of text and speech. Its core objective was to "oversee the acquisition and preparation of a large text corpus to be made available for scientific research at cost and without royalties". == History == By the late 1980s, researchers in computational linguistics and speech recognition faced a significant problem: the lack of large-scale, accessible text corpora for developing statistical models and testing algorithms. Existing generally available text databases were too small to meet the needs of developing applications in text and speech recognition. The initiative was formed to meet this need by collecting, standardizing, and distributing large quantities of text data with minimal restrictions for scientific research. As stated by Liberman (1990), "research workers have been severely hampered by the lack of appropriate materials, and specially by the lack of a large enough body of text on which published results can be replicated or extended by others." The ACL/DCI committee was established in February 1989. The committee included members from academic and industrial research laboratories in the United States and Europe. The initiative was chaired by Mark Liberman from the University of Pennsylvania (formerly of AT&T Bell Laboratories). Other committee members included representatives from organizations such as Bellcore, IBM T.J. Watson Research Center, Cambridge University, Virginia Polytechnic Institute & State University, Northeastern University, University of Pennsylvania, SRI International, MCC, Xerox PARC, ISSCO, and University of Pisa. The project operated initially without dedicated funding, relying on volunteer efforts from committee members and their affiliated institutions. Key supporters included AT&T Bell Labs, Bellcore, IBM, Xerox, and the University of Pennsylvania, which allowed the use of their computing facilities for ACL/DCI-related work. Previously running on volunteer effort pro bono, in 1991, it obtained funding from General Electric and the National Science Foundation (IRI-9113530). == Data == As of 1990, the ACL/DCI had collected hundreds of millions of words of diverse text. The collection included: Wall Street Journal articles (25 to 50 million words); Canadian Hansard (parliamentary records) in parallel English and French versions: cleaned-up English Hansard donated by the IBM alignment models group (100 million words), and original Bilingual Hansard (from a different time period) obtained directly (200 million words). Collins English Dictionary (1979 edition), both as fulltext (3 million words) and as various "database" versions, constructed using "typographers' tape" donated by Collins, which were computer tapes containing the structured digital data used to typeset and print the 1979 edition of the dictionary; Emails from ARPANET newsletters for the ACM Special Interest Group on Information Retrieval Forum (IRLIST) and AIList Digest issues distributed over the ARPANET (AILIST) (5 million words), both collected by Edward A. Fox at VIPSU; Articles on networking (2 million words); U.S. Department of Agriculture Extension Service Fact Sheets (>1 million words); 200,000 scientific abstracts of about 1,500 words each from the Department of Energy (25 million words); Archives of the Challenger Investigation Commission, including transcripts of depositions and hearings (2.5 million words); Books from the Library of America, including works by Mark Twain, Eugene O'Neill, Ralph Waldo Emerson, Herman Melville, W.E.B. DuBois, Willa Cather, and Benjamin Franklin (130 books, 20 million words); Public domain books like the King James Bible, Tristram Shandy, The Federalist Papers; Several million words of transcribed radiologists' reports, donated by Francis Ganong at Kurzweil Applied Intelligence Inc (about 5 million words); The Child Language Data Exchange corpus of child language acquisition transcripts; U.S. Department of Justice Justice Retrieval and Inquiry System (JURIS) materials; The Swiss Civil Code in parallel German, French and Italian; Economic reports from the Union Bank of Switzerland, in parallel English, German, French and Italian; About 12K words of administrative policy manuals and 14K words of administrative memos, contributed by Geoff Pullum of U.C.S.C.; Material from various ACM journals and the ACL journal Computational Linguistics; The CSLI publications series: 50-100 reports (8K words each) and 5-10 books (80K words each). The initiative started with North American English text but expanded to include Canadian French and planned to include Japanese, Chinese, and other Asian languages. At least 5 million words from the collection were tagged under the Penn Treebank project, and those tags were distributed by DCI as well. After DCI was absorbed by the LDC, the datasets were curated under LDC. == Format == The ACL/DCI corpus was coded in a standard form based on SGML (Standard Generalized Markup Language, ISO 8879), consistent with the recommendations of the Text Encoding Initiative (TEI), of which the DCI was an affiliated project. The TEI was a joint project of the ACL, the Association for Computers and the Humanities, and the Association for Literary and Linguistic Computing, aiming to provide a common interchange format for literary and linguistic data. The initiative planned to add annotations reflecting consensually approved linguistic features like part of speech and various aspects of syntactic and semantic structure over time. == Examples == As an example of the use of ACL/DCI, consider the Wall Street Journal (WSJ) corpus for speech recognition research. The WSJ corpus was used as the basis for the DARPA Spoken Language System (SLS) community's Continuous Speech Recognition (CSR) Corpus. The WSJ corpus became a standard benchmark for evaluating speech recognition systems and has been used in numerous research papers. The WSJ CSR Corpus provided DARPA with its first general-purpose English, large vocabulary, natural language, high perplexity corpus containing speech (400 hours) and text (47 million words) during 1987–89. The text corpus was 313 MB in size. The text was preprocessed to remove ambiguity in the word sequence that a reader might choose, ensuring that the unread text used to train language models was representative of the spoken test material. The preprocessing included converting numbers into orthographics, expanding abbreviations, resolving apostrophes and quotation marks, and marking punctuation. As another example, the Yarowsky algorithm used bitext data from DCI to train a simple word-sense disambiguation model that was competitive with advanced models trained on smaller datasets. == Distribution == Materials from the ACL/DCI collection were distributed to research groups on a non-commercial basis. By 1990, about 25 research groups and individual researchers had received tapes containing various portions of the collected material. To obtain the data, researchers had to sign an agreement not to redistribute the data or make direct commercial use of it. However, commercial application of "analytical materials" derived from the text, such as statistical tables or grammar rules, was explicitly permitted. The initiative first distributed data via 12-inch reels of 9-track tape, then via CD-ROMs. Each such tape could contain 30 million words compressed via the Lempel-Ziv algorithms. The first CD-ROM distribution was in 1991, funded by Dragon Systems Inc. It contained Collins English Dictionary, WSJ, scientific abstracts provided by the U.S. Department of Energy, and the Penn Treebank.

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  • Eugene Goostman

    Eugene Goostman

    Eugene Goostman is a chatbot that some regard as having passed the Turing test, a test of a computer's ability to communicate indistinguishably from a human. Developed in Saint Petersburg in 2001 by a group of three programmers, the Russian-born Vladimir Veselov, Ukrainian-born Eugene Demchenko, and Russian-born Sergey Ulasen, Goostman is portrayed as a 13-year-old Ukrainian boy—characteristics that are intended to induce forgiveness in those with whom it interacts for its grammatical errors and lack of general knowledge. The Goostman bot has competed in a number of Turing test contests since its creation, and finished second in the 2005 and 2008 Loebner Prize contest. In June 2012, at an event marking what would have been the 100th birthday of the test's author, Alan Turing, Goostman won a competition promoted as the largest-ever Turing test contest, in which it successfully convinced 29% of its judges that it was human. On 7 June 2014, at a contest marking the 60th anniversary of Turing's death, 33% of the event's judges thought that Goostman was human; the event's organiser Kevin Warwick considered it to have passed Turing's test as a result, per Turing's prediction in his 1950 paper "Computing Machinery and Intelligence", that by the year 2000, machines would be capable of fooling 30% of human judges after five minutes of questioning. The validity and relevance of the announcement of Goostman's pass was questioned by critics, who noted the exaggeration of the achievement by Warwick, the bot's use of personality quirks and humour in an attempt to misdirect users from its non-human tendencies and lack of real intelligence, along with "passes" achieved by other chatbots at similar events. == Personality == Eugene Goostman is portrayed as being a 13-year-old boy from Odesa, Ukraine, who has a pet guinea pig and a father who is a gynaecologist. Veselov stated that Goostman was designed to be a "character with a believable personality". The choice of age was intentional, as, in Veselov's opinion, a thirteen-year-old is "not too old to know everything and not too young to know nothing". Goostman's young age also induces people who "converse" with him to forgive minor grammatical errors in his responses. In 2014, work was made on improving the bot's "dialog controller", allowing Goostman to output more human-like dialogue. A conversation between Scott Aaronson and Eugene Goostman ran as follows: == Competitions == Eugene Goostman has competed in a number of Turing test competitions, including the Loebner Prize contest; it finished joint second in the Loebner test in 2001, and came second to Jabberwacky in 2005 and to Elbot in 2008. On 23 June 2012, Goostman won a Turing test competition at Bletchley Park in Milton Keynes, held to mark the centenary of its namesake, Alan Turing. The competition, which featured five bots, twenty-five hidden humans, and thirty judges, was considered to be the largest-ever Turing test contest by its organizers. After a series of five-minute-long text conversations, 29% of the judges were convinced that the bot was an actual human. === 2014 "pass" === On 7 June 2014, in a Turing test competition at the Royal Society, organised by Kevin Warwick of the University of Reading to mark the 60th anniversary of Turing's death, Goostman won after 33% of the judges were convinced that the bot was human. 30 judges took part in the event, which included Lord Sharkey, a sponsor of Turing's posthumous pardon, artificial intelligence Professor Aaron Sloman, Fellow of the Royal Society Mark Pagel and Red Dwarf actor Robert Llewellyn. Each judge partook in a textual conversation with each of the five bots; at the same time, they also conversed with a human. In all, a total of 300 conversations were conducted. In Warwick's view, this made Goostman the first machine to pass a Turing test. In a press release, he added that: Some will claim that the Test has already been passed. The words Turing Test have been applied to similar competitions around the world. However this event involved more simultaneous comparison tests than ever before, was independently verified and, crucially, the conversations were unrestricted. A true Turing Test does not set the questions or topics prior to the conversations. In his 1950 paper "Computing Machinery and Intelligence", Turing predicted that by the year 2000, computer programs would be sufficiently advanced that the average interrogator would, after five minutes of questioning, "not have more than 70 per cent chance" of correctly guessing whether they were speaking to a human or a machine. Although Turing phrased this as a prediction rather than a "threshold for intelligence", commentators believe that Warwick had chosen to interpret it as meaning that if 30% of interrogators were fooled, the software had "passed the Turing test". ==== Reactions ==== Warwick's claim that Eugene Goostman was the first ever chatbot to pass a Turing test was met with scepticism; critics acknowledged similar "passes" made in the past by other chatbots under the 30% criteria, including PC Therapist in 1991 (which tricked 5 of 10 judges, 50%), and at the Techniche festival in 2011, where a modified version of Cleverbot tricked 59.3% of 1334 votes (which included the 30 judges, along with an audience). Cleverbot's developer, Rollo Carpenter, argued that Turing tests can only prove that a machine can "imitate" intelligence rather than show actual intelligence. Gary Marcus was critical of Warwick's claims, arguing that Goostman's "success" was only the result of a "cleverly-coded piece of software", going on to say that "it's easy to see how an untrained judge might mistake wit for reality, but once you have an understanding of how this sort of system works, the constant misdirection and deflection becomes obvious, even irritating. The illusion, in other words, is fleeting." While acknowledging IBM's Deep Blue and Watson projects—single-purpose computer systems meant for playing chess and the quiz show Jeopardy! respectively—as examples of computer systems that show a degree of intelligence in their specialised field, he further argued that they were not an equivalent to a computer system that shows "broad" intelligence, and could—for example, watch a television programme and answer questions on its content. Marcus stated that "no existing combination of hardware and software can learn completely new things at will the way a clever child can." However, he still believed that there were potential uses for technology such as that of Goostman, specifically suggesting the creation of "believable", interactive video game characters. Imperial College London professor Murray Shanahan questioned the validity and scientific basis of the test, stating that it was "completely misplaced, and it devalues real AI research. It makes it seem like science fiction AI is nearly here, when in fact it's not and it's incredibly difficult." Mike Masnick, editor of the blog Techdirt, was also skeptical, questioning publicity blunders such as the five chatbots being referred to in press releases as "supercomputers", and saying that "creating a chatbot that can fool humans is not really the same thing as creating artificial intelligence."

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  • 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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  • Example-based machine translation

    Example-based machine translation

    Example-based machine translation (EBMT) is a method of machine translation often characterized by its use of a bilingual corpus with parallel texts as its main knowledge base at run-time. It is essentially a translation by analogy and can be viewed as an implementation of a case-based reasoning approach to machine learning. == Translation by analogy == At the foundation of example-based machine translation is the idea of translation by analogy. When applied to the process of human translation, the idea that translation takes place by analogy is a rejection of the idea that people translate sentences by doing deep linguistic analysis. Instead, it is founded on the belief that people translate by first decomposing a sentence into certain phrases, then by translating these phrases, and finally by properly composing these fragments into one long sentence. Phrasal translations are translated by analogy to previous translations. The principle of translation by analogy is encoded to example-based machine translation through the example translations that are used to train such a system. Other approaches to machine translation, including statistical machine translation, also use bilingual corpora to learn the process of translation. == History == Example-based machine translation was first suggested by Makoto Nagao in 1984. He pointed out that it is especially adapted to translation between two totally different languages, such as English and Japanese. In this case, one sentence can be translated into several well-structured sentences in another language, therefore, it is no use to do the deep linguistic analysis characteristic of rule-based machine translation. == Example == Example-based machine translation systems are trained from bilingual parallel corpora containing sentence pairs like the example shown in the table above. Sentence pairs contain sentences in one language with their translations into another. The particular example shows an example of a minimal pair, meaning that the sentences vary by just one element. These sentences make it simple to learn translations of portions of a sentence. For example, an example-based machine translation system would learn three units of translation from the above example: How much is that X ? corresponds to Ano X wa ikura desu ka. red umbrella corresponds to akai kasa small camera corresponds to chiisai kamera Composing these units can be used to produce novel translations in the future. For example, if we have been trained using some text containing the sentences: President Kennedy was shot dead during the parade. and The convict escaped on July 15th., then we could translate the sentence The convict was shot dead during the parade. by substituting the appropriate parts of the sentences. == Phrasal verbs == Example-based machine translation is best suited for sub-language phenomena like phrasal verbs. Phrasal verbs have highly context-dependent meanings. They are common in English, where they comprise a verb followed by an adverb and/or a preposition, which are called the particle to the verb. Phrasal verbs produce specialized context-specific meanings that may not be derived from the meaning of the constituents. There is almost always an ambiguity during word-to-word translation from source to the target language. As an example, consider the phrasal verb "put on" and its Hindustani translation. It may be used in any of the following ways: Ram put on the lights. (Switched on) (Hindustani translation: Jalana) Ram put on a cap. (Wear) (Hindustani translation: Pahenna)

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  • Lexical Markup Framework

    Lexical Markup Framework

    Language resource management – Lexical markup framework (LMF; ISO 24613), produced by ISO/TC 37, is the ISO standard for natural language processing (NLP) and machine-readable dictionary (MRD) lexicons. The scope is standardization of principles and methods relating to language resources in the contexts of multilingual communication. == Objectives == The goals of LMF are to provide a common model for the creation and use of lexical resources, to manage the exchange of data between and among these resources, and to enable the merging of large number of individual electronic resources to form extensive global electronic resources. Types of individual instantiations of LMF can include monolingual, bilingual or multilingual lexical resources. The same specifications are to be used for both small and large lexicons, for both simple and complex lexicons, for both written and spoken lexical representations. The descriptions range from morphology, syntax, computational semantics to computer-assisted translation. The covered languages are not restricted to European languages but cover all natural languages. The range of targeted NLP applications is not restricted. LMF is able to represent most lexicons, including WordNet, EDR and PAROLE lexicons. == History == In the past, lexicon standardization has been studied and developed by a series of projects like GENELEX, EDR, EAGLES, MULTEXT, PAROLE, SIMPLE and ISLE. Then, the ISO/TC 37 National delegations decided to address standards dedicated to NLP and lexicon representation. The work on LMF started in Summer 2003 by a new work item proposal issued by the US delegation. In Fall 2003, the French delegation issued a technical proposition for a data model dedicated to NLP lexicons. In early 2004, the ISO/TC 37 committee decided to form a common ISO project with Nicoletta Calzolari (CNR-ILC Italy) as convenor and Gil Francopoulo (Tagmatica France) and Monte George (ANSI, United States) as editors. The first step in developing LMF was to design an overall framework based on the general features of existing lexicons and to develop a consistent terminology to describe the components of those lexicons. The next step was the actual design of a comprehensive model that best represented all of the lexicons in detail. A large panel of 60 experts contributed a wide range of requirements for LMF that covered many types of NLP lexicons. The editors of LMF worked closely with the panel of experts to identify the best solutions and reach a consensus on the design of LMF. Special attention was paid to the morphology in order to provide powerful mechanisms for handling problems in several languages that were known as difficult to handle. 13 versions have been written, dispatched (to the National nominated experts), commented and discussed during various ISO technical meetings. After five years of work, including numerous face-to-face meetings and e-mail exchanges, the editors arrived at a coherent UML model. In conclusion, LMF should be considered a synthesis of the state of the art in NLP lexicon field. == Current stage == The ISO number is 24613. The LMF specification has been published officially as an International Standard on 17 November 2008. == As one of the members of the ISO/TC 37 family of standards == The ISO/TC 37 standards are currently elaborated as high level specifications and deal with word segmentation (ISO 24614), annotations (ISO 24611 a.k.a. MAF, ISO 24612 a.k.a. LAF, ISO 24615 a.k.a. SynAF, and ISO 24617-1 a.k.a. SemAF/Time), feature structures (ISO 24610), multimedia containers (ISO 24616 a.k.a. MLIF), and lexicons (ISO 24613). These standards are based on low level specifications dedicated to constants, namely data categories (revision of ISO 12620), language codes (ISO 639), scripts codes (ISO 15924), country codes (ISO 3166) and Unicode (ISO 10646). The two level organization forms a coherent family of standards with the following common and simple rules: the high level specification provides structural elements that are adorned by the standardized constants; the low level specifications provide standardized constants as metadata. == Key standards == The linguistics constants like /feminine/ or /transitive/ are not defined within LMF but are recorded in the Data Category Registry (DCR) that is maintained as a global resource by ISO/TC 37 in compliance with ISO/IEC 11179-3:2003. And these constants are used to adorn the high level structural elements. The LMF specification complies with the modeling principles of Unified Modeling Language (UML) as defined by Object Management Group (OMG). The structure is specified by means of UML class diagrams. The examples are presented by means of UML instance (or object) diagrams. An XML DTD is given in an annex of the LMF document. == Model structure == LMF is composed of the following components: The core package that is the structural skeleton which describes the basic hierarchy of information in a lexical entry. Extensions of the core package which are expressed in a framework that describes the reuse of the core components in conjunction with the additional components required for a specific lexical resource. The extensions are specifically dedicated to morphology, MRD, NLP syntax, NLP semantics, NLP multilingual notations, NLP morphological patterns, multiword expression patterns, and constraint expression patterns. == Example == In the following example, the lexical entry is associated with a lemma clergyman and two inflected forms clergyman and clergymen. The language coding is set for the whole lexical resource. The language value is set for the whole lexicon as shown in the following UML instance diagram. The elements Lexical Resource, Global Information, Lexicon, Lexical Entry, Lemma, and Word Form define the structure of the lexicon. They are specified within the LMF document. On the contrary, languageCoding, language, partOfSpeech, commonNoun, writtenForm, grammaticalNumber, singular, plural are data categories that are taken from the Data Category Registry. These marks adorn the structure. The values ISO 639-3, clergyman, clergymen are plain character strings. The value eng is taken from the list of languages as defined by ISO 639-3. With some additional information like dtdVersion and feat, the same data can be expressed by the following XML fragment: This example is rather simple, while LMF can represent much more complex linguistic descriptions the XML tagging is correspondingly complex. == Selected publications about LMF == The first publication about the LMF specification as it has been ratified by ISO (this paper became (in 2015) the 9th most cited paper within the Language Resources and Evaluation conferences from LREC papers): Language Resources and Evaluation LREC-2006/Genoa: Gil Francopoulo, Monte George, Nicoletta Calzolari, Monica Monachini, Nuria Bel, Mandy Pet, Claudia Soria: Lexical Markup Framework (LMF) About semantic representation: Gesellschaft für linguistische Datenverarbeitung GLDV-2007/Tübingen: Gil Francopoulo, Nuria Bel, Monte George Nicoletta Calzolari, Monica Monachini, Mandy Pet, Claudia Soria: Lexical Markup Framework ISO standard for semantic information in NLP lexicons About African languages: Traitement Automatique des langues naturelles, Marseille, 2014: Mouhamadou Khoule, Mouhamad Ndiankho Thiam, El Hadj Mamadou Nguer: Toward the establishment of a LMF-based Wolof language lexicon (Vers la mise en place d'un lexique basé sur LMF pour la langue wolof) [in French] About Asian languages: Lexicography, Journal of ASIALEX, Springer 2014: Lexical Markup Framework: Gil Francopoulo, Chu-Ren Huang: An ISO Standard for Electronic Lexicons and its Implications for Asian Languages DOI 10.1007/s40607-014-0006-z About European languages: COLING 2010: Verena Henrich, Erhard Hinrichs: Standardizing Wordnets in the ISO Standard LMF: Wordnet-LMF for GermaNet EACL 2012: Judith Eckle-Kohler, Iryna Gurevych: Subcat-LMF: Fleshing out a standardized format for subcategorization frame interoperability EACL 2012: Iryna Gurevych, Judith Eckle-Kohler, Silvana Hartmann, Michael Matuschek, Christian M Meyer, Christian Wirth: UBY - A Large-Scale Unified Lexical-Semantic Resource Based on LMF. About Semitic languages: Journal of Natural Language Engineering, Cambridge University Press (to appear in Spring 2015): Aida Khemakhem, Bilel Gargouri, Abdelmajid Ben Hamadou, Gil Francopoulo: ISO Standard Modeling of a large Arabic Dictionary. Proceedings of the seventh Global Wordnet Conference 2014: Nadia B M Karmani, Hsan Soussou, Adel M Alimi: Building a standardized Wordnet in the ISO LMF for aeb language. Proceedings of the workshop: HLT & NLP within Arabic world, LREC 2008: Noureddine Loukil, Kais Haddar, Abdelmajid Ben Hamadou: Towards a syntactic lexicon of Arabic Verbs. Traitement Automatique des Langues Naturelles, Toulouse (in French) 2007: Khemakhem A, Gargouri B, Abdelwahed A, Francopoulo G: Modélisation des paradigmes de fl

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  • News analytics

    News analytics

    In trading strategy, news analysis refers to the measurement of the various qualitative and quantitative attributes of textual (unstructured data) news stories. Some of these attributes are: sentiment, relevance, and novelty. Expressing news stories as numbers and metadata permits the manipulation of everyday information in a mathematical and statistical way. This data is often used in financial markets as part of a trading strategy or by businesses to judge market sentiment and make better business decisions. News analytics are usually derived through automated text analysis and applied to digital texts using elements from natural language processing and machine learning such as latent semantic analysis, support vector machines, "bag of words" among other techniques. == Applications and strategies == The application of sophisticated linguistic analysis to news and social media has grown from an area of research to mature product solutions since 2007. News analytics and news sentiment calculations are now routinely used by both buy-side and sell-side in alpha generation, trading execution, risk management, and market surveillance and compliance. There is however a good deal of variation in the quality, effectiveness and completeness of currently available solutions. A large number of companies use news analysis to help them make better business decisions. Academic researchers have become interested in news analysis especially with regards to predicting stock price movements, volatility and traded volume. Provided a set of values such as sentiment and relevance as well as the frequency of news arrivals, it is possible to construct news sentiment scores for multiple asset classes such as equities, Forex, fixed income, and commodities. Sentiment scores can be constructed at various horizons to meet the different needs and objectives of high and low frequency trading strategies, whilst characteristics such as direction and volatility of asset returns as well as the traded volume may be addressed more directly via the construction of tailor-made sentiment scores. Scores are generally constructed as a range of values. For instance, values may range between 0 and 100, where values above and below 50 convey positive and negative sentiment, respectively. === Absolute return strategies === The objective of absolute return strategies is absolute (positive) returns regardless of the direction of the financial market. To meet this objective, such strategies typically involve opportunistic long and short positions in selected instruments with zero or limited market exposure. In statistical terms, absolute return strategies should have very low correlation with the market return. Typically, hedge funds tend to employ absolute return strategies. Below, a few examples show how news analysis can be applied in the absolute return strategy space with the purpose to identify alpha opportunities applying a market neutral strategy or based on volatility trading. Example 1 Scenario: The gap between the news sentiment scores for direction, S {\displaystyle S} , of Company X {\displaystyle X} and Market Y {\displaystyle Y} has moved beyond + 20 {\displaystyle +20} . That is, S X − S Y {\displaystyle S_{X}-S_{Y}} ≥ 20 {\displaystyle 20} . Action: Buy the stock on Company X {\displaystyle X} and short the future on Market Y {\displaystyle Y} . Exit Strategy: When the gap in the news sentiment scores for direction of Company X {\displaystyle X} and Market Y {\displaystyle Y} has disappeared, S X − S Y {\displaystyle S_{X}-S_{Y}} = 0 {\displaystyle 0} , sell the stock on Company X {\displaystyle X} and go long the future on Market Y {\displaystyle Y} to close the positions. Example 2 Scenario: The news sentiment score for volatility of Company X {\displaystyle X} goes above 70 {\displaystyle 70} out of 100 {\displaystyle 100} indicating an expected volatility above the option implied volatility. Action: Buy a short-dated straddle (the purchase of both a put and a call) on the stock of Company X {\displaystyle X} . Exit Strategy: Keep the straddle on Company X {\displaystyle X} until expiry or until a certain profit target has been reached. === Relative return strategies === The objective of relative return strategies is to either replicate (passive management) or outperform (active management) a theoretical passive reference portfolio or benchmark. To meet these objectives such strategies typically involve long positions in selected instruments. In statistical terms, relative return strategies often have high correlation with the market return. Typically, mutual funds tend to employ relative return strategies. Below, a few examples show how news analysis can be applied in the relative return strategy space with the purpose to outperform the market applying a stock picking strategy and by making tactical tilts to ones asset allocation model. Example 1 Scenario: The news sentiment score for direction of Company X {\displaystyle X} goes above 70 {\displaystyle 70} out of 100 {\displaystyle 100} . Action: Buy the stock on Company X {\displaystyle X} . Exit Strategy: When the news sentiment score for direction of Company X {\displaystyle X} falls below 60 {\displaystyle 60} , sell the stock on Company X {\displaystyle X} to close the position. Example 2 Scenario: The news sentiment score for direction of Sector Z {\displaystyle Z} goes above 70 {\displaystyle 70} out of 100 {\displaystyle 100} . Action: Include Sector Z {\displaystyle Z} as a tactical bet in the asset allocation model. Exit Strategy: When the news sentiment score for direction of Sector Z {\displaystyle Z} falls below 60 {\displaystyle 60} , remove the tactical bet for Sector Z {\displaystyle Z} from the asset allocation model. === Financial risk management === The objective of financial risk management is to create economic value in a firm or to maintain a certain risk profile of an investment portfolio by using financial instruments to manage risk exposures, particularly credit risk and market risk. Other types include Foreign exchange, Shape, Volatility, Sector, Liquidity, Inflation risks, etc. Below, a few examples show how news analysis can be applied in the financial risk management space with the purpose to either arrive at better risk estimates in terms of Value at Risk (VaR) or to manage the risk of a portfolio to meet ones portfolio mandate. Example 1 Scenario: The bank operates a VaR model to manage the overall market risk of its portfolio. Action: Estimate the portfolio covariance matrix taking into account the development of the news sentiment score for volume. Implement the relevant hedges to bring the VaR of the bank in line with the desired levels. Example 2 Scenario: A portfolio manager operates his portfolio towards a certain desired risk profile. Action: Estimate the portfolio covariance matrix taking into account the development of the news sentiment score for volume. Scale the portfolio exposure according to the targeted risk profile. === Computer algorithms using news analytics === Within 0.33 seconds, computer algorithms using news analytics can notify subscribers which company the news is about, if the news article sentiment is positive or negative, if the news is ranked as high or low relative importance … relative relevance. the stock price reaction and the increase in trade volume is concentrated in the first 5 seconds after an news article is released. === Algorithmic order execution === The objective of algorithmic order execution, which is part of the concept of algorithmic trading, is to reduce trading costs by optimizing on the timing of a given order. It is widely used by hedge funds, pension funds, mutual funds, and other institutional traders to divide up large trades into several smaller trades to manage market impact, opportunity cost, and risk more effectively. The example below shows how news analysis can be applied in the algorithmic order execution space with the purpose to arrive at more efficient algorithmic trading systems. Example 1 Scenario: A large order needs to be placed in the market for the stock on Company X {\displaystyle X} . Action: Scale the daily volume distribution for Company X {\displaystyle X} applied in the algorithmic trading system, thus taking into account the news sentiment score for volume. This is followed by the creation of the desired trading distribution forcing greater market participation during the periods of the day when volume is expected to be heaviest. == Effects == Being able to express news stories as numbers permits the manipulation of everyday information in a statistical way that allows computers not only to make decisions once made only by humans, but to do so more efficiently. Since market participants are always looking for an edge, the speed of computer connections and the delivery of news analysis, measured in milliseconds, have become essential.

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