AI Headshot Magisk Module

AI Headshot Magisk Module — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • 2024 National Public Data breach

    2024 National Public Data breach

    In August 2024, three class-action lawsuits were filed against National Public Data along with over 14 complaints filed in federal court, claiming that the company permitted hackers to steal sensitive private information covering millions of individuals. The theft was alleged to have occurred in April 2024. One of the lawsuits specifically claims that in April, a hacker going by the moniker "USDoD" posted a notice on the dark web, offering the data for sale at the price of US$3.5 million. The information stolen is alleged to include 2.9 billion records containing full names, current and past addresses, Social Security numbers, dates of birth, and telephone numbers. The stolen data contains records for people in the US, UK, and Canada. National Public Data confirmed on August 16, 2024, there was a breach originating from someone trying to breach their systems since December 2023, with the breach occurring from April 2024 and over the next few months. The company also confirmed that 2.9 billion records were obtained, though they were still working to determine how many people were affected by the breach, and were working with law enforcement to identify the hacker. == Jerico Pictures == Jerico Pictures, Inc., doing business as National Public Data, was a data broker company that performed employee background checks. Their primary service was collecting information from public data sources, including criminal records, addresses, and employment history, and offering that information for sale. On October 2, 2024, Jerico Pictures filed for Chapter 11 bankruptcy as it currently faces over a dozen lawsuits over the breach, and is potentially liable "for credit monitoring for hundreds of millions of potentially impacted individuals." In December 2024, National Public Data shut down, showing a closure notice on its website.

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  • Win–stay, lose–switch

    Win–stay, lose–switch

    In psychology, game theory, statistics, and machine learning, win–stay, lose–switch (also win–stay, lose–shift or Pavlov, named after Ivan Pavlov) is a heuristic learning strategy used to model learning in decision situations. It was first invented as an improvement over randomization in bandit problems. It was later applied to the prisoner's dilemma in order to model the evolution of altruism. In most versions, it starts either with a cooperate, then proceeds as always, or starts with a "probe" of cooperate-defect-cooperate to determine the other player's strategy. A mutual cooperation is regarded as a win. The learning rule bases its decision only on the outcome of the previous play. Outcomes are divided into successes (wins) and failures (losses). If the play on the previous round resulted in a success, then the agent plays the same strategy on the next round. Alternatively, if the play resulted in a failure the agent switches to another action. A large-scale empirical study of players of the game rock, paper, scissors shows that a variation of this strategy is adopted by real-world players of the game, instead of the Nash equilibrium strategy of choosing entirely at random between the three options.

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  • Apache Giraph

    Apache Giraph

    Apache Giraph is an Apache project to perform graph processing on big data. Giraph utilizes Apache Hadoop's MapReduce implementation to process graphs. Facebook used Giraph with some performance improvements to analyze one trillion edges using 200 machines in 4 minutes. Giraph is based on a paper published by Google about its own graph processing system called Pregel. It can be compared to other Big Graph processing libraries such as Cassovary. As of September 2023, it is no longer actively developed.

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  • Moral graph

    Moral graph

    In graph theory, a moral graph is used to find the equivalent undirected form of a directed acyclic graph. It is a key step of the junction tree algorithm, used in belief propagation on graphical models. The moralized counterpart of a directed acyclic graph is formed by adding edges between all pairs of non-adjacent nodes that have a common child, and then making all edges in the graph undirected. Equivalently, a moral graph of a directed acyclic graph G is an undirected graph in which each node of the original G is now connected to its Markov blanket. The name stems from the fact that, in a moral graph, two nodes that have a common child are required to be married by sharing an edge. Moralization may also be applied to mixed graphs, called in this context "chain graphs". In a chain graph, a connected component of the undirected subgraph is called a chain. Moralization adds an undirected edge between any two vertices that both have outgoing edges to the same chain, and then forgets the orientation of the directed edges of the graph. == Weakly recursively simplicial == A graph is weakly recursively simplicial if it has a simplicial vertex and the subgraph after removing a simplicial vertex and some edges (possibly none) between its neighbours is weakly recursively simplicial. A graph is moral if and only if it is weakly recursively simplicial. A chordal graph (a.k.a., recursive simplicial) is a special case of weakly recursively simplicial when no edge is removed during the elimination process. Therefore, a chordal graph is also moral. But a moral graph is not necessarily chordal. == Recognising moral graphs == Unlike chordal graphs that can be recognised in polynomial time, Verma & Pearl (1993) proved that deciding whether or not a graph is moral is NP-complete.

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  • Luminance HDR

    Luminance HDR

    Luminance HDR, formerly Qtpfsgui, is graphics software used for the creation and manipulation of high-dynamic-range images. Released under the terms of the GPL, it is available for Linux, Microsoft Windows, and Mac OS X (Intel only). Luminance HDR supports several High Dynamic Range (HDR) as well as Low Dynamic Range (LDR) file formats. == Functionality == Prerequisite of HDR photography are several narrow-range digital images with different exposures. Luminance HDR combines these images and calculates a high-contrast image. In order to view this image on a regular computer monitor, Luminance HDR can convert it into a displayable LDR image format using a variety of methods, such as tone mapping. Currently fifteen different tone mapping operators (algorithms) are available, each one with its tunable parameters. Different image processing techniques can be applied to the generated HDR images, such as resizing, cropping, rotating and a number of projective transformations. The software also provides batch processing functionality for creating HDR images and for tone mapping them in a non-interactive way. A module for copying Exif data among sets of images is also provided. For users who prefers the command line, a non-GUI, non-graphical interface is also available on all supported platforms. A common problem with HDR photography is that images need to be aligned exactly. If the subject is static, this can be achieved using a tripod or a stable surface on which the camera is placed. In the case of image data that does not align exactly, an automatic alignment can be performed using a tool provided by the Hugin project. If this automation doesn't provide the desired result, the user may improve it manually. == Supported formats == HDR images are images with a high dynamic range and, using Luminance HDR, they can be created as well as edited. The following HDR graphic formats are supported: OpenEXR Radiance HDR Tag Image File Format (TIFF) Format: 16 Bit, 32 Bit (Float) and LogLuv Raw PFS native Luminance HDR can create an HDR image from several LDR images and tonemap an HDR into an LDR. The following LDR formats are supported: JPG PNG Portable Pixmap (PPM) Portable Bitmap (PBM) TIFF (8 Bit)

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  • Quadratic classifier

    Quadratic classifier

    In statistics, a quadratic classifier is a statistical classifier that uses a quadratic decision surface to separate measurements of two or more classes of objects or events. It is a more general version of the linear classifier. == The classification problem == Statistical classification considers a set of vectors of observations x of an object or event, each of which has a known type y. This set is referred to as the training set. The problem is then to determine, for a given new observation vector, what the best class should be. For a quadratic classifier, the correct solution is assumed to be quadratic in the measurements, so y will be decided based on x T A x + b T x + c {\displaystyle \mathbf {x^{T}Ax} +\mathbf {b^{T}x} +c} In the special case where each observation consists of two measurements, this means that the surfaces separating the classes will be conic sections (i.e., either a line, a circle or ellipse, a parabola or a hyperbola). In this sense, we can state that a quadratic model is a generalization of the linear model, and its use is justified by the desire to extend the classifier's ability to represent more complex separating surfaces. == Quadratic discriminant analysis == Quadratic discriminant analysis (QDA) is closely related to linear discriminant analysis (LDA), where it is assumed that the measurements from each class are normally distributed. Unlike LDA however, in QDA there is no assumption that the covariance of each of the classes is identical. When the normality assumption is true, the best possible test for the hypothesis that a given measurement is from a given class is the likelihood ratio test. Suppose there are only two groups, with means μ 0 , μ 1 {\displaystyle \mu _{0},\mu _{1}} and covariance matrices Σ 0 , Σ 1 {\displaystyle \Sigma _{0},\Sigma _{1}} corresponding to y = 0 {\displaystyle y=0} and y = 1 {\displaystyle y=1} respectively. Then the likelihood ratio is given by Likelihood ratio = | 2 π Σ 1 | − 1 exp ⁡ ( − 1 2 ( x − μ 1 ) T Σ 1 − 1 ( x − μ 1 ) ) | 2 π Σ 0 | − 1 exp ⁡ ( − 1 2 ( x − μ 0 ) T Σ 0 − 1 ( x − μ 0 ) ) < t {\displaystyle {\text{Likelihood ratio}}={\frac {{\sqrt {|2\pi \Sigma _{1}|}}^{-1}\exp \left(-{\frac {1}{2}}(\mathbf {x} -{\boldsymbol {\mu }}_{1})^{T}\Sigma _{1}^{-1}(\mathbf {x} -{\boldsymbol {\mu }}_{1})\right)}{{\sqrt {|2\pi \Sigma _{0}|}}^{-1}\exp \left(-{\frac {1}{2}}(\mathbf {x} -{\boldsymbol {\mu }}_{0})^{T}\Sigma _{0}^{-1}(\mathbf {x} -{\boldsymbol {\mu }}_{0})\right)}} Read more →

  • Mathematics of neural networks in machine learning

    Mathematics of neural networks in machine learning

    An artificial neural network (ANN) or neural network combines biological principles with advanced statistics to solve problems in domains such as pattern recognition and game-play. ANNs adopt the basic model of neuron analogues connected to each other in a variety of ways. == Structure == === Neuron === A neuron with label j {\displaystyle j} receiving an input p j ( t ) {\displaystyle p_{j}(t)} from predecessor neurons consists of the following components: an activation a j ( t ) {\displaystyle a_{j}(t)} , the neuron's state, depending on a discrete time parameter, an optional threshold θ j {\displaystyle \theta _{j}} , which stays fixed unless changed by learning, an activation function f {\displaystyle f} that computes the new activation at a given time t + 1 {\displaystyle t+1} from a j ( t ) {\displaystyle a_{j}(t)} , θ j {\displaystyle \theta _{j}} and the net input p j ( t ) {\displaystyle p_{j}(t)} giving rise to the relation a j ( t + 1 ) = f ( a j ( t ) , p j ( t ) , θ j ) , {\displaystyle a_{j}(t+1)=f(a_{j}(t),p_{j}(t),\theta _{j}),} and an output function f out {\displaystyle f_{\text{out}}} computing the output from the activation o j ( t ) = f out ( a j ( t ) ) . {\displaystyle o_{j}(t)=f_{\text{out}}(a_{j}(t)).} Often the output function is simply the identity function. An input neuron has no predecessor but serves as input interface for the whole network. Similarly an output neuron has no successor and thus serves as output interface of the whole network. === Propagation function === The propagation function computes the input p j ( t ) {\displaystyle p_{j}(t)} to the neuron j {\displaystyle j} from the outputs o i ( t ) {\displaystyle o_{i}(t)} and typically has the form p j ( t ) = ∑ i o i ( t ) w i j . {\displaystyle p_{j}(t)=\sum _{i}o_{i}(t)w_{ij}.} === Bias === A bias term can be added, changing the form to the following: p j ( t ) = ∑ i o i ( t ) w i j + w 0 j , {\displaystyle p_{j}(t)=\sum _{i}o_{i}(t)w_{ij}+w_{0j},} where w 0 j {\displaystyle w_{0j}} is a bias. == Neural networks as functions == Neural network models can be viewed as defining a function that takes an input (observation) and produces an output (decision) f : X → Y {\displaystyle \textstyle f:X\rightarrow Y} or a distribution over X {\displaystyle \textstyle X} or both X {\displaystyle \textstyle X} and Y {\displaystyle \textstyle Y} . Sometimes models are intimately associated with a particular learning rule. A common use of the phrase "ANN model" is really the definition of a class of such functions (where members of the class are obtained by varying parameters, connection weights, or specifics of the architecture such as the number of neurons, number of layers or their connectivity). Mathematically, a neuron's network function f ( x ) {\displaystyle \textstyle f(x)} is defined as a composition of other functions g i ( x ) {\displaystyle \textstyle g_{i}(x)} , that can further be decomposed into other functions. This can be conveniently represented as a network structure, with arrows depicting the dependencies between functions. A widely used type of composition is the nonlinear weighted sum, where f ( x ) = K ( ∑ i w i g i ( x ) ) {\displaystyle \textstyle f(x)=K\left(\sum _{i}w_{i}g_{i}(x)\right)} , where K {\displaystyle \textstyle K} (commonly referred to as the activation function) is some predefined function, such as the hyperbolic tangent, sigmoid function, softmax function, or rectifier function. The important characteristic of the activation function is that it provides a smooth transition as input values change, i.e. a small change in input produces a small change in output. The following refers to a collection of functions g i {\displaystyle \textstyle g_{i}} as a vector g = ( g 1 , g 2 , … , g n ) {\displaystyle \textstyle g=(g_{1},g_{2},\ldots ,g_{n})} . This figure depicts such a decomposition of f {\displaystyle \textstyle f} , with dependencies between variables indicated by arrows. These can be interpreted in two ways. The first view is the functional view: the input x {\displaystyle \textstyle x} is transformed into a 3-dimensional vector h {\displaystyle \textstyle h} , which is then transformed into a 2-dimensional vector g {\displaystyle \textstyle g} , which is finally transformed into f {\displaystyle \textstyle f} . This view is most commonly encountered in the context of optimization. The second view is the probabilistic view: the random variable F = f ( G ) {\displaystyle \textstyle F=f(G)} depends upon the random variable G = g ( H ) {\displaystyle \textstyle G=g(H)} , which depends upon H = h ( X ) {\displaystyle \textstyle H=h(X)} , which depends upon the random variable X {\displaystyle \textstyle X} . This view is most commonly encountered in the context of graphical models. The two views are largely equivalent. In either case, for this particular architecture, the components of individual layers are independent of each other (e.g., the components of g {\displaystyle \textstyle g} are independent of each other given their input h {\displaystyle \textstyle h} ). This naturally enables a degree of parallelism in the implementation. Networks such as the previous one are commonly called feedforward, because their graph is a directed acyclic graph. Networks with cycles are commonly called recurrent. Such networks are commonly depicted in the manner shown at the top of the figure, where f {\displaystyle \textstyle f} is shown as dependent upon itself. However, an implied temporal dependence is not shown. == Backpropagation == Backpropagation training algorithms fall into three categories: steepest descent (with variable learning rate and momentum, resilient backpropagation); quasi-Newton (Broyden–Fletcher–Goldfarb–Shanno, one step secant); Levenberg–Marquardt and conjugate gradient (Fletcher–Reeves update, Polak–Ribiére update, Powell–Beale restart, scaled conjugate gradient). === Algorithm === Let N {\displaystyle N} be a network with e {\displaystyle e} connections, m {\displaystyle m} inputs and n {\displaystyle n} outputs. Below, x 1 , x 2 , … {\displaystyle x_{1},x_{2},\dots } denote vectors in R m {\displaystyle \mathbb {R} ^{m}} , y 1 , y 2 , … {\displaystyle y_{1},y_{2},\dots } vectors in R n {\displaystyle \mathbb {R} ^{n}} , and w 0 , w 1 , w 2 , … {\displaystyle w_{0},w_{1},w_{2},\ldots } vectors in R e {\displaystyle \mathbb {R} ^{e}} . These are called inputs, outputs and weights, respectively. The network corresponds to a function y = f N ( w , x ) {\displaystyle y=f_{N}(w,x)} which, given a weight w {\displaystyle w} , maps an input x {\displaystyle x} to an output y {\displaystyle y} . In supervised learning, a sequence of training examples ( x 1 , y 1 ) , … , ( x p , y p ) {\displaystyle (x_{1},y_{1}),\dots ,(x_{p},y_{p})} produces a sequence of weights w 0 , w 1 , … , w p {\displaystyle w_{0},w_{1},\dots ,w_{p}} starting from some initial weight w 0 {\displaystyle w_{0}} , usually chosen at random. These weights are computed in turn: first compute w i {\displaystyle w_{i}} using only ( x i , y i , w i − 1 ) {\displaystyle (x_{i},y_{i},w_{i-1})} for i = 1 , … , p {\displaystyle i=1,\dots ,p} . The output of the algorithm is then w p {\displaystyle w_{p}} , giving a new function x ↦ f N ( w p , x ) {\displaystyle x\mapsto f_{N}(w_{p},x)} . The computation is the same in each step, hence only the case i = 1 {\displaystyle i=1} is described. w 1 {\displaystyle w_{1}} is calculated from ( x 1 , y 1 , w 0 ) {\displaystyle (x_{1},y_{1},w_{0})} by considering a variable weight w {\displaystyle w} and applying gradient descent to the function w ↦ E ( f N ( w , x 1 ) , y 1 ) {\displaystyle w\mapsto E(f_{N}(w,x_{1}),y_{1})} to find a local minimum, starting at w = w 0 {\displaystyle w=w_{0}} . This makes w 1 {\displaystyle w_{1}} the minimizing weight found by gradient descent. == Learning pseudocode == To implement the algorithm above, explicit formulas are required for the gradient of the function w ↦ E ( f N ( w , x ) , y ) {\displaystyle w\mapsto E(f_{N}(w,x),y)} where the function is E ( y , y ′ ) = | y − y ′ | 2 {\displaystyle E(y,y')=|y-y'|^{2}} . The learning algorithm can be divided into two phases: propagation and weight update. === Propagation === Propagation involves the following steps: Propagation forward through the network to generate the output value(s) Calculation of the cost (error term) Propagation of the output activations back through the network using the training pattern target to generate the deltas (the difference between the targeted and actual output values) of all output and hidden neurons. === Weight update === For each weight: Multiply the weight's output delta and input activation to find the gradient of the weight. Subtract the ratio (percentage) of the weight's gradient from the weight. The learning rate is the ratio (percentage) that influences the speed and quality of learning. The greater the ratio, the faster the neuron trains, but the lower the ratio, the more accurat

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  • Multiple kernel learning

    Multiple kernel learning

    Multiple kernel learning refers to a set of machine learning methods that use a predefined set of kernels and learn an optimal linear or non-linear combination of kernels as part of the algorithm. Reasons to use multiple kernel learning include a) the ability to select for an optimal kernel and parameters from a larger set of kernels, reducing bias due to kernel selection while allowing for more automated machine learning methods, and b) combining data from different sources (e.g. sound and images from a video) that have different notions of similarity and thus require different kernels. Instead of creating a new kernel, multiple kernel algorithms can be used to combine kernels already established for each individual data source. Multiple kernel learning approaches have been used in many applications, such as event recognition in video, object recognition in images, and biomedical data fusion. == Algorithms == Multiple kernel learning algorithms have been developed for supervised, semi-supervised, as well as unsupervised learning. Most work has been done on the supervised learning case with linear combinations of kernels, however, many algorithms have been developed. The basic idea behind multiple kernel learning algorithms is to add an extra parameter to the minimization problem of the learning algorithm. As an example, consider the case of supervised learning of a linear combination of a set of n {\displaystyle n} kernels K {\displaystyle K} . We introduce a new kernel K ′ = ∑ i = 1 n β i K i {\displaystyle K'=\sum _{i=1}^{n}\beta _{i}K_{i}} , where β {\displaystyle \beta } is a vector of coefficients for each kernel. Because the kernels are additive (due to properties of reproducing kernel Hilbert spaces), this new function is still a kernel. For a set of data X {\displaystyle X} with labels Y {\displaystyle Y} , the minimization problem can then be written as min β , c E ( Y , K ′ c ) + R ( K , c ) {\displaystyle \min _{\beta ,c}\mathrm {E} (Y,K'c)+R(K,c)} where E {\displaystyle \mathrm {E} } is an error function and R {\displaystyle R} is a regularization term. E {\displaystyle \mathrm {E} } is typically the square loss function (Tikhonov regularization) or the hinge loss function (for SVM algorithms), and R {\displaystyle R} is usually an ℓ n {\displaystyle \ell _{n}} norm or some combination of the norms (i.e. elastic net regularization). This optimization problem can then be solved by standard optimization methods. Adaptations of existing techniques such as the Sequential Minimal Optimization have also been developed for multiple kernel SVM-based methods. === Supervised learning === For supervised learning, there are many other algorithms that use different methods to learn the form of the kernel. The following categorization has been proposed by Gonen and Alpaydın (2011) ==== Fixed rules approaches ==== Fixed rules approaches such as the linear combination algorithm described above use rules to set the combination of the kernels. These do not require parameterization and use rules like summation and multiplication to combine the kernels. The weighting is learned in the algorithm. Other examples of fixed rules include pairwise kernels, which are of the form k ( ( x 1 i , x 1 j ) , ( x 2 i , x 2 j ) ) = k ( x 1 i , x 2 i ) k ( x 1 j , x 2 j ) + k ( x 1 i , x 2 j ) k ( x 1 j , x 2 i ) {\displaystyle k((x_{1i},x_{1j}),(x_{2i},x_{2j}))=k(x_{1i},x_{2i})k(x_{1j},x_{2j})+k(x_{1i},x_{2j})k(x_{1j},x_{2i})} . These pairwise approaches have been used in predicting protein-protein interactions. ==== Heuristic approaches ==== These algorithms use a combination function that is parameterized. The parameters are generally defined for each individual kernel based on single-kernel performance or some computation from the kernel matrix. Examples of these include the kernel from Tenabe et al. (2008). Letting π m {\displaystyle \pi _{m}} be the accuracy obtained using only K m {\displaystyle K_{m}} , and letting δ {\displaystyle \delta } be a threshold less than the minimum of the single-kernel accuracies, we can define β m = π m − δ ∑ h = 1 n ( π h − δ ) {\displaystyle \beta _{m}={\frac {\pi _{m}-\delta }{\sum _{h=1}^{n}(\pi _{h}-\delta )}}} Other approaches use a definition of kernel similarity, such as A ( K 1 , K 2 ) = ⟨ K 1 , K 2 ⟩ ⟨ K 1 , K 1 ⟩ ⟨ K 2 , K 2 ⟩ {\displaystyle A(K_{1},K_{2})={\frac {\langle K_{1},K_{2}\rangle }{\sqrt {\langle K_{1},K_{1}\rangle \langle K_{2},K_{2}\rangle }}}} Using this measure, Qui and Lane (2009) used the following heuristic to define β m = A ( K m , Y Y T ) ∑ h = 1 n A ( K h , Y Y T ) {\displaystyle \beta _{m}={\frac {A(K_{m},YY^{T})}{\sum _{h=1}^{n}A(K_{h},YY^{T})}}} ==== Optimization approaches ==== These approaches solve an optimization problem to determine parameters for the kernel combination function. This has been done with similarity measures and structural risk minimization approaches. For similarity measures such as the one defined above, the problem can be formulated as follows: max β , tr ⁡ ( K t r a ′ ) = 1 , K ′ ≥ 0 A ( K t r a ′ , Y Y T ) . {\displaystyle \max _{\beta ,\operatorname {tr} (K'_{tra})=1,K'\geq 0}A(K'_{tra},YY^{T}).} where K t r a ′ {\displaystyle K'_{tra}} is the kernel of the training set. Structural risk minimization approaches that have been used include linear approaches, such as that used by Lanckriet et al. (2002). We can define the implausibility of a kernel ω ( K ) {\displaystyle \omega (K)} to be the value of the objective function after solving a canonical SVM problem. We can then solve the following minimization problem: min tr ⁡ ( K t r a ′ ) = c ω ( K t r a ′ ) {\displaystyle \min _{\operatorname {tr} (K'_{tra})=c}\omega (K'_{tra})} where c {\displaystyle c} is a positive constant. Many other variations exist on the same idea, with different methods of refining and solving the problem, e.g. with nonnegative weights for individual kernels and using non-linear combinations of kernels. ==== Bayesian approaches ==== Bayesian approaches put priors on the kernel parameters and learn the parameter values from the priors and the base algorithm. For example, the decision function can be written as f ( x ) = ∑ i = 0 n α i ∑ m = 1 p η m K m ( x i m , x m ) {\displaystyle f(x)=\sum _{i=0}^{n}\alpha _{i}\sum _{m=1}^{p}\eta _{m}K_{m}(x_{i}^{m},x^{m})} η {\displaystyle \eta } can be modeled with a Dirichlet prior and α {\displaystyle \alpha } can be modeled with a zero-mean Gaussian and an inverse gamma variance prior. This model is then optimized using a customized multinomial probit approach with a Gibbs sampler. These methods have been used successfully in applications such as protein fold recognition and protein homology problems ==== Boosting approaches ==== Boosting approaches add new kernels iteratively until some stopping criteria that is a function of performance is reached. An example of this is the MARK model developed by Bennett et al. (2002) f ( x ) = ∑ i = 1 N ∑ m = 1 P α i m K m ( x i m , x m ) + b {\displaystyle f(x)=\sum _{i=1}^{N}\sum _{m=1}^{P}\alpha _{i}^{m}K_{m}(x_{i}^{m},x^{m})+b} The parameters α i m {\displaystyle \alpha _{i}^{m}} and b {\displaystyle b} are learned by gradient descent on a coordinate basis. In this way, each iteration of the descent algorithm identifies the best kernel column to choose at each particular iteration and adds that to the combined kernel. The model is then rerun to generate the optimal weights α i {\displaystyle \alpha _{i}} and b {\displaystyle b} . === Semisupervised learning === Semisupervised learning approaches to multiple kernel learning are similar to other extensions of supervised learning approaches. An inductive procedure has been developed that uses a log-likelihood empirical loss and group LASSO regularization with conditional expectation consensus on unlabeled data for image categorization. We can define the problem as follows. Let L = ( x i , y i ) {\displaystyle L={(x_{i},y_{i})}} be the labeled data, and let U = x i {\displaystyle U={x_{i}}} be the set of unlabeled data. Then, we can write the decision function as follows. f ( x ) = α 0 + ∑ i = 1 | L | α i K i ( x ) {\displaystyle f(x)=\alpha _{0}+\sum _{i=1}^{|L|}\alpha _{i}K_{i}(x)} The problem can be written as min f L ( f ) + λ R ( f ) + γ Θ ( f ) {\displaystyle \min _{f}L(f)+\lambda R(f)+\gamma \Theta (f)} where L {\displaystyle L} is the loss function (weighted negative log-likelihood in this case), R {\displaystyle R} is the regularization parameter (Group LASSO in this case), and Θ {\displaystyle \Theta } is the conditional expectation consensus (CEC) penalty on unlabeled data. The CEC penalty is defined as follows. Let the marginal kernel density for all the data be g m π ( x ) = ⟨ ϕ m π , ψ m ( x ) ⟩ {\displaystyle g_{m}^{\pi }(x)=\langle \phi _{m}^{\pi },\psi _{m}(x)\rangle } where ψ m ( x ) = [ K m ( x 1 , x ) , … , K m ( x L , x ) ] T {\displaystyle \psi _{m}(x)=[K_{m}(x_{1},x),\ldots ,K_{m}(x_{L},x)]^{T}} (the kernel distance between the labe

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  • Game Jolt

    Game Jolt

    Game Jolt is a social community platform for video games, gamers and content creators. Founded by Yaprak and David DeCarmine, it is available on iOS, Android, and on the web and as a desktop app for Windows and Linux. Users share interactive content through a variety of formats including images, videos, live streams, chat rooms, and virtual events. == Features == === Crowd streaming === In 2021 Game Jolt revealed their own live streaming feature called Firesides. Firesides allowed multiple users to simultaneously livestream together with nearly no delay. The feature launched with a virtual concert showcasing its ability to accommodate multiple streamers. On October 16, 2023, Firesides were removed from Game Jolt. === Mobile app === Game Jolt Social by Game Jolt Inc. launched on both the Apple App Store and Google Play Store in March 2022. "It's clear to us that Gen Z is tired of generic social media and they want a place specifically for gaming that supports all types of content they're creating–art, videos, thoughts, and livestreams all in one place." said Game Jolt founder and CEO Yaprak DeCarmine, in a statement to VentureBeat. === Game API === The Game Jolt Application Programming Interface (usually known as the Game Jolt Game API) allows any developer using a game development platform that supports HTTP operations and MD5 or SHA-1. Game Jolt advertises that the API can: Create multiple "scoreboards" which collect high scores from players made publicly available on the game's profile and give user accounts EXP Award player's trophies which give user accounts EXP Store game data on Game Jolt's data servers Log whether a user is currently playing a game they're logged into via the GJAPI == Game jams and competitions == Game Jolt regularly hosts game jams where participants are encouraged to develop games for a chance to win prizes. They hosted their first game jam in 2009, Shocking Contest. In November 2014, Game Jolt announced the "Indies vs PewDiePie" game jam, partnering with the popular YouTuber Felix "PewDiePie" Kjellberg. Developers were given a weekend (21–24 November) to create a game with the theme of "fun to play, fun to watch" to suit the Let's Plays entertainment style. Users could rate entries afterwards until December 1 when the scores were counted up. The prize to the top 10 rated games was Felix playing the games on his channel as a means of promotion for the developers, although later he played other entries. One of the participants of the jam, now known as Outerminds Inc. was discovered and hired by PewDiePie to develop his mobile game, Legend of the Brofist. Game Jolt partnered with Felix, Sean "Jacksepticeye" McLoughlin and Mark "Markiplier" Fischbach to host "Indies vs Gamers" in July 2015. The requirements for entries were arcade games using the Game Jolt Game API highscore tables, to be made between the July 17–20 and the top 5 games were played on the partner's YouTube channels. Following the "Indies vs PewDiePie" game jam in 2014, Game Jolt released their internal jam hosting tools public for all users to use as a service, to create their own game jams that integrated with the main site. Today, Game Jolt focuses on hosting and co-hosting game competitions with established brands in order to bring monetary and educational opportunities to their users. On April 15, 2024, an announcement was made about a collaboration with Pocket Worlds for the "HighRise Game Jam". Pocket Worlds had sold NFTs up until roughly 2022, causing a community outburst. The situation was addressed, and the situation started to disperse. == Contests == == Events == Game Jolt hosts both physical and virtual events to entertain and prank its users, which consists of the following: == History == Game Jolt has supported independent creators with a central platform to manage their content and communities since its start in 2003. David DeCarmine began development of Game Jolt at the age of 14 for a group of hobbyists, making games and sharing on forums in an early iteration known as Holo World. The original intention was to create a platform for gamers where new games could be discoverable and quickly playable, and where feedback could be provided directly to the creators, allowing them to continue improving their games. In 2008, Game Jolt was registered as an LLC, then incorporated as Game Jolt Inc. in September 2020. A new site launched in 2015 featuring a responsive design, automated curation for both games and game news articles which weighs how recent a game was uploaded and how popular it is ("hot") and filtering options on game listings for platform, maturity rating and development status. In March 2022, Game Jolt launched a mobile application simultaneously on the Google Play Store and Apple App Store targeted at Gen Z gamers and creators. While in beta, the mobile app had 100,000 installs pre-launch. === Game store === Game Jolt continues to host a large library of independent games. Game developers can upload their games directly to the site to share or sell. They would allow distribution for downloadable games, later adding support for Adobe Flash, Unity and Java games which allowed support for browser based games. In February 2013, Game Jolt built support for browser-based HTML5 games as well. A user levelling system was released into public beta in April 2013, incorporating the GJAPI trophies and highscores, as well as site activity, to generate 'EXP' (experience points). Game Jolt Jams released in early 2014 as a service to allow users to create their own game jams that integrated with the main site. In April 2016, an online marketplace was announced and released the following month with an exclusive set of game titles, including Bendy and the Ink Machine, allowing developers to sell their games on the site. In January 2016, Game Jolt released source code of the client and site's front end on GitHub under MIT license. In January 2022, Game Jolt banned adult games from appearing on the site, stating in an email to developers that the site had become a "social media platform" and they "had to make decisions around the direction and future of the brand which has now included the removal of hosted games with explicitly adult content." In response to a tweet by Itch.io saying the site is not for prudes, they wrote in their own tweet: "Game Jolt is a platform with a large audience of 13-16 year olds. Our users asked us to clean up, so here we are." == Investments == After bootstrapping Game Jolt with revenue earned from ads on the website for years, the DeCarmines secured venture capital in 2020 from SoftBank, doing so again in 2021 from founders of Twitch, Rec Room, Modio and more.

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  • Implicit blockmodeling

    Implicit blockmodeling

    Implicit blockmodeling is an approach in blockmodeling, similar to a valued and homogeneity blockmodeling, where initially an additional normalization is used and then while specifying the parameter of the relevant link is replaced by the block maximum. This approach was first proposed by Batagelj and Ferligoj in 2000, and developed by Aleš Žiberna in 2007/08. Comparing with homogeneity, the implicit blockmodeling will perform similarly with max-regular equivalence, but slightly worse in other settings. It will perform worse than valued and homogeneity blockmodeling with a pre-specified blockmodel.

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  • Feature selection

    Feature selection

    In machine learning, feature selection is the process of selecting a subset of relevant features (variables, predictors) for use in model construction. Feature selection techniques are used for several reasons: simplification of models to make them easier to interpret, shorter training times, to avoid the curse of dimensionality, improve the compatibility of the data with a certain learning model class, to encode inherent symmetries present in the input space. The central premise when using feature selection is that data sometimes contains features that are redundant or irrelevant, and can thus be removed without incurring much loss of information. Redundancy and irrelevance are two distinct notions, since one relevant feature may be redundant in the presence of another relevant feature with which it is strongly correlated. Feature extraction creates new features from functions of the original features, whereas feature selection finds a subset of the features. Feature selection techniques are often used in domains where there are many features and comparatively few samples (data points). == Introduction == A feature selection algorithm can be seen as the combination of a search technique for proposing new feature subsets, along with an evaluation measure which scores the different feature subsets. The simplest algorithm is to test each possible subset of features finding the one which minimizes the error rate. This is an exhaustive search of the space, and is computationally intractable for all but the smallest of feature sets. The choice of evaluation metric heavily influences the algorithm, and it is these evaluation metrics which distinguish between the three main categories of feature selection algorithms: wrappers, filters and embedded methods. Wrapper methods use a predictive model to score feature subsets. Each new subset is used to train a model, which is tested on a hold-out set. Counting the number of mistakes made on that hold-out set (the error rate of the model) gives the score for that subset. As wrapper methods train a new model for each subset, they are very computationally intensive, but usually provide the best performing feature set for that particular type of model or typical problem. Filter methods use a proxy measure instead of the error rate to score a feature subset. This measure is chosen to be fast to compute, while still capturing the usefulness of the feature set. Common measures include the mutual information, the pointwise mutual information, Pearson product-moment correlation coefficient, Relief-based algorithms, and inter/intra class distance or the scores of significance tests for each class/feature combinations. Filters are usually less computationally intensive than wrappers, but they produce a feature set which is not tuned to a specific type of predictive model. This lack of tuning means a feature set from a filter is more general than the set from a wrapper, usually giving lower prediction performance than a wrapper. However the feature set doesn't contain the assumptions of a prediction model, and so is more useful for exposing the relationships between the features. Many filters provide a feature ranking rather than an explicit best feature subset, and the cut off point in the ranking is chosen via cross-validation. Filter methods have also been used as a preprocessing step for wrapper methods, allowing a wrapper to be used on larger problems. One other popular approach is the Recursive Feature Elimination algorithm, commonly used with Support Vector Machines to repeatedly construct a model and remove features with low weights. Embedded methods are a catch-all group of techniques which perform feature selection as part of the model construction process. The exemplar of this approach is the LASSO method for constructing a linear model, which penalizes the regression coefficients with an L1 penalty, shrinking many of them to zero. Any features which have non-zero regression coefficients are 'selected' by the LASSO algorithm. Improvements to the LASSO include Bolasso which bootstraps samples; Elastic net regularization, which combines the L1 penalty of LASSO with the L2 penalty of ridge regression; and FeaLect which scores all the features based on combinatorial analysis of regression coefficients. AEFS further extends LASSO to nonlinear scenario with autoencoders. These approaches tend to be between filters and wrappers in terms of computational complexity. In traditional regression analysis, the most popular form of feature selection is stepwise regression, which is a wrapper technique. It is a greedy algorithm that adds the best feature (or deletes the worst feature) at each round. The main control issue is deciding when to stop the algorithm. In machine learning, this is typically done by cross-validation. In statistics, some criteria are optimized. This leads to the inherent problem of nesting. More robust methods have been explored, such as branch and bound and piecewise linear network. == Subset selection == Subset selection evaluates a subset of features as a group for suitability. Subset selection algorithms can be broken up into wrappers, filters, and embedded methods. Wrappers use a search algorithm to search through the space of possible features and evaluate each subset by running a model on the subset. Wrappers can be computationally expensive and have a risk of over fitting to the model. Filters are similar to wrappers in the search approach, but instead of evaluating against a model, a simpler filter is evaluated. Embedded techniques are embedded in, and specific to, a model. Many popular search approaches use greedy hill climbing, which iteratively evaluates a candidate subset of features, then modifies the subset and evaluates if the new subset is an improvement over the old. Evaluation of the subsets requires a scoring metric that grades a subset of features. Exhaustive search is generally impractical, so at some implementor (or operator) defined stopping point, the subset of features with the highest score discovered up to that point is selected as the satisfactory feature subset. The stopping criterion varies by algorithm; possible criteria include: a subset score exceeds a threshold, a program's maximum allowed run time has been surpassed, etc. Alternative search-based techniques are based on targeted projection pursuit which finds low-dimensional projections of the data that score highly: the features that have the largest projections in the lower-dimensional space are then selected. Search approaches include: Exhaustive Best first Simulated annealing Genetic algorithm Greedy forward selection Greedy backward elimination Particle swarm optimization Targeted projection pursuit Scatter search Variable neighborhood search Two popular filter metrics for classification problems are correlation and mutual information, although neither are true metrics or 'distance measures' in the mathematical sense, since they fail to obey the triangle inequality and thus do not compute any actual 'distance' – they should rather be regarded as 'scores'. These scores are computed between a candidate feature (or set of features) and the desired output category. There are, however, true metrics that are a simple function of the mutual information; see here. Other available filter metrics include: Class separability Error probability Inter-class distance Probabilistic distance Entropy Consistency-based feature selection Correlation-based feature selection == Optimality criteria == The choice of optimality criteria is difficult as there are multiple objectives in a feature selection task. Many common criteria incorporate a measure of accuracy, penalised by the number of features selected. Examples include Akaike information criterion (AIC) and Mallows's Cp, which have a penalty of 2 for each added feature. AIC is based on information theory, and is effectively derived via the maximum entropy principle. Other criteria are Bayesian information criterion (BIC), which uses a penalty of log ⁡ n {\displaystyle {\sqrt {\log {n}}}} for each added feature, minimum description length (MDL) which asymptotically uses log ⁡ n {\displaystyle {\sqrt {\log {n}}}} , Bonferroni / RIC which use 2 log ⁡ p {\displaystyle {\sqrt {2\log {p}}}} , maximum dependency feature selection, and a variety of new criteria that are motivated by false discovery rate (FDR), which use something close to 2 log ⁡ p q {\displaystyle {\sqrt {2\log {\frac {p}{q}}}}} . A maximum entropy rate criterion may also be used to select the most relevant subset of features. == Structure learning == Filter feature selection is a specific case of a more general paradigm called structure learning. Feature selection finds the relevant feature set for a specific target variable whereas structure learning finds the relationships between all the variables, usually by expressing these relationships as a graph. The most common structure learning algorithms

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  • Exploratory blockmodeling

    Exploratory blockmodeling

    Exploratory blockmodeling is an (inductive) approach (or a group of approaches) in blockmodeling regarding the specification of an ideal blockmodel. This approach, also known as hypotheses-generating, is the simplest approach, as it "merely involves the definition of the block types permitted as well as of the number of clusters." With this approach, researcher usually defines the best possible blockmodel, which then represent the base for the analysis of the whole network. This approach is usually based on: previous analyses and theoretical considerations, using stricker blockmodel and block types, where the structural equivalence is stricker than the regular equivalence and using smaller number of classes. The opposite approach is called a confirmatory blockmodeling.

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  • Attempto Controlled English

    Attempto Controlled English

    Attempto Controlled English (ACE) is a controlled natural language, i.e. a subset of standard English with a restricted syntax and restricted semantics described by a small set of construction and interpretation rules. It has been under development at the University of Zurich since 1995. In 2013, ACE version 6.7 was announced. ACE can serve as knowledge representation, specification, and query language, and is intended for professionals who want to use formal notations and formal methods, but may not be familiar with them. Though ACE appears perfectly natural—it can be read and understood by any speaker of English—it is in fact a formal language. ACE and its related tools have been used in the fields of software specifications, theorem proving, proof assistants, text summaries, ontologies, rules, querying, medical documentation and planning. Here are some simple examples: Every woman is a human. A woman is a human. A man tries-on a new tie. If the tie pleases his wife then the man buys it. ACE construction rules require that each noun be introduced by a determiner (a, every, no, some, at least 5, ...). Regarding the list of examples above, ACE interpretation rules decide that (1) is interpreted as universally quantified, while (2) is interpreted as existentially quantified. Sentences like "Women are human" do not follow ACE syntax and are consequently not valid. Interpretation rules resolve the anaphoric references in (3): the tie and it of the second sentence refer to a new tie of the first sentence, while his and the man of the second sentence refer to a man of the first sentence. Thus an ACE text is a coherent entity of anaphorically linked sentences. The Attempto Parsing Engine (APE) translates ACE texts unambiguously into discourse representation structures (DRS) that use a variant of the language of first-order logic. A DRS can be further translated into other formal languages, for instance AceRules with various semantics, OWL, and SWRL. Translating an ACE text into (a fragment of) first-order logic allows users to reason about the text, for instance to verify, to validate, and to query it. == Overview == As an overview of the current version 6.6 of ACE this section: Briefly describes the vocabulary Gives an account of the syntax Summarises the handling of ambiguity Explains the processing of anaphoric references. === Vocabulary === The vocabulary of ACE comprises: Predefined function words (e.g. determiners, conjunctions) Predefined phrases (e.g. "it is false that ...", "it is possible that ...") Content words (e.g. nouns, verbs, adjectives, adverbs). === Grammar === The grammar of ACE defines and constrains the form and the meaning of ACE sentences and texts. ACE's grammar is expressed as a set of construction rules. The meaning of sentences is described as a small set of interpretation rules. A Troubleshooting Guide describes how to use ACE and how to avoid pitfalls. ==== ACE texts ==== An ACE text is a sequence of declarative sentences that can be anaphorically interrelated. Furthermore, ACE supports questions and commands. ==== Simple sentences ==== A simple sentence asserts that something is the case—a fact, an event, a state. The temperature is −2 °C. A customer inserts 2 cards. A card and a code are valid. Simple ACE sentences have the following general structure: subject + verb + complements + adjuncts Every sentence has a subject and a verb. Complements (direct and indirect objects) are necessary for transitive verbs (insert something) and ditransitive verbs (give something to somebody), whereas adjuncts (adverbs, prepositional phrases) are optional. All elements of a simple sentence can be elaborated upon to describe the situation in more detail. To further specify the nouns customer and card, we could add adjectives: A trusted customer inserts two valid cards. possessive nouns and of-prepositional phrases: John's customer inserts a card of Mary. or variables as appositions: John inserts a card A. Other modifications of nouns are possible through relative sentences: A customer who is trusted inserts a card that he owns. which are described below since they make a sentence composite. We can also detail the insertion event, e.g. by adding an adverb: A customer inserts some cards manually. or, equivalently: A customer manually inserts some cards. or, by adding prepositional phrases: A customer inserts some cards into a slot. We can combine all of these elaborations to arrive at: John's customer who is trusted inserts a valid card of Mary manually into a slot A. ==== Composite sentences ==== Composite sentences are recursively built from simpler sentences through coordination, subordination, quantification, and negation. Note that ACE composite sentences overlap with what linguists call compound sentences and complex sentences. ===== Coordination ===== Coordination by and is possible between sentences and between phrases of the same syntactic type. A customer inserts a card and the machine checks the code. There is a customer who inserts a card and who enters a code. A customer inserts a card and enters a code. An old and trusted customer enters a card and a code. Note that the coordination of the noun phrases a card and a code represents a plural object. Coordination by or is possible between sentences, verb phrases, and relative clauses. A customer inserts a card or the machine checks the code. A customer inserts a card or enters a code. A customer owns a card that is invalid or that is damaged. Coordination by and and or is governed by the standard binding order of logic, i.e. and binds stronger than or. Commas can be used to override the standard binding order. Thus the sentence: A customer inserts a VisaCard or inserts a MasterCard, and inserts a code. means that the customer inserts a VisaCard and a code, or alternatively a MasterCard and a code. ===== Subordination ===== There are four constructs of subordination: relative sentences, if-then sentences, modality, and sentence subordination. Relative sentences starting with who, which, and that allow to add detail to nouns: A customer who is trusted inserts a card that he owns. With the help of if-then sentences we can specify conditional or hypothetical situations: If a card is valid then a customer inserts it. Note the anaphoric reference via the pronoun it in the then-part to the noun phrase a card in the if-part. Modality allows us to express possibility and necessity: A trusted customer can/must insert a card. It is possible/necessary that a trusted customer inserts a card. Sentence subordination comes in various forms: It is true/false that a customer inserts a card. It is not provable that a customer inserts a card. A clerk believes that a customer inserts a card. ===== Quantification ===== Quantification allows us to speak about all objects of a certain class (universal quantification), or to denote explicitly the existence of at least one object of this class (existential quantification). The textual occurrence of a universal or existential quantifier opens its scope that extends to the end of the sentence, or in coordinations to the end of the respective coordinated sentence. To express that all involved customers insert cards we can write Every customer inserts a card. This sentence means that each customer inserts a card that may, or may not, be the same as the one inserted by another customer. To specify that all customers insert the same card—however unrealistic that situation seems—we can write: A card is inserted by every customer. or, equivalently: There is a card that every customer inserts. To state that every card is inserted by a customer we write: Every card is inserted by a customer. or, somewhat indirectly: For every card there is a customer who inserts it. ===== Negation ===== Negation allows us to express that something is not the case: A customer does not insert a card. A card is not valid. To negate something for all objects of a certain class one uses no: No customer inserts more than 2 cards. or, there is no: There is no customer who inserts a card. To negate a complete statement one uses sentence negation: It is false that a customer inserts a card. These forms of negation are logical negations, i.e. they state that something is provably not the case. Negation as failure states that a state of affairs cannot be proved, i.e. there is no information whether the state of affairs is the case or not. It is not provable that a customer inserts a card. ==== Queries ==== ACE supports two forms of queries: yes/no-queries and wh-queries. Yes/no-queries ask for the existence or non-existence of a specified situation. If we specified: A customer inserts a card. then we can ask: Does a customer insert a card? to get a positive answer. Note that interrogative sentences always end with a question mark. With the help of wh-queries, i.e. queries with query words, we can interrogate a text for details of the specified situation. If we specified: A

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  • European Conference on Computer Vision

    European Conference on Computer Vision

    The European Conference on Computer Vision (ECCV) is a biennial research conference with the proceedings published by Springer Science+Business Media. Similar to ICCV in scope and quality, it is held those years which ICCV is not. It is considered to be one of the top conferences in computer vision, alongside CVPR and ICCV, with an 'A' rating from the Australian Ranking of ICT Conferences and an 'A1' rating from the Brazilian ministry of education. The acceptance rate for ECCV 2010 was 24.4% for posters and 3.3% for oral presentations. Like other top computer vision conferences, ECCV has tutorial talks, technical sessions, and poster sessions. The conference is usually spread over five to six days with the main technical program occupying three days in the middle, and tutorial and workshops, focused on specific topics, being held in the beginning and at the end. The ECCV presents the Koenderink Prize annually to recognize fundamental contributions in computer vision. == Location == The conference is usually held in autumn in Europe.

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  • Multilinear subspace learning

    Multilinear subspace learning

    Multilinear subspace learning is an approach for disentangling the causal factor of data formation and performing dimensionality reduction. The Dimensionality reduction can be performed on a data tensor that contains a collection of observations that have been vectorized, or observations that are treated as matrices and concatenated into a data tensor. Here are some examples of data tensors whose observations are vectorized or whose observations are matrices concatenated into data tensor images (2D/3D), video sequences (3D/4D), and hyperspectral cubes (3D/4D). The mapping from a high-dimensional vector space to a set of lower dimensional vector spaces is a multilinear projection. When observations are retained in the same organizational structure as matrices or higher order tensors, their representations are computed by performing linear projections into the column space, row space and fiber space. Multilinear subspace learning algorithms are higher-order generalizations of linear subspace learning methods such as principal component analysis (PCA), independent component analysis (ICA), linear discriminant analysis (LDA) and canonical correlation analysis (CCA). == Background == Multilinear methods may be causal in nature and perform causal inference, or they may be simple regression methods from which no causal conclusion are drawn. Linear subspace learning algorithms are traditional dimensionality reduction techniques that are well suited for datasets that are the result of varying a single causal factor. Unfortunately, they often become inadequate when dealing with datasets that are the result of multiple causal factors. . Multilinear subspace learning can be applied to observations whose measurements were vectorized and organized into a data tensor for causally aware dimensionality reduction. These methods may also be employed in reducing horizontal and vertical redundancies irrespective of the causal factors when the observations are treated as a "matrix" (ie. a collection of independent column/row observations) and concatenated into a tensor. == Algorithms == === Multilinear principal component analysis === Historically, multilinear principal component analysis has been referred to as "M-mode PCA", a terminology which was coined by Peter Kroonenberg. In 2005, Vasilescu and Terzopoulos introduced the Multilinear PCA terminology as a way to better differentiate between multilinear tensor decompositions that computed 2nd order statistics associated with each data tensor mode, and subsequent work on Multilinear Independent Component Analysis that computed higher order statistics for each tensor mode. MPCA is an extension of PCA. === Multilinear independent component analysis === Multilinear independent component analysis is an extension of ICA. === Multilinear linear discriminant analysis === Multilinear extension of LDA TTP-based: Discriminant Analysis with Tensor Representation (DATER) TTP-based: General tensor discriminant analysis (GTDA) TVP-based: Uncorrelated Multilinear Discriminant Analysis (UMLDA) === Multilinear canonical correlation analysis === Multilinear extension of CCA TTP-based: Tensor Canonical Correlation Analysis (TCCA) TVP-based: Multilinear Canonical Correlation Analysis (MCCA) TVP-based: Bayesian Multilinear Canonical Correlation Analysis (BMTF) A TTP is a direct projection of a high-dimensional tensor to a low-dimensional tensor of the same order, using N projection matrices for an Nth-order tensor. It can be performed in N steps with each step performing a tensor-matrix multiplication (product). The N steps are exchangeable. This projection is an extension of the higher-order singular value decomposition (HOSVD) to subspace learning. Hence, its origin is traced back to the Tucker decomposition in 1960s. A TVP is a direct projection of a high-dimensional tensor to a low-dimensional vector, which is also referred to as the rank-one projections. As TVP projects a tensor to a vector, it can be viewed as multiple projections from a tensor to a scalar. Thus, the TVP of a tensor to a P-dimensional vector consists of P projections from the tensor to a scalar. The projection from a tensor to a scalar is an elementary multilinear projection (EMP). In EMP, a tensor is projected to a point through N unit projection vectors. It is the projection of a tensor on a single line (resulting a scalar), with one projection vector in each mode. Thus, the TVP of a tensor object to a vector in a P-dimensional vector space consists of P EMPs. This projection is an extension of the canonical decomposition, also known as the parallel factors (PARAFAC) decomposition. === Typical approach in MSL === There are N sets of parameters to be solved, one in each mode. The solution to one set often depends on the other sets (except when N=1, the linear case). Therefore, the suboptimal iterative procedure in is followed. Initialization of the projections in each mode For each mode, fixing the projection in all the other mode, and solve for the projection in the current mode. Do the mode-wise optimization for a few iterations or until convergence. This is originated from the alternating least square method for multi-way data analysis. == Code == MATLAB Tensor Toolbox by Sandia National Laboratories. The MPCA algorithm written in Matlab (MPCA+LDA included). The UMPCA algorithm written in Matlab (data included). The UMLDA algorithm written in Matlab (data included). == Tensor data sets == 3D gait data (third-order tensors): 128x88x20(21.2M); 64x44x20(9.9M); 32x22x10(3.2M);

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