AI Humanizer

AI Humanizer — hands-on reviews, top picks, pricing, pros and cons and a practical how-to guide on Aizhi.

  • AI-complete

    AI-complete

    In the field of artificial intelligence (AI), tasks that are hypothesized to require artificial general intelligence to solve are informally known as AI-complete or AI-hard. Calling a problem AI-complete reflects the belief that it cannot be solved by a simple specific algorithm. Prior to 2013, problems supposed to be AI-complete included computer vision, natural language understanding, and dealing with unexpected circumstances while solving any real-world problem. AI-complete tasks were notably considered useful for distinguishing humans from automated agents, as CAPTCHAs aim to do. == History == The term was coined by Fanya Montalvo by analogy with NP-complete and NP-hard in complexity theory, which formally describes the most famous class of difficult problems. Early uses of the term are in Erik Mueller's 1987 PhD dissertation and in Eric Raymond's 1991 Jargon File. Expert systems, that were popular in the 1980s, were able to solve very simple and/or restricted versions of AI-complete problems, but never in their full generality. When AI researchers attempted to "scale up" their systems to handle more complicated, real-world situations, the programs tended to become excessively brittle without commonsense knowledge or a rudimentary understanding of the situation: they would fail as unexpected circumstances outside of its original problem context would begin to appear. When human beings are dealing with new situations in the world, they are helped by their awareness of the general context: they know what the things around them are, why they are there, what they are likely to do and so on. They can recognize unusual situations and adjust accordingly. Expert systems lacked this adaptability and were brittle when facing new situations. DeepMind published a work in May 2022 in which they trained a single model to do several things at the same time. The model, named Gato, can "play Atari, caption images, chat, stack blocks with a real robot arm and much more, deciding based on its context whether to output text, joint torques, button presses, or other tokens." Similarly, some tasks once considered to be AI-complete, like machine translation, are among the capabilities of large language models. == AI-complete problems == AI-complete problems have been hypothesized to include: AI peer review (composite natural language understanding, automated reasoning, automated theorem proving, formalized logic expert system) Bongard problems Computer vision (and subproblems such as object recognition) Natural language understanding (and subproblems such as text mining, machine translation, and word-sense disambiguation) Autonomous driving Dealing with unexpected circumstances while solving any real world problem, whether navigation, planning, or even the kind of reasoning done by expert systems. == Formalization == Computational complexity theory deals with the relative computational difficulty of computable functions. By definition, it does not cover problems whose solution is unknown or has not been characterized formally. Since many AI problems have no formalization yet, conventional complexity theory does not enable a formal definition of AI-completeness. == Research == Roman Yampolskiy suggests that a problem C {\displaystyle C} is AI-Complete if it has two properties: It is in the set of AI problems (Human Oracle-solvable). Any AI problem can be converted into C {\displaystyle C} by some polynomial time algorithm. On the other hand, a problem H {\displaystyle H} is AI-Hard if and only if there is an AI-Complete problem C {\displaystyle C} that is polynomial time Turing-reducible to H {\displaystyle H} . This also gives as a consequence the existence of AI-Easy problems, that are solvable in polynomial time by a deterministic Turing machine with an oracle for some problem. Yampolskiy has also hypothesized that the Turing Test is a defining feature of AI-completeness. Groppe and Jain classify problems which require artificial general intelligence to reach human-level machine performance as AI-complete, while only restricted versions of AI-complete problems can be solved by the current AI systems. For Šekrst, getting a polynomial solution to AI-complete problems would not necessarily be equal to solving the issue of artificial general intelligence, while emphasizing the lack of computational complexity research being the limiting factor towards achieving artificial general intelligence. For Kwee-Bintoro and Velez, solving AI-complete problems would have strong repercussions on society.

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  • Is an AI Background Remover Worth It in 2026?

    Is an AI Background Remover Worth It in 2026?

    Comparing the best AI background remover? An AI background remover is software that uses machine learning to help you get more done — it lowers the barrier so anyone can produce professional output. Privacy matters too: check whether your data trains the model and whether a no-log or enterprise tier is available. Whether you are a beginner or a pro, the right AI background remover slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • TAUM system

    TAUM system

    TAUM (Traduction Automatique à l'Université de Montréal) is the name of a research group which was set up at the Université de Montréal in 1965. Most of its research was done between 1968 and 1980. It gave birth to the TAUM-73 and TAUM-METEO machine translation prototypes, using the Q-Systems programming language created by Alain Colmerauer, which were among the first attempts to perform automatic translation through linguistic analysis. The prototypes were never used in actual production. The TAUM-METEO name has been erroneously used for many years to designate the METEO System subsequently developed by John Chandioux.

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  • The Best Free AI Clip Maker for Beginners

    The Best Free AI Clip Maker for Beginners

    Looking for the best AI clip maker? An AI clip maker is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI clip maker slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • Language Server Protocol

    Language Server Protocol

    The Language Server Protocol (LSP) is an open, JSON-RPC-based protocol for use between source-code editors or integrated development environments (IDEs) and servers that provide "language intelligence tools": programming language-specific features like code completion, syntax highlighting and marking of warnings and errors, as well as refactoring routines. The goal of the protocol is to allow programming language support to be implemented and distributed independently of any given editor or IDE. In the early 2020s, LSP quickly became a "norm" for language intelligence tools providers. == History == LSP was originally developed for Microsoft Visual Studio Code and is now an open standard. On June 27, 2016, Microsoft announced a collaboration with Red Hat and Codenvy to standardize the protocol's specification. Its specification is hosted and developed on GitHub. == Background == Modern IDEs provide programmers with sophisticated features like code completion, refactoring, navigating to a symbol's definition, syntax highlighting, and error and warning markers. For example, in a text-based programming language, a programmer might want to rename a method read. The programmer could either manually edit the respective source code files and change the appropriate occurrences of the old method name into the new name, or instead use an IDE's refactoring capabilities to make all the necessary changes automatically. To be able to support this style of refactoring, an IDE needs a sophisticated understanding of the programming language that the program's source is written in. A programming tool without such an understanding—for example, one that performs a naive search-and-replace instead—could introduce errors. When renaming a read method, for example, the tool should not replace the partial match in a variable that might be called readyState, nor should it replace the portion of a code comment containing the word "already". Neither should renaming a local variable read, for example, end up altering identically-named variables in other scopes. Conventional compilers or interpreters for a specific programming language are typically unable to provide these language services, because they are written with the goal of either transforming the source code into object code or immediately executing the code. Additionally, language services must be able to handle source code that is not well-formed, e.g. because the programmer is in the middle of editing and has not yet finished typing a statement, procedure, or other construct. Additionally, small changes to a source code file which are done during typing usually change the semantics of the program. In order to provide instant feedback to the user, the editing tool must be able to very quickly evaluate the syntactical and semantical consequences of a specific modification. Compilers and interpreters therefore provide a poor candidate for producing the information needed for an editing tool to consume. Prior to the design and implementation of the Language Server Protocol for the development of Visual Studio Code, most language services were generally tied to a given IDE or other editor. In the absence of the Language Server Protocol, language services are typically implemented by using a tool-specific extension API. Providing the same language service to another editing tool requires effort to adapt the existing code so that the service may target the second editor's extension interfaces. The Language Server Protocol allows for decoupling language services from the editor so that the services may be contained within a general-purpose language server. Any editor can inherit sophisticated support for many different languages by making use of existing language servers. Similarly, a programmer involved with the development of a new programming language can make services for that language available to existing editing tools. Making use of language servers via the Language Server Protocol thus also reduces the burden on vendors of editing tools, because vendors do not need to develop language services of their own for the languages the vendor intends to support, as long as the language servers have already been implemented. The Language Server Protocol also enables the distribution and development of servers contributed by an interested third party, such as end users, without additional involvement by either the vendor of the compiler for the programming language in use or the vendor of the editor to which the language support is being added. LSP is not restricted to programming languages. It can be used for any kind of text-based language, like specifications or domain-specific languages (DSL). == Technical overview == When a user edits one or more source code files using a language server protocol-enabled tool, the tool acts as a client that consumes the language services provided by a language server. The tool may be a text editor or IDE and the language services could be refactoring, code completion, etc. The client informs the server about what the user is doing, e.g., opening a file or inserting a character at a specific text position. The client can also request the server to perform a language service, e.g. to format a specified range in the text document. The server answers a client's request with an appropriate response. For example, the formatting request is answered either by a response that transfers the formatted text to the client or by an error response containing details about the error. The Language Server Protocol defines the messages to be exchanged between client and language server. They are JSON-RPC preceded by headers similar to HTTP. Messages may originate from the server or client. The protocol does not make any provisions about how requests, responses and notifications are transferred between client and server. For example, client and server could be components within the same process exchanging JSON strings via method calls. They could also be different processes on the same or on different machines communicating via network sockets. == Registry == There are lists of LSP-compatible implementations, maintained by the community-driven Langserver.org or Microsoft.

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  • AI Image Generators: Free vs Paid (2026)

    AI Image Generators: Free vs Paid (2026)

    Looking for the best AI image generator? An AI image generator is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI image generator slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • Is an AI Avatar Generator Worth It in 2026?

    Is an AI Avatar Generator Worth It in 2026?

    Looking for the best AI avatar generator? An AI avatar generator is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI avatar generator slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • Hebbian theory

    Hebbian theory

    Hebbian theory is a neuropsychological theory claiming that an increase in synaptic efficacy arises from a presynaptic cell's repeated and persistent stimulation of a postsynaptic cell. It is an attempt to explain synaptic plasticity, the adaptation of neurons during the learning process. Hebbian theory was introduced by Donald Hebb in his 1949 book The Organization of Behavior. The theory is also called Hebb's rule, Hebb's law, Hebb's postulate, and cell assembly theory. Hebb states it as follows: Let us assume that the persistence or repetition of a reverberatory activity (or "trace") tends to induce lasting cellular changes that add to its stability. ... When an axon of cell A is near enough to excite a cell B and repeatedly or persistently takes part in firing it, some growth process or metabolic change takes place in one or both cells such that A's efficiency, as one of the cells firing B, is increased. The theory is often summarized as "Neurons that fire together, wire together." However, Hebb emphasized that cell A needs to "take part in firing" cell B, and such causality can occur only if cell A fires just before, not at the same time as, cell B. This aspect of causation in Hebb's work foreshadowed what is now known about spike-timing-dependent plasticity, which requires temporal precedence. Hebbian theory attempts to explain associative or Hebbian learning, in which simultaneous activation of cells leads to pronounced increases in synaptic strength between those cells. It also provides a biological basis for errorless learning methods for education and memory rehabilitation. In the study of neural networks in cognitive function, it is often regarded as the neuronal basis of unsupervised learning. == Engrams, cell assembly theory, and learning == Hebbian theory provides an explanation for how neurons might connect to become engrams, which may be stored in overlapping cell assemblies, or groups of neurons that encode specific information. Initially created as a way to explain recurrent activity in specific groups of cortical neurons, Hebb's theories on the form and function of cell assemblies can be understood from the following: The general idea is an old one, that any two cells or systems of cells that are repeatedly active at the same time will tend to become 'associated' so that activity in one facilitates activity in the other. Hebb also wrote: When one cell repeatedly assists in firing another, the axon of the first cell develops synaptic knobs (or enlarges them if they already exist) in contact with the soma of the second cell. D. Alan Allport posits additional ideas regarding cell assembly theory and its role in forming engrams using the concept of auto-association, or the brain's ability to retrieve information based on a partial cue, described as follows: If the inputs to a system cause the same pattern of activity to occur repeatedly, the set of active elements constituting that pattern will become increasingly strongly inter-associated. That is, each element will tend to turn on every other element and (with negative weights) to turn off the elements that do not form part of the pattern. To put it another way, the pattern as a whole will become 'auto-associated'. We may call a learned (auto-associated) pattern an engram. Research conducted in the laboratory of Nobel laureate Eric Kandel has provided evidence supporting the role of Hebbian learning mechanisms at synapses in the marine gastropod Aplysia californica. Because synapses in the peripheral nervous system of marine invertebrates are much easier to control in experiments, Kandel's research found that Hebbian long-term potentiation along with activity-dependent presynaptic facilitation are both necessary for synaptic plasticity and classical conditioning in Aplysia californica. While research on invertebrates has established fundamental mechanisms of learning and memory, much of the work on long-lasting synaptic changes between vertebrate neurons involves the use of non-physiological experimental stimulation of brain cells. However, some of the physiologically relevant synapse modification mechanisms that have been studied in vertebrate brains do seem to be examples of Hebbian processes. One such review indicates that long-lasting changes in synaptic strengths can be induced by physiologically relevant synaptic activity using both Hebbian and non-Hebbian mechanisms. == Principles == In artificial neurons and artificial neural networks, Hebb's principle can be described as a method of determining how to alter the weights between model neurons. The weight between two neurons increases if the two neurons activate simultaneously, and reduces if they activate separately. Nodes that tend to be either both positive or both negative at the same time have strong positive weights, while those that tend to be opposite have strong negative weights. The following is a formulaic description of Hebbian learning (many other descriptions are possible): w i j = x i x j , {\displaystyle \,w_{ij}=x_{i}x_{j},} where w i j {\displaystyle w_{ij}} is the weight of the connection from neuron j {\displaystyle j} to neuron i {\displaystyle i} , and x i {\displaystyle x_{i}} is the input for neuron i {\displaystyle i} . This is an example of pattern learning, where weights are updated after every training example. In a Hopfield network, connections w i j {\displaystyle w_{ij}} are set to zero if i = j {\displaystyle i=j} (no reflexive connections allowed). With binary neurons (activations either 0 or 1), connections would be set to 1 if the connected neurons have the same activation for a pattern. When several training patterns are used, the expression becomes an average of the individuals: w i j = 1 p ∑ k = 1 p x i k x j k , {\displaystyle w_{ij}={\frac {1}{p}}\sum _{k=1}^{p}x_{i}^{k}x_{j}^{k},} where w i j {\displaystyle w_{ij}} is the weight of the connection from neuron j {\displaystyle j} to neuron i {\displaystyle i} , p {\displaystyle p} is the number of training patterns and x i k {\displaystyle x_{i}^{k}} the k {\displaystyle k} -th input for neuron i {\displaystyle i} . This is learning by epoch, with weights updated after all the training examples are presented and is last term applicable to both discrete and continuous training sets. Again, in a Hopfield network, connections w i j {\displaystyle w_{ij}} are set to zero if i = j {\displaystyle i=j} (no reflexive connections). A variation of Hebbian learning that takes into account phenomena such as blocking and other neural learning phenomena is the mathematical model of Harry Klopf. Klopf's model assumes that parts of a system with simple adaptive mechanisms can underlie more complex systems with more advanced adaptive behavior, such as neural networks. == Relationship to unsupervised learning, stability, and generalization == Because of the simple nature of Hebbian learning, based only on the coincidence of pre- and post-synaptic activity, it may not be intuitively clear why this form of plasticity leads to meaningful learning. However, it can be shown that Hebbian plasticity does pick up the statistical properties of the input in a way that can be categorized as unsupervised learning. This can be mathematically shown in a simplified example. Let us work under the simplifying assumption of a single rate-based neuron of rate y ( t ) {\displaystyle y(t)} , whose inputs have rates x 1 ( t ) . . . x N ( t ) {\displaystyle x_{1}(t)...x_{N}(t)} . The response of the neuron y ( t ) {\displaystyle y(t)} is usually described as a linear combination of its input, ∑ i w i x i {\displaystyle \sum _{i}w_{i}x_{i}} , followed by a response function f {\displaystyle f} : y = f ( ∑ i = 1 N w i x i ) . {\displaystyle y=f\left(\sum _{i=1}^{N}w_{i}x_{i}\right).} As defined in the previous sections, Hebbian plasticity describes the evolution in time of the synaptic weight w {\displaystyle w} : d w i d t = η x i y . {\displaystyle {\frac {dw_{i}}{dt}}=\eta x_{i}y.} Assuming, for simplicity, an identity response function f ( a ) = a {\displaystyle f(a)=a} , we can write d w i d t = η x i ∑ j = 1 N w j x j {\displaystyle {\frac {dw_{i}}{dt}}=\eta x_{i}\sum _{j=1}^{N}w_{j}x_{j}} or in matrix form: d w d t = η x x T w . {\displaystyle {\frac {d\mathbf {w} }{dt}}=\eta \mathbf {x} \mathbf {x} ^{T}\mathbf {w} .} As in the previous chapter, if training by epoch is done an average ⟨ … ⟩ {\displaystyle \langle \dots \rangle } over discrete or continuous (time) training set of x {\displaystyle \mathbf {x} } can be done: d w d t = ⟨ η x x T w ⟩ = η ⟨ x x T ⟩ w = η C w . {\displaystyle {\frac {d\mathbf {w} }{dt}}=\langle \eta \mathbf {x} \mathbf {x} ^{T}\mathbf {w} \rangle =\eta \langle \mathbf {x} \mathbf {x} ^{T}\rangle \mathbf {w} =\eta C\mathbf {w} .} where C = ⟨ x x T ⟩ {\displaystyle C=\langle \,\mathbf {x} \mathbf {x} ^{T}\rangle } is the correlation matrix of the input under the additional assumption that ⟨ x ⟩ = 0 {\displaystyle \langle \mathbf

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  • Micro stuttering

    Micro stuttering

    Micro stuttering is a visual artifact in real-time computer graphics in which the time intervals between consecutively displayed frames are uneven, even though the average frame rate reported by benchmarking software appears adequate. Tools such as 3DMark typically compute frame rates over intervals of one second or more, which can conceal momentary drops in the instantaneous frame rate that the viewer perceives as hitching or jerking of on-screen motion. At low frame rates the effect is visible as a stutter in moving images, degrading the experience in interactive applications such as video games. In severe cases a lower but more consistent frame rate can appear smoother than a higher but more erratic one. The term gained prominence in the late 2000s in discussions of multi-GPU rendering (see History), but micro stuttering also affects single-GPU systems. Common causes on modern hardware include real-time shader compilation, asset streaming from storage, VRAM exhaustion, and driver bugs. == Causes == === Shader compilation === A common cause of micro stuttering on modern PCs is real-time shader compilation. Shaders are small programs that instruct the GPU on how to render visual effects such as lighting, shadows, and reflections. On consoles, developers can pre-compile all shaders for the known, fixed hardware. On PCs, the variety of GPU architectures means shaders must often be compiled at run time, either when the game launches or during gameplay itself. When the rendering engine encounters a shader that has not yet been compiled, the CPU must finish the compilation before the GPU can draw the affected object. This causes a spike in frame time that the player perceives as a hitch. The problem has been particularly associated with games built on Unreal Engine 4 running under DirectX 12, because DX12 shifts more shader management responsibility to the application. Several techniques exist to reduce shader compilation stutter. Pipeline State Object (PSO) pre-caching records the shader permutations used at runtime so that they can be compiled in advance on subsequent launches. Asynchronous shader compilation moves the work to background CPU threads to avoid blocking the main rendering thread. Platform-level services such as Steam's shader pre-caching distribute previously compiled shaders to users with matching GPU hardware. The Steam Deck, which contains a single fixed GPU, benefits from pre-compiled shader caches because all units share the same hardware configuration. === Other causes === Micro stuttering on single-GPU systems can have several additional causes. CPU bottlenecks or scheduling interruptions from background tasks can prevent the processor from preparing frames at regular intervals. Asset streaming during gameplay (loading textures, geometry, or audio from storage) can produce hitches sometimes called traversal stutter; the use of solid-state drives and technologies such as DirectStorage has reduced but not eliminated this. VRAM exhaustion forces data to be swapped between video memory and system memory over the PCI Express bus, which is slower. Graphics driver bugs can also introduce stutter; Nvidia released hotfix driver 551.46 in February 2024 to correct intermittent micro stuttering when V-Sync was enabled. == Measurement == Micro stuttering drew attention to the limitations of average frame rate as a performance metric. In 2013, Scott Wasson at The Tech Report published a series of articles advocating frame time analysis, in which the delivery time of every individual frame is recorded and plotted rather than collapsed into a single frames-per-second figure. This approach was adopted by other hardware review publications in the following years. GPU reviews now routinely report 1% low and 0.1% low frame rates alongside the average. The 1% low is the average frame rate of the slowest 1% of frames in a sample; it serves as an indicator of worst-case smoothness. A large gap between the average and the 1% low suggests poor frame pacing. Tools for capturing per-frame timing data include FRAPS, PresentMon, OCAT, CapFrameX, and MSI Afterburner with RivaTuner Statistics Server. == Mitigation == === Frame pacing === Frame pacing is a software technique that regulates the timing of frame delivery to produce even intervals between displayed frames. Game engines, GPU drivers, and platform libraries all implement frame pacing strategies to varying degrees. On mobile platforms, Google provides the Android Frame Pacing library (Swappy) as part of the Android Game Development Kit. In December 2025, the Khronos Group published the VK_EXT_present_timing Vulkan extension, giving developers explicit control over presentation timing in a cross-platform graphics API for the first time. === Variable refresh rate === Variable refresh rate (VRR) display technologies allow a monitor's refresh rate to change to match the GPU's frame output. Implementations include Nvidia G-Sync (2013), AMD FreeSync (2015), and the VESA Adaptive-Sync standard built into DisplayPort 1.2a and later. VRR eliminates the screen tearing that results from a mismatch between frame rate and refresh rate, and avoids the frame-holding behaviour of V-Sync that can itself cause stutter. It is effective at smoothing moderate frame rate fluctuations but cannot compensate for large sudden spikes in frame time such as those caused by shader compilation or heavy asset streaming. VRR support has become standard in gaming monitors, televisions (via HDMI 2.1), and the Xbox Series X/S and PlayStation 5 consoles. === Frame generation === Beginning with DLSS 3 on the GeForce RTX 40 series in 2022, Nvidia introduced AI-based frame generation, which uses dedicated optical flow hardware and a neural network to create new frames between traditionally rendered ones. AMD followed with FSR 3 in 2023, using an algorithmic approach, and the AI-based FSR 4 for the Radeon RX 9000 series in 2025. DLSS 4, released in January 2025 for the GeForce RTX 50 series, can generate up to three frames per rendered frame using a technique called Multi Frame Generation. Frame generation increases the displayed frame rate but introduces its own frame pacing concerns. If the underlying rendered frames are unevenly timed, the interpolated frames can make the unevenness more apparent rather than less. DLSS 4 addresses this with hardware-level flip metering on the GPU's display engine, which controls the timing of frame presentation more precisely than the CPU-based pacing used in DLSS 3. Both vendors pair frame generation with latency-reduction features (Nvidia Reflex and AMD Anti-Lag+) to offset the additional input latency that results from inserting synthetic frames into the pipeline. === Frame rate limiters === Capping the frame rate below the display's maximum refresh rate, using tools such as RivaTuner Statistics Server, in-game limiters, or driver-level settings, is a common way to improve frame pacing. Preventing the GPU from running ahead of the display reduces variability in frame delivery times and can produce a smoother result than an uncapped but more irregular frame rate. == History == === Multi-GPU configurations === Micro stuttering was first widely documented in the late 2000s as a side effect of multi-GPU configurations using Alternate Frame Rendering (AFR), in which consecutive frames are assigned to alternating GPUs. Because each GPU may take a different amount of time to complete its assigned frame — due to varying scene complexity, driver scheduling, or inter-GPU communication overhead — the resulting frame delivery is irregular even when the average frame rate is high. Both Nvidia SLI and AMD CrossFireX were affected, with dual-GPU setups exhibiting the worst frame pacing irregularities. In 2012 benchmarks using Battlefield 3, dual Radeon HD 7970 cards in CrossFire showed 85% variation in frame delivery times compared with 7% for a single card, while dual GeForce GTX 680 cards in SLI showed only 7% variation compared with 5% for a single card. Multi-GPU micro stuttering became a significant factor in the eventual decline and discontinuation of consumer multi-GPU gaming. Nvidia restricted SLI to a handful of enthusiast-class cards from the GeForce 10 series onward, then replaced it with NVLink on the GeForce RTX 20 series, which saw limited gaming adoption. AMD ceased active CrossFire development around 2017. By the mid-2020s, neither vendor's current consumer GPUs support multi-GPU rendering for games. Other factors that contributed to the decline include DirectX 12 placing multi-GPU support in the hands of game developers rather than driver authors, the incompatibility of temporal anti-aliasing and other temporal rendering techniques with AFR, and the increasing size, power draw, and cost of individual GPUs. The third-party utility RadeonPro could reduce CrossFire micro stuttering through dynamic V-Sync and frame pacing adjustments, and AMD later introduced a driver-level frame paci

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  • Regular language

    Regular language

    In theoretical computer science and formal language theory, a regular language (also called a rational language) is a formal language that can be defined by a regular expression, in the strict sense in theoretical computer science (as opposed to many modern regular expression engines, which are augmented with features that allow the recognition of non-regular languages). Alternatively, a regular language can be defined as a language recognised by a finite automaton. The equivalence of regular expressions and finite automata is known as Kleene's theorem (after American mathematician Stephen Cole Kleene). In the Chomsky hierarchy, regular languages are the languages generated by Type-3 grammars. == Formal definition == The collection of regular languages over an alphabet Σ is defined recursively as follows: The empty language ∅ is a regular language. For each a ∈ Σ (a belongs to Σ), the singleton language {a} is a regular language. If A is a regular language, A (Kleene star) is a regular language. Due to this, the empty string language {ε} is also regular. If A and B are regular languages, then A ∪ B (union) and A • B (concatenation) are regular languages. No other languages over Σ are regular. See Regular expression § Formal language theory for syntax and semantics of regular expressions. == Examples == All finite languages are regular; in particular the empty string language {ε} = ∅ is regular. Other typical examples include the language consisting of all strings over the alphabet {a, b} which contain an even number of as, or the language consisting of all strings of the form: several as followed by several bs. A simple example of a language that is not regular is the set of strings {anbn | n ≥ 0}. Intuitively, it cannot be recognized with a finite automaton, since a finite automaton has finite memory and it cannot remember the exact number of a's. Techniques to prove this fact rigorously are given below. == Equivalent formalisms == A regular language satisfies the following equivalent properties: it is the language of a regular expression (by the above definition) it is the language accepted by a nondeterministic finite automaton (NFA) it is the language accepted by a deterministic finite automaton (DFA) it can be generated by a regular grammar it is the language accepted by an alternating finite automaton it is the language accepted by a two-way finite automaton it can be generated by a prefix grammar it can be accepted by a read-only Turing machine it can be defined in monadic second-order logic (Büchi–Elgot–Trakhtenbrot theorem) it is recognized by some finite syntactic monoid M, meaning it is the preimage {w ∈ Σ | f(w) ∈ S} of a subset S of a finite monoid M under a monoid homomorphism f : Σ → M from the free monoid on its alphabet the number of equivalence classes of its syntactic congruence is finite. (This number equals the number of states of the minimal deterministic finite automaton accepting L.) Properties 10. and 11. are purely algebraic approaches to define regular languages; a similar set of statements can be formulated for a monoid M ⊆ Σ. In this case, equivalence over M leads to the concept of a recognizable language. Some authors use one of the above properties different from "1." as an alternative definition of regular languages. Some of the equivalences above, particularly those among the first four formalisms, are called Kleene's theorem in textbooks. Precisely which one (or which subset) is called such varies between authors. One textbook calls the equivalence of regular expressions and NFAs ("1." and "2." above) "Kleene's theorem". Another textbook calls the equivalence of regular expressions and DFAs ("1." and "3." above) "Kleene's theorem". Two other textbooks first prove the expressive equivalence of NFAs and DFAs ("2." and "3.") and then state "Kleene's theorem" as the equivalence between regular expressions and finite automata (the latter said to describe "recognizable languages"). A linguistically oriented text first equates regular grammars ("4." above) with DFAs and NFAs, calls the languages generated by (any of) these "regular", after which it introduces regular expressions which it terms to describe "rational languages", and finally states "Kleene's theorem" as the coincidence of regular and rational languages. Other authors simply define "rational expression" and "regular expressions" as synonymous and do the same with "rational languages" and "regular languages". Apparently, the term regular originates from a 1951 technical report where Kleene introduced regular events and explicitly welcomed "any suggestions as to a more descriptive term". Noam Chomsky, in his 1959 seminal article, used the term regular in a different meaning at first (referring to what is called Chomsky normal form today), but noticed that his finite state languages were equivalent to Kleene's regular events. == Closure properties == The regular languages are closed under various operations, that is, if the languages K and L are regular, so is the result of the following operations: the set-theoretic Boolean operations: union K ∪ L, intersection K ∩ L, and complement L, hence also relative complement K − L. the regular operations: K ∪ L, concatenation ⁠ K ∘ L {\displaystyle K\circ L} ⁠, and Kleene star L. the trio operations: string homomorphism, inverse string homomorphism, and intersection with regular languages. As a consequence they are closed under arbitrary finite state transductions, like quotient K / L with a regular language. Even more, regular languages are closed under quotients with arbitrary languages: If L is regular then L / K is regular for any K. the reverse (or mirror image) LR. Given a nondeterministic finite automaton to recognize L, an automaton for LR can be obtained by reversing all transitions and interchanging starting and finishing states. This may result in multiple starting states; ε-transitions can be used to join them. == Decidability properties == Given two deterministic finite automata A and B, it is decidable whether they accept the same language. As a consequence, using the above closure properties, the following problems are also decidable for arbitrarily given deterministic finite automata A and B, with accepted languages LA and LB, respectively: Containment: is LA ⊆ LB ? Disjointness: is LA ∩ LB = {} ? Emptiness: is LA = {} ? Universality: is LA = Σ ? Membership: given a ∈ Σ, is a ∈ LB ? For regular expressions, the universality problem is NP-complete already for a singleton alphabet. For larger alphabets, that problem is PSPACE-complete. If regular expressions are extended to allow also a squaring operator, with "A2" denoting the same as "AA", still just regular languages can be described, but the universality problem has an exponential space lower bound, and is in fact complete for exponential space with respect to polynomial-time reduction. For a fixed finite alphabet, the theory of the set of all languages – together with strings, membership of a string in a language, and for each character, a function to append the character to a string (and no other operations) – is decidable, and its minimal elementary substructure consists precisely of regular languages. For a binary alphabet, the theory is called S2S. == Complexity results == In computational complexity theory, the complexity class of all regular languages is sometimes referred to as REGULAR or REG and equals DSPACE(O(1)), the decision problems that can be solved in constant space (the space used is independent of the input size). REGULAR ≠ AC0, since it (trivially) contains the parity problem of determining whether the number of 1 bits in the input is even or odd and this problem is not in AC0. On the other hand, REGULAR does not contain AC0, because the nonregular language of palindromes, or the nonregular language { 0 n 1 n : n ∈ N } {\displaystyle \{0^{n}1^{n}:n\in \mathbb {N} \}} can both be recognized in AC0. If a language is not regular, it requires a machine with at least Ω(log log n) space to recognize (where n is the input size). In other words, DSPACE(o(log log n)) equals the class of regular languages. In practice, most nonregular problems are studied in a setting with at least logarithmic space, as this is the amount of space required to store a pointer into the input tape. == Location in the Chomsky hierarchy == To locate the regular languages in the Chomsky hierarchy, one notices that every regular language is context-free. The converse is not true: for example, the language consisting of all strings having the same number of as as bs is context-free but not regular. To prove that a language is not regular, one often uses the Myhill–Nerode theorem and the pumping lemma. Other approaches include using the closure properties of regular languages or quantifying Kolmogorov complexity. Important subclasses of regular languages include: Finite languages, those containing only a finite number of words. These are regular la

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  • Lillian Lee (computer scientist)

    Lillian Lee (computer scientist)

    Lillian Lee is a computer scientist whose research involves natural language processing, sentiment analysis, and computational social science. She is a professor of computer science and information science at Cornell University, and co-editor-in-chief of the journal Transactions of the Association for Computational Linguistics. == Education == Lee graduated from Cornell University in 1993 with an undergraduate degree in math and science. She completed her Ph.D. at Harvard University in 1997. Her dissertation, Similarity-Based Approaches to Natural Language Processing, was supervised by Stuart M. Shieber. == Career == Lee has been a member of the Cornell faculty since 1997. == Recognition == Lee has been a fellow of the Association for the Advancement of Artificial Intelligence since 2013, and of the Association for Computational Linguistics since 2017. Lee was elected as an ACM Fellow in 2018 for "contributions to natural language processing, sentiment analysis, and computational social science".

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  • Marius Lindauer

    Marius Lindauer

    Marius Lindauer (born December 25, 1985, in Berlin, Germany) is a German computer scientist and professor of machine learning at the institute of artificial intelligence of the Leibniz University Hannover. He is known for his research on Automated Machine Learning and other meta-algorithmic approaches. == Life == Marius Lindauer studied computer science at the University of Potsdam from 2005 to 2010. Under the supervision of Torsten Schaub and Holger Hoos, he received his Dr. rer. nat. at the University of Potsdam in 2015. In 2014, he joined the Machine Learning research lab led by Frank Hutter as the first postdoctoral researcher and helped to build up the group. He then joined the Leibniz University Hannover as a professor in 2019 to lead the Machine learning research lab. He founded the Institute of Artificial Intelligence at the Leibniz University Hannover in 2022. Additionally, he is the co-head of the automl.org research group, automl.space community effort, and co-founder of the COSEAL research network, where he currently serves as an advisory board member. He is also a supporting member of CLAIRE, and a member of ELLIS. His research is published in renowned journals and conferences. == Achievements == During his Ph.D., Marius won several international competitions in the fields of solving hard combinatorial optimization problems, including 1st place in the NP-track of the answer set programming competition 2011 with claspfolio, the Hard Combinatorial SAT+UNSAT of the SAT challenge 2012 with clasp-crafted and two tracks of the configurable SAT solver challenge 2013 with clasp-cssc. During his PostDoc and later on, he was involved in winning tracks of the first and second AutoML challenge with auto-sklearn and the black-box optimization challenge for machine learning at NeurIPS'20. == Research Directions == Marius has delved into many research topics, all of which are unified under the umbrella of automating parts of the Machine Learning pipeline. His research touches many different aspects: Hyperparameter Optimization Multi-Fidelity Optimization Automated Reinforcement Learning Interactive AutoML Green AutoML Explainable AutoML

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  • Computer-aided lean management

    Computer-aided lean management

    Computer-aided lean management, in business management, is a methodology of developing and using software-controlled, lean systems integration. Its goal is to drive innovation towards cost and cycle-time savings. It attempts to create an efficient use of capital and resources through the development and use of one integrated system model to run a business's planning, engineering, design, maintenance, and operations. == Overview == Computer-Aided Lean Management (CALM) is a management philosophy that uses software to reduce risk and inefficiencies. CALM acts on uncertainties and business inefficiencies to increase profitability through the use of computational decision-making tools that enable opportunities for additional value creation. It is based on the application of software to enable continuous improvement through an Integrated System Model (ISM) of the business’s physical assets, business processes, and machine learning. This integration of software applications using lean principles was developed in the aerospace industry and has migrated to the energy industry. The creation of an ISM removes the barriers posed by the silos or stovepipes inherent in the departmentalization of most companies. Integration enables lean uses of information for the creation of actionable knowledge. CALM strives to create such a lean management approach to running the company through the rigors of software enforcement. From this software enforcement comes clear policy and procedures that are adhered to, activity-based costing, measurement of effectiveness, and the capability of using advanced algorithms for dramatic improvements in optimization of resources. CALM creates business capabilities through software to enable technology application, streamlining of processes, and a lean organizational structure. The methodology is based on a common sense approach for running a business, by measuring actions taken and using those measurements to design more efficient processes. == History == CALM was inspired by lean processes and techniques that were already dominant management technologies with a wide diversity of applications and successes. Motorola and General Electric had been known for the concepts of Six Sigma; Boeing had been managing mass (using modular and flexible assembly options), and Toyota combined elements of these methodologies to create the Toyota Production System. Boeing then took the Toyota model and added computer-aided enforcement of lean methodologies throughout the manufacturing process. One of the major sources for CALM's outgrowth was integrated definition (IDEF) modeling in aerospace manufacturing that was pioneered by the U.S. Air Force in the 1970s. IDEF is a methodology designed to model the end-to-end decisions, actions, and activities of an organization or system so that costs, performance, and cycle times can be optimized. IDEF methods have been adapted for wider use in automotive, aerospace, pharmaceuticals, and software development industries. IDEF methods serve as a starting point to understand lean management through semantic data modeling. The IDEF process begins by mapping the existing functions of an enterprise, creating a graphical model, or road map, that shows what controls each important function, who performs it, what resources are required for carrying it out, what it produces, how much it costs, and what relationships it has to other functions of the organization. IDEF simulations have been found to be efficient at streamlining and modernizing both companies and governmental agencies. Perhaps the best-developed evolution of the IDEF model beyond Toyota was at Boeing. Their project life-cycle process has grown into a rigorous software system that links people, tasks, tools, materials, and the environmental impact of any newly planned project, before any building is allowed to begin. Routinely, more than half of the time for any given project is spent building the precedence diagrams, or three-dimensional process maps, integrating with outside suppliers, and designing the implementation plan–all on the computer. Once real activity is initiated, an action tracker is used to monitor inputs and outputs versus the schedule and delivery metrics in real time throughout the organization. When the execution of a new airplane design begins, it is so well organized that it consistently cuts both costs and build time in half for each successive generation of airframe. Boeing created a complex lean management process called 'define and control airplane configuration/manufacturing resource management' (DCAC/MRM). The process was built with the help of the operations research and computer sciences departments of the University of Pittsburgh. The manufacture of the Boeing 777 was ultimately a success, and it became the precursor to succeeding generations of CALM at Boeing. The methodology of CALM has recently been applied to field orientated infrastructure based businesses with highly interdependent systems, such as electric utilities where a smart grid concept is being researched and developed. The management of infrastructure-based industries like oil, gas, electricity, water, transportation, and renewables requires massive investments in interdependent, physical infrastructure, as well as simultaneous attention to disparate market forces. In infrastructure businesses that manage field assets, uncertainty is the biggest impediment to profitability, rather than the maintenance of efficient supply chains or the management of factory assembly lines. These businesses are dominated by risk from uncertainties such as weather, market variations, transportation disruptions, government actions, logistic difficulties, geology, and asset reliability. CALM has been applied to deal with these types of infrastructure based challenges.

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  • OCR-B

    OCR-B

    OCR-B is a monospace font developed in 1968 by Adrian Frutiger for Monotype by following the European Computer Manufacturer's Association standard. Its function was to facilitate the optical character recognition operations by specific electronic devices, originally for financial and bank-oriented uses. It was accepted as the world standard in 1973. It follows the ISO 1073-2:1976 (E) standard, refined in 1979 ("letterpress" design, size I). It includes all ASCII symbols, and other symbols needed in the bank environment. It is widely used for the human readable digits in UPC/EAN barcodes. It is also used for machine-readable passports. It shares that purpose with OCR-A, but it is easier for the human eye and brain to read and it has a less technical look than OCR-A. == History == In June 1961, the European Computer Manufacturers Association (ECMA) started standardization activities related to Optical Character Recognition (OCR). After evaluating existing OCR designs, it was decided to develop two new fonts: A stylized design with just digits, called “Class A”; and a more conventional type design with broader character coverage, called “Class B”. In February 1965, ECMA proposed a design for the “Class B” font to ISO, who adopted it as international standard ISO 1073-2 in October 1965. The first revision contained three font sizes: I, II and III. The specification included a Letterpress design, intended for high-quality printing equipment; and a rounded-edge Constant Strokewidth design for impact printers with reduced typographic quality. In September 1969, ECMA started work to revise its published standard. To make OCR-B more widely accepted, the shapes of some characters were slightly modified. The new revision removed font size II, which had been rarely used in practice; it deleted five character shapes; and it added a new font size IV. ECMA published the second edition of OCR-B in October 1971. In March 1976, ECMA published a third revision of its ECMA-11 specification. It added the symbols § and ¥ to OCR-B; two types of erasure marks (█) for blackening out mis-printed characters were added; and the length of the Vertical bar was changed to match ISO 1073-2. In 1993, Turkey proposed extending ISO 1073-2 to include the Turkish letters Ğğ, İı, and Şş. The request was generalized to extend OCR-B with a number of Latin and Greek letters used in European languages. A revision of the ISO 1073-2:1976 standard was therefore started, producing three successive draft documents. The final draft would have extended OCR-B with 40 Latin and 10 Greek letters; for six Latin letters, the draft gave new alternate shapes. A request to extend OCR-B with Vietnamese accents was rejected. Other than previous versions of the standard, which specified glyph shapes via reference drawings, the new revision would have included the shapes in machine-readable form. However, industry support for testing the new font could not be secured at the time, so the revision effort was halted in 1997. The working group described their findings in a technical report. In June 1998, the European Committee for Standardization published a report for adding the Euro sign to OCR-B. The report proposed both a single-stroked and a double-stroked variant of the Euro sign, leaving the decision to further testing of OCR performance. Testing was difficult: the theoretical design methods used when the OCR-B glyphs were originally developed could no longer be reproduced, and the technological constraints of the 1960s were also not entirely relevant anymore in the OCR environments of the 1990s. A new test method was devised, using present-time OCR technology. The tests found no difference in OCR performance between the two Euro variants, and recommended the adoption of the double-stroked variant as it matches the conventional glyph shape. The project did not have funds to thoroughly test the glyph extensions of the 1993 proposal; initial results were inconclusive. == Availability == Microsoft Office ships a version of Letterpress OCR-B produced by Monotype. It covers Windows-1252. Many vendors, including Adobe, still sell their versions of OCR-A and OCR-B. The TeX typesetting system has a public domain Constant Strokewidth OCR-B font in METAFONT definition form. It was created by Norbert Swartz in 1995 and updated in 2010. It has a setting for square stroke ends. The definition has also been translated to METATYPE1, so the rounded version is available in TrueType and OpenType too. A version of Constant Strokewidth OCR-B by Matthew Anderson has extended character coverage. It is available under CC-BY 4.0.

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  • Hebbian theory

    Hebbian theory

    Hebbian theory is a neuropsychological theory claiming that an increase in synaptic efficacy arises from a presynaptic cell's repeated and persistent stimulation of a postsynaptic cell. It is an attempt to explain synaptic plasticity, the adaptation of neurons during the learning process. Hebbian theory was introduced by Donald Hebb in his 1949 book The Organization of Behavior. The theory is also called Hebb's rule, Hebb's law, Hebb's postulate, and cell assembly theory. Hebb states it as follows: Let us assume that the persistence or repetition of a reverberatory activity (or "trace") tends to induce lasting cellular changes that add to its stability. ... When an axon of cell A is near enough to excite a cell B and repeatedly or persistently takes part in firing it, some growth process or metabolic change takes place in one or both cells such that A's efficiency, as one of the cells firing B, is increased. The theory is often summarized as "Neurons that fire together, wire together." However, Hebb emphasized that cell A needs to "take part in firing" cell B, and such causality can occur only if cell A fires just before, not at the same time as, cell B. This aspect of causation in Hebb's work foreshadowed what is now known about spike-timing-dependent plasticity, which requires temporal precedence. Hebbian theory attempts to explain associative or Hebbian learning, in which simultaneous activation of cells leads to pronounced increases in synaptic strength between those cells. It also provides a biological basis for errorless learning methods for education and memory rehabilitation. In the study of neural networks in cognitive function, it is often regarded as the neuronal basis of unsupervised learning. == Engrams, cell assembly theory, and learning == Hebbian theory provides an explanation for how neurons might connect to become engrams, which may be stored in overlapping cell assemblies, or groups of neurons that encode specific information. Initially created as a way to explain recurrent activity in specific groups of cortical neurons, Hebb's theories on the form and function of cell assemblies can be understood from the following: The general idea is an old one, that any two cells or systems of cells that are repeatedly active at the same time will tend to become 'associated' so that activity in one facilitates activity in the other. Hebb also wrote: When one cell repeatedly assists in firing another, the axon of the first cell develops synaptic knobs (or enlarges them if they already exist) in contact with the soma of the second cell. D. Alan Allport posits additional ideas regarding cell assembly theory and its role in forming engrams using the concept of auto-association, or the brain's ability to retrieve information based on a partial cue, described as follows: If the inputs to a system cause the same pattern of activity to occur repeatedly, the set of active elements constituting that pattern will become increasingly strongly inter-associated. That is, each element will tend to turn on every other element and (with negative weights) to turn off the elements that do not form part of the pattern. To put it another way, the pattern as a whole will become 'auto-associated'. We may call a learned (auto-associated) pattern an engram. Research conducted in the laboratory of Nobel laureate Eric Kandel has provided evidence supporting the role of Hebbian learning mechanisms at synapses in the marine gastropod Aplysia californica. Because synapses in the peripheral nervous system of marine invertebrates are much easier to control in experiments, Kandel's research found that Hebbian long-term potentiation along with activity-dependent presynaptic facilitation are both necessary for synaptic plasticity and classical conditioning in Aplysia californica. While research on invertebrates has established fundamental mechanisms of learning and memory, much of the work on long-lasting synaptic changes between vertebrate neurons involves the use of non-physiological experimental stimulation of brain cells. However, some of the physiologically relevant synapse modification mechanisms that have been studied in vertebrate brains do seem to be examples of Hebbian processes. One such review indicates that long-lasting changes in synaptic strengths can be induced by physiologically relevant synaptic activity using both Hebbian and non-Hebbian mechanisms. == Principles == In artificial neurons and artificial neural networks, Hebb's principle can be described as a method of determining how to alter the weights between model neurons. The weight between two neurons increases if the two neurons activate simultaneously, and reduces if they activate separately. Nodes that tend to be either both positive or both negative at the same time have strong positive weights, while those that tend to be opposite have strong negative weights. The following is a formulaic description of Hebbian learning (many other descriptions are possible): w i j = x i x j , {\displaystyle \,w_{ij}=x_{i}x_{j},} where w i j {\displaystyle w_{ij}} is the weight of the connection from neuron j {\displaystyle j} to neuron i {\displaystyle i} , and x i {\displaystyle x_{i}} is the input for neuron i {\displaystyle i} . This is an example of pattern learning, where weights are updated after every training example. In a Hopfield network, connections w i j {\displaystyle w_{ij}} are set to zero if i = j {\displaystyle i=j} (no reflexive connections allowed). With binary neurons (activations either 0 or 1), connections would be set to 1 if the connected neurons have the same activation for a pattern. When several training patterns are used, the expression becomes an average of the individuals: w i j = 1 p ∑ k = 1 p x i k x j k , {\displaystyle w_{ij}={\frac {1}{p}}\sum _{k=1}^{p}x_{i}^{k}x_{j}^{k},} where w i j {\displaystyle w_{ij}} is the weight of the connection from neuron j {\displaystyle j} to neuron i {\displaystyle i} , p {\displaystyle p} is the number of training patterns and x i k {\displaystyle x_{i}^{k}} the k {\displaystyle k} -th input for neuron i {\displaystyle i} . This is learning by epoch, with weights updated after all the training examples are presented and is last term applicable to both discrete and continuous training sets. Again, in a Hopfield network, connections w i j {\displaystyle w_{ij}} are set to zero if i = j {\displaystyle i=j} (no reflexive connections). A variation of Hebbian learning that takes into account phenomena such as blocking and other neural learning phenomena is the mathematical model of Harry Klopf. Klopf's model assumes that parts of a system with simple adaptive mechanisms can underlie more complex systems with more advanced adaptive behavior, such as neural networks. == Relationship to unsupervised learning, stability, and generalization == Because of the simple nature of Hebbian learning, based only on the coincidence of pre- and post-synaptic activity, it may not be intuitively clear why this form of plasticity leads to meaningful learning. However, it can be shown that Hebbian plasticity does pick up the statistical properties of the input in a way that can be categorized as unsupervised learning. This can be mathematically shown in a simplified example. Let us work under the simplifying assumption of a single rate-based neuron of rate y ( t ) {\displaystyle y(t)} , whose inputs have rates x 1 ( t ) . . . x N ( t ) {\displaystyle x_{1}(t)...x_{N}(t)} . The response of the neuron y ( t ) {\displaystyle y(t)} is usually described as a linear combination of its input, ∑ i w i x i {\displaystyle \sum _{i}w_{i}x_{i}} , followed by a response function f {\displaystyle f} : y = f ( ∑ i = 1 N w i x i ) . {\displaystyle y=f\left(\sum _{i=1}^{N}w_{i}x_{i}\right).} As defined in the previous sections, Hebbian plasticity describes the evolution in time of the synaptic weight w {\displaystyle w} : d w i d t = η x i y . {\displaystyle {\frac {dw_{i}}{dt}}=\eta x_{i}y.} Assuming, for simplicity, an identity response function f ( a ) = a {\displaystyle f(a)=a} , we can write d w i d t = η x i ∑ j = 1 N w j x j {\displaystyle {\frac {dw_{i}}{dt}}=\eta x_{i}\sum _{j=1}^{N}w_{j}x_{j}} or in matrix form: d w d t = η x x T w . {\displaystyle {\frac {d\mathbf {w} }{dt}}=\eta \mathbf {x} \mathbf {x} ^{T}\mathbf {w} .} As in the previous chapter, if training by epoch is done an average ⟨ … ⟩ {\displaystyle \langle \dots \rangle } over discrete or continuous (time) training set of x {\displaystyle \mathbf {x} } can be done: d w d t = ⟨ η x x T w ⟩ = η ⟨ x x T ⟩ w = η C w . {\displaystyle {\frac {d\mathbf {w} }{dt}}=\langle \eta \mathbf {x} \mathbf {x} ^{T}\mathbf {w} \rangle =\eta \langle \mathbf {x} \mathbf {x} ^{T}\rangle \mathbf {w} =\eta C\mathbf {w} .} where C = ⟨ x x T ⟩ {\displaystyle C=\langle \,\mathbf {x} \mathbf {x} ^{T}\rangle } is the correlation matrix of the input under the additional assumption that ⟨ x ⟩ = 0 {\displaystyle \langle \mathbf

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