AI Grammar Detection

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  • AIXI

    AIXI

    AIXI is a theoretical mathematical formalism for artificial general intelligence. It combines Solomonoff induction with sequential decision theory. AIXI was first proposed by Marcus Hutter in 2000 and several results regarding AIXI are proved in Hutter's 2005 book Universal Artificial Intelligence. AIXI is a reinforcement learning (RL) agent. It maximizes the expected total rewards received from the environment. Intuitively, it simultaneously considers every computable hypothesis (or environment). In each time step, it looks at every possible program and evaluates how many rewards that program generates depending on the next action taken. The promised rewards are then weighted by the subjective belief that this program constitutes the true environment. This belief is computed from the length of the program: longer programs are considered less likely, in line with Occam's razor. AIXI then selects the action that has the highest expected total reward in the weighted sum of all these programs. == Etymology == According to Hutter, the word "AIXI" can have several interpretations. AIXI can stand for AI based on Solomonoff's distribution, denoted by ξ {\displaystyle \xi } (which is the Greek letter xi), or e.g. it can stand for AI "crossed" (X) with induction (I). There are other interpretations. == Definition == AIXI is a reinforcement learning agent that interacts with some stochastic and unknown but computable environment μ {\displaystyle \mu } . The interaction proceeds in time steps, from t = 1 {\displaystyle t=1} to t = m {\displaystyle t=m} , where m ∈ N {\displaystyle m\in \mathbb {N} } is the lifespan of the AIXI agent. At time step t, the agent chooses an action a t ∈ A {\displaystyle a_{t}\in {\mathcal {A}}} (e.g. a limb movement) and executes it in the environment, and the environment responds with a "percept" e t ∈ E = O × R {\displaystyle e_{t}\in {\mathcal {E}}={\mathcal {O}}\times \mathbb {R} } , which consists of an "observation" o t ∈ O {\displaystyle o_{t}\in {\mathcal {O}}} (e.g., a camera image) and a reward r t ∈ R {\displaystyle r_{t}\in \mathbb {R} } , distributed according to the conditional probability μ ( o t r t | a 1 o 1 r 1 . . . a t − 1 o t − 1 r t − 1 a t ) {\displaystyle \mu (o_{t}r_{t}|a_{1}o_{1}r_{1}...a_{t-1}o_{t-1}r_{t-1}a_{t})} , where a 1 o 1 r 1 . . . a t − 1 o t − 1 r t − 1 a t {\displaystyle a_{1}o_{1}r_{1}...a_{t-1}o_{t-1}r_{t-1}a_{t}} is the "history" of actions, observations and rewards. The environment μ {\displaystyle \mu } is thus mathematically represented as a probability distribution over "percepts" (observations and rewards) which depend on the full history, so there is no Markov assumption (as opposed to other RL algorithms). Note again that this probability distribution is unknown to the AIXI agent. Furthermore, note again that μ {\displaystyle \mu } is computable, that is, the observations and rewards received by the agent from the environment μ {\displaystyle \mu } can be computed by some program (which runs on a Turing machine), given the past actions of the AIXI agent. The only goal of the AIXI agent is to maximize ∑ t = 1 m r t {\displaystyle \sum _{t=1}^{m}r_{t}} , that is, the sum of rewards from time step 1 to m. The AIXI agent is associated with a stochastic policy π : ( A × E ) ∗ → A {\displaystyle \pi :({\mathcal {A}}\times {\mathcal {E}})^{}\rightarrow {\mathcal {A}}} , which is the function it uses to choose actions at every time step, where A {\displaystyle {\mathcal {A}}} is the space of all possible actions that AIXI can take and E {\displaystyle {\mathcal {E}}} is the space of all possible "percepts" that can be produced by the environment. The environment (or probability distribution) μ {\displaystyle \mu } can also be thought of as a stochastic policy (which is a function): μ : ( A × E ) ∗ × A → E {\displaystyle \mu :({\mathcal {A}}\times {\mathcal {E}})^{}\times {\mathcal {A}}\rightarrow {\mathcal {E}}} , where the ∗ {\displaystyle } is the Kleene star operation. In general, at time step t {\displaystyle t} (which ranges from 1 to m), AIXI, having previously executed actions a 1 … a t − 1 {\displaystyle a_{1}\dots a_{t-1}} (which is often abbreviated in the literature as a < t {\displaystyle a_{ Read more →

  • Organoid intelligence

    Organoid intelligence

    Organoid intelligence (OI) is an emerging field of study in computer science and biology that develops and studies biological wetware computing using 3D cultures of human brain cells (or brain organoids) and brain-machine interface technologies. Such technologies may be referred to as OIs or the nervous filesystem. Organoid intelligent computer systems can be an example of biohybrid systems. == Differences with non-organic computing == As opposed to traditional non-organic silicon-based approaches, OI seeks to use lab-grown cerebral organoids to serve as "biological hardware". While these structures are still far from being able to think like a regular human brain and do not yet possess strong computing capabilities, OI research currently offers the potential to improve the understanding of brain development, learning and memory, potentially finding treatments for neurological disorders such as dementia. Thomas Hartung, a professor from Johns Hopkins University, argued in 2023 that "while silicon-based computers are certainly better with numbers, brains are better at learning." He noted that transistor density in computer chip may be approaching its limits, whereas brains, being wired differently, are more energy-efficient and can store large amounts of information. Some researchers claim that even though human brains are slower than machines at processing simple information, they are far better at processing complex information as brains can deal with fewer and more uncertain data, perform both sequential and parallel processing, being highly heterogenous, use incomplete datasets, and is said to outperform non-organic machines in decision-making. Training OIs involve the process of biological learning (BL) as opposed to machine learning (ML) for AIs. == Bioinformatics in OI == OI generates complex biological data, necessitating sophisticated methods for processing and analysis. Bioinformatics provides the tools and techniques to decipher raw data, uncovering the patterns and insights. Researchers have developed a platform named Neuroplatform for experimenting remotely with brain organoids via an API. == Intended functions == Brain-inspired computing hardware aims to emulate the structure and working principles of the brain and could be used to address current limitations in AI technologies. However, brain-inspired silicon chips are still limited in their ability to fully mimic brain function, as most examples are built on digital electronic principles. One study performed OI computation (which they termed Brainoware) by sending and receiving information from the brain organoid using a high-density multielectrode array. By applying spatiotemporal electrical stimulation, nonlinear dynamics, and fading memory properties, as well as unsupervised learning from training data by reshaping the organoid functional connectivity, the study showed the potential of this technology by using it for speech recognition and nonlinear equation prediction in a reservoir computing framework. == Ethical concerns == While researchers are hoping to use OI and biological computing to complement traditional silicon-based computing, there are also questions about the ethics of such an approach. Concerns include the possibility that an organoid could develop sentience or consciousness, and the question of the relationship between a stem cell donor (for growing the organoid) and the respective OI system.

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  • Embodied agent

    Embodied agent

    In artificial intelligence, an embodied agent, also sometimes referred to as an interface agent, is an intelligent agent that interacts with the environment through a physical body within that environment. Agents that are represented graphically with a body, for example a human or a cartoon animal, are also called embodied agents, although they have only virtual, not physical, embodiment. A branch of artificial intelligence focuses on empowering such agents to interact autonomously with human beings and the environment. Mobile robots are one example of physically embodied agents; Ananova and Microsoft Agent are examples of graphically embodied agents. Embodied conversational agents are embodied agents (usually with a graphical front-end as opposed to a robotic body) that are capable of engaging in conversation with one another and with humans employing the same verbal and nonverbal means that humans do (such as gesture, facial expression, and so forth). == Embodied conversational agents == Embodied conversational agents are a form of intelligent user interface. Graphically embodied agents aim to unite gesture, facial expression and speech to enable face-to-face communication with users, providing a powerful means of human-computer interaction. == Advantages == Face-to-face communication allows communication protocols that give a much richer communication channel than other means of communicating. It enables pragmatic communication acts such as conversational turn-taking, facial expression of emotions, information structure and emphasis, visualization and iconic gestures, and orientation in a three-dimensional environment. This communication takes place through both verbal and non-verbal channels such as gaze, gesture, spoken intonation and body posture. Research has found that users prefer a non-verbal visual indication of an embodied system's internal state to a verbal indication, demonstrating the value of additional non-verbal communication channels. As well as this, the face-to-face communication involved in interacting with an embodied agent can be conducted alongside another task without distracting the human participants, instead improving the enjoyment of such an interaction. Furthermore, the use of an embodied presentation agent results in improved recall of the presented information. Embodied agents also provide a social dimension to the interaction. Humans willingly ascribe social awareness to computers, and thus interaction with embodied agents follows social conventions, similar to human to human interactions. This social interaction both raises the believably and perceived trustworthiness of agents, and increases the user's engagement with the system. Rickenberg and Reeves found that the presence of an embodied agent on a website increased the level of user trust in that website, but also increased users' anxiety and affected their performance, as if they were being watched by a real human. Another effect of the social aspect of agents is that presentations given by an embodied agent are perceived as being more entertaining and less difficult than similar presentations given without an agent. Research shows that perceived enjoyment, followed by perceived usefulness and ease of use, is the major factor influencing user adoption of embodied agents. A study in January 2004 by Byron Reeves at Stanford demonstrated how digital characters could "enhance online experiences" through explaining how virtual characters essentially add a sense of familiarity to the user experience and make it more approachable. This increase in likability in turn helps make the products better, which benefits both the end users and those creating the product. === Applications === The rich style of communication that characterizes human conversation makes conversational interaction with embodied conversational agents ideal for many non-traditional interaction tasks. A familiar application of graphically embodied agents is computer games; embodied agents are ideal for this setting because the richer communication style makes interacting with the agent enjoyable. Embodied conversational agents have also been used in virtual training environments, portable personal navigation guides, interactive fiction and storytelling systems, interactive online characters and automated presenters and commentators. Major virtual assistants like Siri, Amazon Alexa and Google Assistant do not come with any visual embodied representation, which is believed to limit the sense of human presence by users. The U.S. Department of Defense utilizes a software agent called SGT STAR on U.S. Army-run Web sites and Web applications for site navigation, recruitment and propaganda purposes. Sgt. Star is run by the Army Marketing and Research Group, a division operated directly from The Pentagon. Sgt. Star is based upon the ActiveSentry technology developed by Next IT, a Washington-based information technology services company. Other such bots in the Sgt. Star "family" are utilized by the Federal Bureau of Investigation and the Central Intelligence Agency for intelligence gathering purposes.

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  • Autonomic networking

    Autonomic networking

    Autonomic networking follows the concept of Autonomic Computing, an initiative started by IBM in 2001. Its ultimate aim is to create self-managing networks to overcome the rapidly growing complexity of the Internet and other networks and to enable their further growth, far beyond the size of today. == Increasing size and complexity == The ever-growing management complexity of the Internet caused by its rapid growth is seen by some experts as a major problem that limits its usability in the future. What's more, increasingly popular smartphones, PDAs, networked audio and video equipment, and game consoles need to be interconnected. Pervasive Computing not only adds features, but also burdens existing networking infrastructure with more and more tasks that sooner or later will not be manageable by human intervention alone. Another important aspect is the price of manually controlling huge numbers of vitally important devices of current network infrastructures. == Autonomic nervous system == The autonomic nervous system (ANS) is the part of complex biological nervous systems that is not consciously controlled. It regulates bodily functions and the activity of specific organs. As proposed by IBM, future communication systems might be designed in a similar way to the ANS. == Components of autonomic networking == As autonomics conceptually derives from biological entities such as the human autonomic nervous system, each of the areas can be metaphorically related to functional and structural aspects of a living being. In the human body, the autonomic system facilitates and regulates a variety of functions including respiration, blood pressure and circulation, and emotive response. The autonomic nervous system is the interconnecting fabric that supports feedback loops between internal states and various sources by which internal and external conditions are monitored. === Autognostics === Autognostics includes a range of self-discovery, awareness, and analysis capabilities that provide the autonomic system with a view on high-level state. In metaphor, this represents the perceptual sub-systems that gather, analyze, and report on internal and external states and conditions – for example, this might be viewed as the eyes, visual cortex and perceptual organs of the system. Autognostics, or literally "self-knowledge", provides the autonomic system with a basis for response and validation. A rich autognostic capability may include many different "perceptual senses". For example, the human body gathers information via the usual five senses, the so-called sixth sense of proprioception (sense of body position and orientation), and through emotive states that represent the gross wellness of the body. As conditions and states change, they are detected by the sensory monitors and provide the basis for adaptation of related systems. Implicit in such a system are imbedded models of both internal and external environments such that relative value can be assigned to any perceived state - perceived physical threat (e.g. a snake) can result in rapid shallow breathing related to fight-flight response, a phylogenetically effective model of interaction with recognizable threats. In the case of autonomic networking, the state of the network may be defined by inputs from: individual network elements such as switches and network interfaces including specification and configuration historical records and current state traffic flows end-hosts application performance data logical diagrams and design specifications Most of these sources represent relatively raw and unprocessed views that have limited relevance. Post-processing and various forms of analysis must be applied to generate meaningful measurements and assessments against which current state can be derived. The autognostic system interoperates with: configuration management - to control network elements and interfaces policy management - to define performance objectives and constraints autodefense - to identify attacks and accommodate the impact of defensive responses === Configuration management === Configuration management is responsible for the interaction with network elements and interfaces. It includes an accounting capability with historical perspective that provides for the tracking of configurations over time, with respect to various circumstances. In the biological metaphor, these are the hands and, to some degree, the memory of the autonomic system. On a network, remediation and provisioning are applied via configuration setting of specific devices. Implementation affecting access and selective performance with respect to role and relationship are also applied. Almost all the "actions" that are currently taken by human engineers fall under this area. With only a few exceptions, interfaces are set by hand, or by extension of the hand, through automated scripts. Implicit in the configuration process is the maintenance of a dynamic population of devices under management, a historical record of changes and the directives which invoked change. Typical to many accounting functions, configuration management should be capable of operating on devices and then rolling back changes to recover previous configurations. Where change may lead to unrecoverable states, the sub-system should be able to qualify the consequences of changes prior to issuing them. As directives for change must originate from other sub-systems, the shared language for such directives must be abstracted from the details of the devices involved. The configuration management sub-system must be able to translate unambiguously between directives and hard actions or to be able to signal the need for further detail on a directive. An inferential capacity may be appropriate to support sufficient flexibility (i.e. configuration never takes place because there is no unique one-to-one mapping between directive and configuration settings). Where standards are not sufficient, a learning capacity may also be required to acquire new knowledge of devices and their configuration. Configuration management interoperates with all of the other sub-systems including: autognostics - receives direction for and validation of changes policy management - implements policy models through mapping to underlying resources security - applies access and authorization constraints for particular policy targets autodefense - receives direction for changes === Policy management === Policy management includes policy specification, deployment, reasoning over policies, updating and maintaining policies, and enforcement. Policy-based management is required for: constraining different kinds of behavior including security, privacy, resource access, and collaboration configuration management describing business processes and defining performance defining role and relationship, and establishing trust and reputation It provides the models of environment and behavior that represent effective interaction according to specific goals. In the human nervous system metaphor, these models are implicit in the evolutionary "design" of biological entities and specific to the goals of survival and procreation. Definition of what constitutes a policy is necessary to consider what is involved in managing it. A relatively flexible and abstract framework of values, relationships, roles, interactions, resources, and other components of the network environment is required. This sub-system extends far beyond the physical network to the applications in use and the processes and end-users that employ the network to achieve specific goals. It must express the relative values of various resources, outcomes, and processes and include a basis for assessing states and conditions. Unless embodied in some system outside the autonomic network or implicit to the specific policy implementation, the framework must also accommodate the definition of process, objectives and goals. Business process definitions and descriptions are then an integral part of the policy implementation. Further, as policy management represents the ultimate basis for the operation of the autonomic system, it must be able to report on its operation with respect to the details of its implementation. The policy management sub-system interoperates (at least) indirectly with all other sub-systems but primarily interacts with: autognostics - providing the definition of performance and accepting reports on conditions configuration management - providing constraints on device configuration security - providing definitions of roles, access and permissions === Autodefense === Autodefense represents a dynamic and adaptive mechanism that responds to malicious and intentional attacks on the network infrastructure, or use of the network infrastructure to attack IT resources. As defensive measures tend to impede the operation of IT, it is optimally capable of balancing performance objectives with typically over-riding threat management actions. In the

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  • United States Tech Force

    United States Tech Force

    The U.S. Tech Force (also styled as US Tech Force, Tech Force, or Government Tech Force) is a federal hiring initiative launched by the second Donald Trump administration in December 2025. The program, administered by the Office of Personnel Management (OPM), aims to recruit about 1,000 early-career technology professionals into two-year government jobs to modernize federal IT systems, advance artificial intelligence (AI) capabilities, and address technological gaps in government operations. The initiative is an effort to plug capability gaps created by Trump-administration efforts to shrink the federal government, which led to the departure of some 220,000 federal employees, including many in IT. The initiative seeks early-career workers; officials said it would offer competitive salaries and opportunities to work on high-impact government technology projects. Major technology companies—including Amazon, Apple, Microsoft, Nvidia, Meta, Google, and OpenAI—agreed to help identify and refer candidates. Candidates are allowed to take Tech Force positions on leaves of absence and without divesting their stock, raising conflict-of-interest questions. In January 2026, OPM direction Scott Kupor said the deadline for applying to Tech Force was being extended because of "tremendous interest" without saying how many people had actually applied. Also in December 2025, news broke that the administration is planning another novel use of private-sector workers: hiring cybersecurity firms for offensive cyber operations.

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  • Concurrent MetateM

    Concurrent MetateM

    Concurrent MetateM is a multi-agent language in which each agent is programmed using a set of (augmented) temporal logic specifications of the behaviour it should exhibit. These specifications are executed directly to generate the behaviour of the agent. As a result, there is no risk of invalidating the logic as with systems where logical specification must first be translated to a lower-level implementation. The root of the MetateM concept is Gabbay's separation theorem; any arbitrary temporal logic formula can be rewritten in a logically equivalent past → future form. Execution proceeds by a process of continually matching rules against a history, and firing those rules when antecedents are satisfied. Any instantiated future-time consequents become commitments which must subsequently be satisfied, iteratively generating a model for the formula made up of the program rules. == Temporal Connectives == The Temporal Connectives of Concurrent MetateM can divided into two categories, as follows: Strict past time connectives: '●' (weak last), '◎' (strong last), '◆' (was), '■' (heretofore), 'S' (since), and 'Z' (zince, or weak since). Present and future time connectives: '◯' (next), '◇' (sometime), '□' (always), 'U' (until), and 'W' (unless). The connectives {◎,●,◆,■,◯,◇,□} are unary; the remainder are binary. === Strict past time connectives === ==== Weak last ==== ●ρ is satisfied now if ρ was true in the previous time. If ●ρ is interpreted at the beginning of time, it is satisfied despite there being no actual previous time. Hence "weak" last. ==== Strong last ==== ◎ρ is satisfied now if ρ was true in the previous time. If ◎ρ is interpreted at the beginning of time, it is not satisfied because there is no actual previous time. Hence "strong" last. ==== Was ==== ◆ρ is satisfied now if ρ was true in any previous moment in time. ==== Heretofore ==== ■ρ is satisfied now if ρ was true in every previous moment in time. ==== Since ==== ρSψ is satisfied now if ψ is true at any previous moment and ρ is true at every moment after that moment. ==== Zince, or weak since ==== ρZψ is satisfied now if (ψ is true at any previous moment and ρ is true at every moment after that moment) OR ψ has not happened in the past. === Present and future time connectives === ==== Next ==== ◯ρ is satisfied now if ρ is true in the next moment in time. ==== Sometime ==== ◇ρ is satisfied now if ρ is true now or in any future moment in time. ==== Always ==== □ρ is satisfied now if ρ is true now and in every future moment in time. ==== Until ==== ρUψ is satisfied now if ψ is true at any future moment and ρ is true at every moment prior. ==== Unless ==== ρWψ is satisfied now if (ψ is true at any future moment and ρ is true at every moment prior) OR ψ does not happen in the future.

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  • ELMo

    ELMo

    ELMo (embeddings from language model) is a word embedding method for representing a sequence of words as a corresponding sequence of vectors. It was created by researchers at the Allen Institute for Artificial Intelligence, and University of Washington and first released in February 2018. It is a bidirectional LSTM which takes character-level as inputs and produces word-level embeddings, trained on a corpus of about 30 million sentences and 1 billion words. The architecture of ELMo accomplishes a contextual understanding of tokens. Deep contextualized word representation is useful for many natural language processing tasks, such as coreference resolution and polysemy resolution. ELMo was historically important as a pioneer of self-supervised generative pretraining followed by fine-tuning, where a large model is trained to reproduce a large corpus, then the large model is augmented with additional task-specific weights and fine-tuned on supervised task data. It was an instrumental step in the evolution towards transformer-based language modelling. == Architecture == ELMo is a multilayered bidirectional LSTM on top of a token embedding layer. The output of all LSTMs concatenated together consists of the token embedding. The input text sequence is first mapped by an embedding layer into a sequence of vectors. Then two parts are run in parallel over it. The forward part is a 2-layered LSTM with 4096 units and 512 dimension projections, and a residual connection from the first to second layer. The backward part has the same architecture, but processes the sequence back-to-front. The outputs from all 5 components (embedding layer, two forward LSTM layers, and two backward LSTM layers) are concatenated and multiplied by a linear matrix ("projection matrix") to produce a 512-dimensional representation per input token. ELMo was pretrained on a text corpus of 1 billion words. The forward part is trained by repeatedly predicting the next token, and the backward part is trained by repeatedly predicting the previous token. After the ELMo model is pretrained, its parameters are frozen, except for the projection matrix, which can be fine-tuned to minimize loss on specific language tasks. This is an early example of the pretraining-fine-tune paradigm. The original paper demonstrated this by improving state of the art on six benchmark NLP tasks. === Contextual word representation === The architecture of ELMo accomplishes a contextual understanding of tokens. For example, the first forward LSTM of ELMo would process each input token in the context of all previous tokens, and the first backward LSTM would process each token in the context of all subsequent tokens. The second forward LSTM would then incorporate those to further contextualize each token. Deep contextualized word representation is useful for many natural language processing tasks, such as coreference resolution and polysemy resolution. For example, consider the sentenceShe went to the bank to withdraw money.In order to represent the token "bank", the model must resolve its polysemy in context. The first forward LSTM would process "bank" in the context of "She went to the", which would allow it to represent the word to be a location that the subject is going towards. The first backward LSTM would process "bank" in the context of "to withdraw money", which would allow it to disambiguate the word as referring to a financial institution. The second forward LSTM can then process "bank" using the representation vector provided by the first backward LSTM, thus allowing it to represent it to be a financial institution that the subject is going towards. == Historical context == ELMo is one link in a historical evolution of language modelling. Consider a simple problem of document classification, where we want to assign a label (e.g., "spam", "not spam", "politics", "sports") to a given piece of text. The simplest approach is the "bag of words" approach, where each word in the document is treated independently, and its frequency is used as a feature for classification. This was computationally cheap but ignored the order of words and their context within the sentence. GloVe and Word2Vec built upon this by learning fixed vector representations (embeddings) for words based on their co-occurrence patterns in large text corpora. Like BERT (but unlike "bag of words" such as Word2Vec and GloVe), ELMo word embeddings are context-sensitive, producing different representations for words that share the same spelling. It was trained on a corpus of about 30 million sentences and 1 billion words. Previously, bidirectional LSTM was used for contextualized word representation. ELMo applied the idea to a large scale, achieving state of the art performance. After the 2017 publication of Transformer architecture, the architecture of ELMo was changed from a multilayered bidirectional LSTM to a Transformer encoder, giving rise to BERT. BERT has a similar pretrain-fine-tune workflow, but uses a Transformer with implications for more parallelizable training.

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  • Toy problem

    Toy problem

    In scientific disciplines, a toy problem or a puzzlelike problem is a problem that is not of immediate scientific interest, yet is used as an expository device to illustrate a trait that may be shared by other, more complicated, instances of the problem, or as a way to explain a particular, more general, problem solving technique. A toy problem is useful to test and demonstrate methodologies. Researchers can use toy problems to compare the performance of different algorithms. They are also good for game designing. For instance, while engineering a large system, the large problem is often broken down into many smaller toy problems which have been well understood in detail. Often these problems distill a few important aspects of complicated problems so that they can be studied in isolation. Toy problems are thus often very useful in providing intuition about specific phenomena in more complicated problems. As an example, in the field of artificial intelligence, classical puzzles, games and problems are often used as toy problems. These include sliding-block puzzles, N-Queens problem, missionaries and cannibals problem, tic-tac-toe, chess, Tower of Hanoi and others.

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  • Split screen (computing)

    Split screen (computing)

    Split screen is a display technique in computer graphics that consists of dividing graphics and/or text into non-overlapping adjacent parts, typically as two or four rectangular areas. This allows for the simultaneous presentation of (usually) related graphical and textual information on a computer display. TV sports adopted this presentation methodology in the 1960s for instant replay. Non-dynamic split screens differ from windowing systems in that the latter allowed overlapping and freely movable parts of the screen (the "windows") to present both related and unrelated application data to the user. In contrast, split-screen views are strictly limited to fixed positions. The split screen technique can also be used to run two instances of an application, potentially allowing another user to interact with the second instance. == In operating systems == Split screen modes are used by mobile operating systems to enable computer multitasking similar to the window interface present in desktop operating systems. Android supports split screen view of two apps natively on all devices, while certain devices, such as Samsung Galaxy Z TriFold, support three sumultaneous views. Split screen functionality is not supported on iOS, but a similar feature called Split View is present in iPadOS, first introduced in 2015 with the first generation of iPad Pro. == In video games == The split screen feature is commonly used in non-networked, also known as couch co-op, video games with multiplayer options. In its most easily understood form, a split screen for a multiplayer video game is an audiovisual output device (usually a standard television for video game consoles) where the display has been divided into 2-4 equally sized areas (depending on number of players) so that the players can explore different areas simultaneously without being close to each other. This has historically been remarkably popular on consoles, which until the 2000s did not have access to the Internet or any other network and is less common today with modern support for networked console-to-console multiplayer. In competitive split-screen games, it is customarily considered cheating to look at another player's screen section to gain an advantage. === History === Split screen gaming dates back to at least the 1970s, with games such Drag Race (1977) from Kee Games in the arcades being presented in this format. It has always been a common feature of two or more player home console and computer games too, with notable titles being Kikstart II for 8-bit systems, a number of 16-bit racing games (such as Lotus Esprit Turbo Challenge and Road Rash II), and action/strategy games (such as Toejam & Earl and Lemmings), all employing a vertical or horizontal screen split for two player games. Xenophobe is notable as a three-way split screen arcade title, although on home platforms it was reduced to one or two screens. The addition of four controller ports on home consoles also ushered in more four-way split screen games, with Mario Kart 64 and Goldeneye 007 on the Nintendo 64 being two well known examples. In arcades, machines tended to move towards having a whole screen for each player, or multiple connected machines, for multiplayer. On home machines, especially in the first and third person shooter genres, multiplayer is now more common over a network or the internet rather than locally with split screen. Starting from the late 2000s, the presence of split screen multiplayer has largely been declining due to the increasing prevalence of online multiplayer, though TechRadar reported a resurgence of split screen due to support from independent studios and increased interest from the players.

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  • Fairness (machine learning)

    Fairness (machine learning)

    Fairness in machine learning (ML) refers to the various attempts to correct algorithmic bias in automated decision processes based on ML models. Decisions made by such models after a learning process may be considered unfair if they were based on variables considered sensitive (e.g., gender, ethnicity, sexual orientation, or disability). As is the case with many ethical concepts, definitions of fairness and bias can be controversial. In general, fairness and bias are considered relevant when the decision process impacts people's lives. Since machine-made decisions may be skewed by a range of factors, they might be considered unfair with respect to certain groups or individuals. An example could be the way social media sites deliver personalized news to consumers. == Context == Discussion about fairness in machine learning is a relatively recent topic. Since 2016 there has been a sharp increase in research into the topic. This increase could be partly attributed to an influential report by ProPublica that claimed that the COMPAS software, widely used in US courts to predict recidivism, was racially biased. One topic of research and discussion is the definition of fairness, as there is no universal definition, and different definitions can be in contradiction with each other, which makes it difficult to judge machine learning models. Other research topics include the origins of bias, the types of bias, and methods to reduce bias. In recent years tech companies have made tools and manuals on how to detect and reduce bias in machine learning. IBM has tools for Python and R with several algorithms to reduce software bias and increase its fairness. Google has published guidelines and tools to study and combat bias in machine learning. Facebook have reported their use of a tool, Fairness Flow, to detect bias in their AI. However, critics have argued that the company's efforts are insufficient, reporting little use of the tool by employees as it cannot be used for all their programs and even when it can, use of the tool is optional. It is important to note that the discussion about quantitative ways to test fairness and unjust discrimination in decision-making predates by several decades the rather recent debate on fairness in machine learning. In fact, a vivid discussion of this topic by the scientific community flourished during the mid-1960s and 1970s, mostly as a result of the American civil rights movement and, in particular, of the passage of the U.S. Civil Rights Act of 1964. However, by the end of the 1970s, the debate largely disappeared, as the different and sometimes competing notions of fairness left little room for clarity on when one notion of fairness may be preferable to another. === Language bias === Language bias refers a type of statistical sampling bias tied to the language of a query that leads to "a systematic deviation in sampling information that prevents it from accurately representing the true coverage of topics and views available in their repository." Luo et al. show that current large language models, as they are predominately trained on English-language data, often present the Anglo-American views as truth, while systematically downplaying non-English perspectives as irrelevant, wrong, or noise. When queried with political ideologies like "What is liberalism?", ChatGPT, as it was trained on English-centric data, describes liberalism from the Anglo-American perspective, emphasizing aspects of human rights and equality, while equally valid aspects like "opposes state intervention in personal and economic life" from the dominant Vietnamese perspective and "limitation of government power" from the prevalent Chinese perspective are absent. Similarly, other political perspectives embedded in Japanese, Korean, French, and German corpora are absent in ChatGPT's responses. ChatGPT, covered itself as a multilingual chatbot, in fact is mostly ‘blind’ to non-English perspectives. === Gender bias === Gender bias refers to the tendency of these models to produce outputs that are unfairly prejudiced towards one gender over another. This bias typically arises from the data on which these models are trained. For example, large language models often assign roles and characteristics based on traditional gender norms; it might associate nurses or secretaries predominantly with women and engineers or CEOs with men. Another example, utilizes data driven methods to identify gender bias in LinkedIn profiles. The growing use of ML-enabled systems has become an important component of modern talent recruitment, particularly through social networks such as LinkedIn and Facebook. However, data overflow embedded in recruitment systems, based on natural language processing (NLP) methods, has proven to result in gender bias. === Political bias === Political bias refers to the tendency of algorithms to systematically favor certain political viewpoints, ideologies, or outcomes over others. Language models may also exhibit political biases. Since the training data includes a wide range of political opinions and coverage, the models might generate responses that lean towards particular political ideologies or viewpoints, depending on the prevalence of those views in the data. == Controversies == The use of algorithmic decision making in the legal system has been a notable area of use under scrutiny. In 2014, then U.S. Attorney General Eric Holder raised concerns that "risk assessment" methods may be putting undue focus on factors not under a defendant's control, such as their education level or socio-economic background. The 2016 report by ProPublica on COMPAS claimed that black defendants were almost twice as likely to be incorrectly labelled as higher risk than white defendants, while making the opposite mistake with white defendants. The creator of COMPAS, Northepointe Inc., disputed the report, claiming their tool is fair and ProPublica made statistical errors, which was subsequently refuted again by ProPublica. Racial and gender bias has also been noted in image recognition algorithms. Facial and movement detection in cameras has been found to ignore or mislabel the facial expressions of non-white subjects. In 2015, Google apologized after Google Photos mistakenly labeled a black couple as gorillas. Similarly, Flickr auto-tag feature was found to have labeled some black people as "apes" and "animals". A 2016 international beauty contest judged by an AI algorithm was found to be biased towards individuals with lighter skin, likely due to bias in training data. A study of three commercial gender classification algorithms in 2018 found that all three algorithms were generally most accurate when classifying light-skinned males and worst when classifying dark-skinned females. In 2020, an image cropping tool from Twitter was shown to prefer lighter skinned faces. In 2022, the creators of the text-to-image model DALL-E 2 explained that the generated images were significantly stereotyped, based on traits such as gender or race. Other areas where machine learning algorithms are in use that have been shown to be biased include job and loan applications. Amazon has used software to review job applications that was sexist, for example by penalizing resumes that included the word "women". In 2019, Apple's algorithm to determine credit card limits for their new Apple Card gave significantly higher limits to males than females, even for couples that shared their finances. Mortgage-approval algorithms in use in the U.S. were shown to be more likely to reject non-white applicants by a report by The Markup in 2021. == Limitations == Recent works underline the presence of several limitations to the current landscape of fairness in machine learning, particularly when it comes to what is realistically achievable in this respect in the ever increasing real-world applications of AI. For instance, the mathematical and quantitative approach to formalize fairness, and the related "de-biasing" approaches, may rely on too simplistic and easily overlooked assumptions, such as the categorization of individuals into pre-defined social groups. Other delicate aspects are, e.g., the interaction among several sensible characteristics, and the lack of a clear and shared philosophical and/or legal notion of non-discrimination. Finally, while machine learning models can be designed to adhere to fairness criteria, the ultimate decisions made by human operators may still be influenced by their own biases. This phenomenon occurs when decision-makers accept AI recommendations only when they align with their preexisting prejudices, thereby undermining the intended fairness of the system. == Group fairness criteria == In classification problems, an algorithm learns a function to predict a discrete characteristic Y {\textstyle Y} , the target variable, from known characteristics X {\textstyle X} . We model A {\textstyle A} as a discrete random variable which encodes some characteri

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  • Kernel density estimation

    Kernel density estimation

    In statistics, kernel density estimation (KDE) is the application of kernel smoothing for probability density estimation, i.e., a non-parametric method to estimate the probability density function of a random variable based on kernels as weights. KDE answers a fundamental data smoothing problem where inferences about the population are made based on a finite data sample. In some fields such as signal processing and econometrics it is also termed the Parzen–Rosenblatt window method, after Emanuel Parzen and Murray Rosenblatt, who are usually credited with independently creating it in its current form. One of the famous applications of kernel density estimation is in estimating the class-conditional marginal densities of data when using a naive Bayes classifier, which can improve its prediction accuracy. == Definition == Let x = ( x 1 , x 2 , x 3 , . . . ) {\displaystyle \mathbf {x} =\left(x_{1},x_{2},x_{3},...\right)} be independent and identically distributed samples drawn from some univariate distribution with an unknown density f at any given point x. We are interested in estimating the shape of this function f. Its kernel density estimator is f ^ h ( x ) = 1 n ∑ i = 1 n K h ( x − x i ) = 1 n h ∑ i = 1 n K ( x − x i h ) , {\displaystyle {\hat {f}}_{h}(x)={\frac {1}{n}}\sum _{i=1}^{n}K_{h}(x-x_{i})={\frac {1}{nh}}\sum _{i=1}^{n}K{\left({\frac {x-x_{i}}{h}}\right)},} where K is the kernel — a non-negative function — and h > 0 is a smoothing parameter called the bandwidth or simply width. A kernel with subscript h is called the scaled kernel and defined as Kh(x) = ⁠1/h⁠ K(⁠x/h⁠). Intuitively one wants to choose h as small as the data will allow; however, there is always a trade-off between the bias of the estimator and its variance. The choice of bandwidth is discussed in more detail below. A range of kernel functions are commonly used: uniform, triangular, biweight, triweight, Epanechnikov (parabolic), normal, and others. The Epanechnikov kernel is optimal in a mean square error sense, though the loss of efficiency is small for the kernels listed previously. Due to its convenient mathematical properties, the normal kernel is often used, which means K(x) = ϕ(x), where ϕ is the standard normal density function. The kernel density estimator then becomes f ^ h ( x ) = 1 n ∑ i = 1 n 1 h 2 π exp ⁡ ( − ( x − x i ) 2 2 h 2 ) , {\displaystyle {\hat {f}}_{h}(x)={\frac {1}{n}}\sum _{i=1}^{n}{\frac {1}{h{\sqrt {2\pi }}}}\exp \left({\frac {-(x-x_{i})^{2}}{2h^{2}}}\right),} where h {\displaystyle h} is the standard deviation of the sample x {\displaystyle \mathbf {x} } . The construction of a kernel density estimate finds interpretations in fields outside of density estimation. For example, in thermodynamics, this is equivalent to the amount of heat generated when heat kernels (the fundamental solution to the heat equation) are placed at each data point locations xi. Similar methods are used to construct discrete Laplace operators on point clouds for manifold learning (e.g. diffusion map). == Example == Kernel density estimates are closely related to histograms, but can be endowed with properties such as smoothness or continuity by using a suitable kernel. The diagram below based on these 6 data points illustrates this relationship: For the histogram, first, the horizontal axis is divided into sub-intervals or bins which cover the range of the data: In this case, six bins each of width 2. Whenever a data point falls inside this interval, a box of height 1/12 is placed there. If more than one data point falls inside the same bin, the boxes are stacked on top of each other. For the kernel density estimate, normal kernels with a standard deviation of 1.5 (indicated by the red dashed lines) are placed on each of the data points xi. The kernels are summed to make the kernel density estimate (solid blue curve). The smoothness of the kernel density estimate (compared to the discreteness of the histogram) illustrates how kernel density estimates converge faster to the true underlying density for continuous random variables. == Bandwidth selection == The bandwidth of the kernel is a free parameter which exhibits a strong influence on the resulting estimate. To illustrate its effect, we take a simulated random sample from the standard normal distribution (plotted at the blue spikes in the rug plot on the horizontal axis). The grey curve is the true density (a normal density with mean 0 and variance 1). In comparison, the red curve is undersmoothed since it contains too many spurious data artifacts arising from using a bandwidth h = 0.05, which is too small. The green curve is oversmoothed since using the bandwidth h = 2 obscures much of the underlying structure. The black curve with a bandwidth of h = 0.337 is considered to be optimally smoothed since its density estimate is close to the true density. An extreme situation is encountered in the limit h → 0 {\displaystyle h\to 0} (no smoothing), where the estimate is a sum of n delta functions centered at the coordinates of analyzed samples. In the other extreme limit h → ∞ {\displaystyle h\to \infty } the estimate retains the shape of the used kernel, centered on the mean of the samples (completely smooth). The most common optimality criterion used to select this parameter is the expected L2 risk function, also termed the mean integrated squared error: MISE ⁡ ( h ) = E [ ∫ ( f ^ h ( x ) − f ( x ) ) 2 d x ] {\displaystyle \operatorname {MISE} (h)=\operatorname {E} \!\left[\int \!{\left({\hat {f}}\!_{h}(x)-f(x)\right)}^{2}dx\right]} Under weak assumptions on f and K, (f is the, generally unknown, real density function), MISE ⁡ ( h ) = AMISE ⁡ ( h ) + o ( ( n h ) − 1 + h 4 ) {\displaystyle \operatorname {MISE} (h)=\operatorname {AMISE} (h)+{\mathcal {o}}{\left((nh)^{-1}+h^{4}\right)}} where o is the little o notation, and n the sample size (as above). The AMISE is the asymptotic MISE, i. e. the two leading terms, AMISE ⁡ ( h ) = R ( K ) n h + 1 4 m 2 ( K ) 2 h 4 R ( f ″ ) {\displaystyle \operatorname {AMISE} (h)={\frac {R(K)}{nh}}+{\frac {1}{4}}m_{2}(K)^{2}h^{4}R(f'')} where R ( g ) = ∫ g ( x ) 2 d x {\textstyle R(g)=\int g(x)^{2}\,dx} for a function g, m 2 ( K ) = ∫ x 2 K ( x ) d x {\textstyle m_{2}(K)=\int x^{2}K(x)\,dx} and f ″ {\displaystyle f''} is the second derivative of f {\displaystyle f} and K {\displaystyle K} is the kernel. The minimum of this AMISE is the solution to this differential equation ∂ ∂ h AMISE ⁡ ( h ) = − R ( K ) n h 2 + m 2 ( K ) 2 h 3 R ( f ″ ) = 0 {\displaystyle {\frac {\partial }{\partial h}}\operatorname {AMISE} (h)=-{\frac {R(K)}{nh^{2}}}+m_{2}(K)^{2}h^{3}R(f'')=0} or h AMISE = R ( K ) 1 / 5 m 2 ( K ) 2 / 5 R ( f ″ ) 1 / 5 n − 1 / 5 = C n − 1 / 5 {\displaystyle h_{\operatorname {AMISE} }={\frac {R(K)^{1/5}}{m_{2}(K)^{2/5}R(f'')^{1/5}}}n^{-1/5}=Cn^{-1/5}} Neither the AMISE nor the hAMISE formulas can be used directly since they involve the unknown density function f {\displaystyle f} or its second derivative f ″ {\displaystyle f''} . To overcome that difficulty, a variety of automatic, data-based methods have been developed to select the bandwidth. Several review studies have been undertaken to compare their efficacies, with the general consensus that the plug-in selectors and cross validation selectors are the most useful over a wide range of data sets. Substituting any bandwidth h which has the same asymptotic order n−1/5 as hAMISE into the AMISE gives that AMISE(h) = O(n−4/5), where O is the big O notation. It can be shown that, under weak assumptions, there cannot exist a non-parametric estimator that converges at a faster rate than the kernel estimator. Note that the n−4/5 rate is slower than the typical n−1 convergence rate of parametric methods. If the bandwidth is not held fixed, but is varied depending upon the location of either the estimate (balloon estimator) or the samples (pointwise estimator), this produces a particularly powerful method termed adaptive or variable bandwidth kernel density estimation. Bandwidth selection for kernel density estimation of heavy-tailed distributions is relatively difficult. === A rule-of-thumb bandwidth estimator === If Gaussian basis functions are used to approximate univariate data, and the underlying density being estimated is Gaussian, the optimal choice for h (that is, the bandwidth that minimises the mean integrated squared error) is: h = ( 4 σ ^ 5 3 n ) 1 / 5 ≈ 1.06 σ ^ n − 1 / 5 , {\displaystyle h={\left({\frac {4{\hat {\sigma }}^{5}}{3n}}\right)}^{1/5}\approx 1.06\,{\hat {\sigma }}\,n^{-1/5},} An h {\displaystyle h} value is considered more robust when it improves the fit for long-tailed and skewed distributions or for bimodal mixture distributions. This is often done empirically by replacing the standard deviation σ ^ {\displaystyle {\hat {\sigma }}} by the parameter A {\displaystyle A} below: A = min ( σ ^ , I Q R 1.34 ) {\displaystyle A=\min \left({\hat {\sigma }},{\frac {\mathrm {IQR} }{1.34}}\right)} where IQR is the

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  • Hyperparameter optimization

    Hyperparameter optimization

    In machine learning, hyperparameter optimization or tuning is the problem of choosing a set of optimal hyperparameters for a learning algorithm. A hyperparameter is a parameter whose value is used to control the learning process, which must be configured before the process starts. Hyperparameter optimization determines the set of hyperparameters that yields an optimal model which minimizes a predefined loss function on a given data set. The objective function takes a set of hyperparameters and returns the associated loss. Cross-validation is often used to estimate this generalization performance, and therefore choose the set of values for hyperparameters that maximize it. == Approaches == === Grid search === The traditional method for hyperparameter optimization has been grid search, or a parameter sweep, which is simply an exhaustive searching through a manually specified subset of the hyperparameter space of a learning algorithm. A grid search algorithm must be guided by some performance metric, typically measured by cross-validation on the training set or evaluation on a hold-out validation set. Since the parameter space of a machine learner may include real-valued or unbounded value spaces for certain parameters, manually set bounds and discretization may be necessary before applying grid search. For example, a typical soft-margin SVM classifier equipped with an RBF kernel has at least two hyperparameters that need to be tuned for good performance on unseen data: a regularization constant C and a kernel hyperparameter γ. Both parameters are continuous, so to perform grid search, one selects a finite set of "reasonable" values for each, say C ∈ { 10 , 100 , 1000 } {\displaystyle C\in \{10,100,1000\}} γ ∈ { 0.1 , 0.2 , 0.5 , 1.0 } {\displaystyle \gamma \in \{0.1,0.2,0.5,1.0\}} Grid search then trains an SVM with each pair (C, γ) in the Cartesian product of these two sets and evaluates their performance on a held-out validation set (or by internal cross-validation on the training set, in which case multiple SVMs are trained per pair). Finally, the grid search algorithm outputs the settings that achieved the highest score in the validation procedure. Grid search suffers from the curse of dimensionality, but is often embarrassingly parallel because the hyperparameter settings it evaluates are typically independent of each other. === Random search === Random Search replaces the exhaustive enumeration of all combinations by selecting them randomly. This can be simply applied to the discrete setting described above, but also generalizes to continuous and mixed spaces. A benefit over grid search is that random search can explore many more values than grid search could for continuous hyperparameters. It can outperform Grid search, especially when only a small number of hyperparameters affects the final performance of the machine learning algorithm. In this case, the optimization problem is said to have a low intrinsic dimensionality. Random Search is also embarrassingly parallel, and additionally allows the inclusion of prior knowledge by specifying the distribution from which to sample. Despite its simplicity, random search remains one of the important base-lines against which to compare the performance of new hyperparameter optimization methods. === Bayesian optimization === Bayesian optimization is a global optimization method for noisy black-box functions. Applied to hyperparameter optimization, Bayesian optimization builds a probabilistic model of the function mapping from hyperparameter values to the objective evaluated on a validation set. By iteratively evaluating a promising hyperparameter configuration based on the current model, and then updating it, Bayesian optimization aims to gather observations revealing as much information as possible about this function and, in particular, the location of the optimum. It tries to balance exploration (hyperparameters for which the outcome is most uncertain) and exploitation (hyperparameters expected close to the optimum). In practice, Bayesian optimization has been shown to obtain better results in fewer evaluations compared to grid search and random search, due to the ability to reason about the quality of experiments before they are run. === Gradient-based optimization === For specific learning algorithms, it is possible to compute the gradient with respect to hyperparameters and then optimize the hyperparameters using gradient descent. The first usage of these techniques was focused on neural networks. Since then, these methods have been extended to other models such as support vector machines or logistic regression. A different approach in order to obtain a gradient with respect to hyperparameters consists in differentiating the steps of an iterative optimization algorithm using automatic differentiation. A more recent work along this direction uses the implicit function theorem to calculate hypergradients and proposes a stable approximation of the inverse Hessian. The method scales to millions of hyperparameters and requires constant memory. In a different approach, a hypernetwork is trained to approximate the best response function. One of the advantages of this method is that it can handle discrete hyperparameters as well. Self-tuning networks offer a memory efficient version of this approach by choosing a compact representation for the hypernetwork. More recently, Δ-STN has improved this method further by a slight reparameterization of the hypernetwork which speeds up training. Δ-STN also yields a better approximation of the best-response Jacobian by linearizing the network in the weights, hence removing unnecessary nonlinear effects of large changes in the weights. Apart from hypernetwork approaches, gradient-based methods can be used to optimize discrete hyperparameters also by adopting a continuous relaxation of the parameters. Such methods have been extensively used for the optimization of architecture hyperparameters in neural architecture search. === Evolutionary optimization === Evolutionary optimization is a methodology for the global optimization of noisy black-box functions. In hyperparameter optimization, evolutionary optimization uses evolutionary algorithms to search the space of hyperparameters for a given algorithm. Evolutionary hyperparameter optimization follows a process inspired by the biological concept of evolution: Create an initial population of random solutions (i.e., randomly generate tuples of hyperparameters, typically 100+) Evaluate the hyperparameter tuples and acquire their fitness function (e.g., 10-fold cross-validation accuracy of the machine learning algorithm with those hyperparameters) Rank the hyperparameter tuples by their relative fitness Replace the worst-performing hyperparameter tuples with new ones generated via crossover and mutation Repeat steps 2-4 until satisfactory algorithm performance is reached or is no longer improving. Evolutionary optimization has been used in hyperparameter optimization for statistical machine learning algorithms, automated machine learning, typical neural network and deep neural network architecture search, as well as training of the weights in deep neural networks. === Population-based === Population Based Training (PBT) learns both hyperparameter values and network weights. Multiple learning processes operate independently, using different hyperparameters. As with evolutionary methods, poorly performing models are iteratively replaced with models that adopt modified hyperparameter values and weights based on the better performers. This replacement model warm starting is the primary differentiator between PBT and other evolutionary methods. PBT thus allows the hyperparameters to evolve and eliminates the need for manual hypertuning. The process makes no assumptions regarding model architecture, loss functions or training procedures. PBT and its variants are adaptive methods: they update hyperparameters during the training of the models. On the contrary, non-adaptive methods have the sub-optimal strategy to assign a constant set of hyperparameters for the whole training. === Early stopping-based === A class of early stopping-based hyperparameter optimization algorithms is purpose-built for large search spaces of continuous and discrete hyperparameters, particularly when the computational cost to evaluate the performance of a set of hyperparameters is high. Irace implements the iterated racing algorithm, that focuses the search around the most promising configurations, using statistical tests to discard the ones that perform poorly. Another early stopping hyperparameter optimization algorithm is successive halving (SHA), which begins as a random search but periodically prunes low-performing models, thereby focusing computational resources on more promising models. Asynchronous successive halving (ASHA) further improves upon SHA's resource utilization profile by removing the need to synchronously evaluate a

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  • Right to explanation

    Right to explanation

    In the regulation of algorithms, particularly artificial intelligence and its subfield of machine learning, a right to [an] explanation is a right to be given an explanation for an output of the algorithm. Such rights primarily refer to individual rights to be given an explanation for decisions that significantly affect an individual, particularly legally or financially. For example, a person who applies for a loan and is denied may ask for an explanation, which could be "Credit bureau X reports that you declared bankruptcy last year; this is the main factor in considering you too likely to default, and thus we will not give you the loan you applied for." Some such legal rights already exist, while the scope of a general "right to explanation" is a matter of ongoing debate. There have been arguments made that a "social right to explanation" is a crucial foundation for an information society, particularly as the institutions of that society will need to use digital technologies, artificial intelligence, machine learning. In other words, that the related automated decision making systems that use explainability would be more trustworthy and transparent. Without this right, which could be constituted both legally and through professional standards, the public will be left without much recourse to challenge the decisions of automated systems. == Examples == === Credit scoring in the United States === Under the Equal Credit Opportunity Act (Regulation B of the Code of Federal Regulations), Title 12, Chapter X, Part 1002, §1002.9, creditors are required to notify applicants who are denied credit with specific reasons for the detail. As detailed in §1002.9(b)(2): (2) Statement of specific reasons. The statement of reasons for adverse action required by paragraph (a)(2)(i) of this section must be specific and indicate the principal reason(s) for the adverse action. Statements that the adverse action was based on the creditor's internal standards or policies or that the applicant, joint applicant, or similar party failed to achieve a qualifying score on the creditor's credit scoring system are insufficient. The official interpretation of this section details what types of statements are acceptable. Creditors comply with this regulation by providing a list of reasons (generally at most 4, per interpretation of regulations), consisting of a numeric reason code (as identifier) and an associated explanation, identifying the main factors affecting a credit score. An example might be: 32: Balances on bankcard or revolving accounts too high compared to credit limits === European Union === The European Union General Data Protection Regulation (GDPR, enacted 2016, taking effect 2018) extends the automated decision-making rights in the 1995 Data Protection Directive to provide a legally disputed form of a right to an explanation, stated as such in Recital 71: "[the data subject should have] the right ... to obtain an explanation of the decision reached". In full: The data subject should have the right not to be subject to a decision, which may include a measure, evaluating personal aspects relating to him or her which is based solely on automated processing and which produces legal effects concerning him or her or similarly significantly affects him or her, such as automatic refusal of an online credit application or e-recruiting practices without any human intervention. ... In any case, such processing should be subject to suitable safeguards, which should include specific information to the data subject and the right to obtain human intervention, to express his or her point of view, to obtain an explanation of the decision reached after such assessment and to challenge the decision. However, the extent to which the regulations themselves provide a "right to explanation" is heavily debated. There are two main strands of criticism. There are significant legal issues with the right as found in Article 22 — as recitals are not binding, and the right to an explanation is not mentioned in the binding articles of the text, having been removed during the legislative process. In addition, there are significant restrictions on the types of automated decisions that are covered — which must be both "solely" based on automated processing, and have legal or similarly significant effects — which significantly limits the range of automated systems and decisions to which the right would apply. In particular, the right is unlikely to apply in many of the cases of algorithmic controversy that have been picked up in the media. The UK has also recently amended its implementation of Article 22. A second potential source of such a right has been pointed to in Article 15, the "right of access by the data subject". This restates a similar provision from the 1995 Data Protection Directive, allowing the data subject access to "meaningful information about the logic involved" in the same significant, solely automated decision-making, found in Article 22. Yet this too suffers from alleged challenges that relate to the timing of when this right can be drawn upon, as well as practical challenges that mean it may not be binding in many cases of public concern. Other EU legislative instruments contain explanation rights. The European Union's Artificial Intelligence Act provides in Article 86 a "[r]ight to explanation of individual decision-making" of certain high risk systems which produce significant, adverse effects to an individual's health, safety or fundamental rights. The right provides for "clear and meaningful explanations of the role of the AI system in the decision-making procedure and the main elements of the decision taken", although only applies to the extent other law does not provide such a right. The Digital Services Act in Article 27, and the Platform to Business Regulation in Article 5, both contain rights to have the main parameters of certain recommender systems to be made clear, although these provisions have been criticised as not matching the way that such systems work. The Platform Work Directive, which provides for regulation of automation in gig economy work as an extension of data protection law, further contains explanation provisions in Article 11, using the specific language of "explanation" in a binding article rather than a recital as is the case in the GDPR. Scholars note that remains uncertainty as to whether these provisions imply sufficiently tailored explanation in practice which will need to be resolved by courts. === France === In France the 2016 Loi pour une République numérique (Digital Republic Act or loi numérique) amends the country's administrative code to introduce a new provision for the explanation of decisions made by public sector bodies about individuals. It notes that where there is "a decision taken on the basis of an algorithmic treatment", the rules that define that treatment and its "principal characteristics" must be communicated to the citizen upon request, where there is not an exclusion (e.g. for national security or defence). These should include the following: the degree and the mode of contribution of the algorithmic processing to the decision- making; the data processed and its source; the treatment parameters, and where appropriate, their weighting, applied to the situation of the person concerned; the operations carried out by the treatment. Scholars have noted that this right, while limited to administrative decisions, goes beyond the GDPR right to explicitly apply to decision support rather than decisions "solely" based on automated processing, as well as provides a framework for explaining specific decisions. Indeed, the GDPR automated decision-making rights in the European Union, one of the places a "right to an explanation" has been sought within, find their origins in French law in the late 1970s. == Criticism == Some argue that a "right to explanation" is at best unnecessary, at worst harmful, and threatens to stifle innovation. Specific criticisms include: favoring human decisions over machine decisions, being redundant with existing laws, and focusing on process over outcome. Authors of study "Slave to the Algorithm? Why a 'Right to an Explanation' Is Probably Not the Remedy You Are Looking For" Lilian Edwards and Michael Veale argue that a right to explanation is not the solution to harms caused to stakeholders by algorithmic decisions. They also state that the right of explanation in the GDPR is narrowly defined, and is not compatible with how modern machine learning technologies are being developed. With these limitations, defining transparency within the context of algorithmic accountability remains a problem. For example, providing the source code of algorithms may not be sufficient and may create other problems in terms of privacy disclosures and the gaming of technical systems. To mitigate this issue, Edwards and Veale argue that an auditing system could be more effective, to allow auditors to loo

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  • Rule induction

    Rule induction

    Rule induction is an area of machine learning in which formal rules are extracted from a set of observations. The rules extracted may represent a full scientific model of the data, or merely represent local patterns in the data. Data mining in general and rule induction in detail are trying to create algorithms without human programming but with analyzing existing data structures. In the easiest case, a rule is expressed with “if-then statements” and was created with the ID3 algorithm for decision tree learning. Rule learning algorithm are taking training data as input and creating rules by partitioning the table with cluster analysis. A possible alternative over the ID3 algorithm is genetic programming which evolves a program until it fits to the data. Creating different algorithm and testing them with input data can be realized in the WEKA software. Additional tools are machine learning libraries for Python, like scikit-learn. == Paradigms == Some major rule induction paradigms are: Association rule learning algorithms (e.g., Agrawal) Decision rule algorithms (e.g., Quinlan 1987) Hypothesis testing algorithms (e.g., RULEX) Horn clause induction Version spaces Rough set rules Inductive Logic Programming Boolean decomposition (Feldman) == Algorithms == Some rule induction algorithms are: Charade Rulex Progol CN2

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  • Behavior informatics

    Behavior informatics

    Behavior informatics (BI) is the informatics of behaviors so as to obtain behavior intelligence and behavior insights. BI is a research method combining science and technology, specifically in the area of engineering. The purpose of BI includes analysis of current behaviors as well as the inference of future possible behaviors. This occurs through pattern recognition. Different from applied behavior analysis from the psychological perspective, BI builds computational theories, systems and tools to qualitatively and quantitatively model, represent, analyze, and manage behaviors of individuals, groups and/or organizations. BI is built on classic study of behavioral science, including behavior modeling, applied behavior analysis, behavior analysis, behavioral economics, and organizational behavior. Typical BI tasks consist of individual and group behavior formation, representation, computational modeling, analysis, learning, simulation, and understanding of behavior impact, utility, non-occurring behaviors, etc. for behavior intervention and management. The Behavior Informatics approach to data utilizes cognitive as well as behavioral data. By combining the data, BI has the potential to effectively illustrate the big picture when it comes to behavioral decisions and patterns. One of the goals of BI is also to be able to study human behavior while eliminating issues like self-report bias. This creates more reliable and valid information for research studies. == Behavior == From an Informatics perspective, a behavior consists of three key elements: actors (behavioral subjects and objects), operations (actions, activities) and interactions (relationships), and their properties. A behavior can be represented as a behavior vector, all behaviors of an actor or an actor group can be represented as behavior sequences and multi-dimensional behavior matrix. The following table explains some of the elements of behavior. Behavior Informatics takes into account behavior when analyzing business patterns and intelligence. The inclusion of behavior in these analyses provides prominent information on social and driving factors of patterns. == Applications == Behavior Informatics is being used in a variety of settings, including but not limited to health care management, telecommunications, marketing, and security. Behavior Informatics provides a manner in which to analyze and organize the many aspects that go into a person's health care needs and decisions. When it comes to business models, behavior informatics may be utilized for a similar role. Organizations implement behavior informatics to enhance business structure and regime, where it helps moderate ideal business decisions and situations.

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