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  • Color normalization

    Color normalization

    Color normalization is a topic in computer vision concerned with artificial color vision and object recognition. In general, the distribution of color values in an image depends on the illumination, which may vary depending on lighting conditions, cameras, and other factors. Color normalization allows for object recognition techniques based on color to compensate for these variations. == Main concepts == === Color constancy === Color constancy is a feature of the human internal model of perception, which provides humans with the ability to assign a relatively constant color to objects even under different illumination conditions. This is helpful for object recognition as well as identification of light sources in an environment. For example, humans see an object approximately as the same color when the sun is bright or when the sun is dim. === Applications === Color normalization has been used for object recognition on color images in the field of robotics, bioinformatics and general artificial intelligence, when it is important to remove all intensity values from the image while preserving color values. One example is in case of a scene shot by a surveillance camera over the day, where it is important to remove shadows or lighting changes on same color pixels and recognize the people that passed. Another example is automated screening tools used for the detection of diabetic retinopathy as well as molecular diagnosis of cancer states, where it is important to include color information during classification. == Known issues == The main issue about certain applications of color normalization is that the result looks unnatural or too distant from the original colors. In cases where there is a subtle variation between important aspects, this can be problematic. More specifically, the side effect can be that pixels become divergent and not reflect the actual color value of the image. A way of combating this issue is to use color normalization in combination with thresholding to correctly and consistently segment a colored image. == Transformations and algorithms == There is a vast array of different transformations and algorithms for achieving color normalization and a limited list is presented here. The performance of an algorithm is dependent on the task and one algorithm which performs better than another in one task might perform worse in another (no free lunch theorem). Additionally, the choice of the algorithm depends on the preferences of the user for the end-result, e.g. they may want a more natural-looking color image. === Grey world === The grey world normalization makes the assumption that changes in the lighting spectrum can be modelled by three constant factors applied to the red, green and blue channels of color. More specifically, a change in illuminated color can be modelled as a scaling α, β and γ in the R, G and B color channels and as such the grey world algorithm is invariant to illumination color variations. Therefore, a constancy solution can be achieved by dividing each color channel by its average value as shown in the following formula: ( α R , β G , γ B ) → ( α R α n ∑ i R , β G β n ∑ i G , γ B γ n ∑ i B ) {\displaystyle \left(\alpha R,\beta G,\gamma B\right)\rightarrow \left({\frac {\alpha R}{{\frac {\alpha }{n}}\sum _{i}R}},{\frac {\beta G}{{\frac {\beta }{n}}\sum _{i}G}},{\frac {\gamma B}{{\frac {\gamma }{n}}\sum _{i}B}}\right)} As mentioned above, grey world color normalization is invariant to illuminated color variations α, β and γ, however it has one important problem: it does not account for all variations of illumination intensity and it is not dynamic; when new objects appear in the scene it fails. To solve this problem there are several variants of the grey world algorithm. Additionally there is an iterative variation of the grey world normalization, however it was not found to perform significantly better. === Histogram equalization === Histogram equalization is a non-linear transform which maintains pixel rank and is capable of normalizing for any monotonically increasing color transform function. It is considered to be a more powerful normalization transformation than the grey world method. The results of histogram equalization tend to have an exaggerated blue channel and look unnatural, due to the fact that in most images the distribution of the pixel values is usually more similar to a Gaussian distribution, rather than uniform. === Histogram specification === Histogram specification transforms the red, green and blue histograms to match the shapes of three specific histograms, rather than simply equalizing them. It refers to a class of image transforms which aims to obtain images of which the histograms have a desired shape. As specified, firstly it is necessary to convert the image so that it has a particular histogram. Assume an image x. The following formula is the equalization transform of this image: y = f ( x ) = ∫ 0 x p x ( u ) d u {\displaystyle y=f(x)=\int \limits _{0}^{x}p_{x}(u)du} Then assume wanted image z. The equalization transform of this image is: y ′ = g ( z ) = ∫ 0 z p z ( u ) d u {\displaystyle y'=g(z)=\int \limits _{0}^{z}p_{z}(u)du} Of course p z ( u ) {\displaystyle p_{z}(u)} is the histogram of the output image. The formula to find the inverse of the above transform is: z = g − 1 ( y ′ ) {\displaystyle z=g^{-1}(y')} Therefore, since images y and y' have the same equalized histogram they are actually the same image, meaning y = y' and the transform from the given image x to the wanted image z is: z = g − 1 ( y ′ ) = g − 1 ( y ) = g − 1 ( f ( x ) ) {\displaystyle z=g^{-1}(y')=g^{-1}(y)=g^{-1}(f(x))} Histogram specification has the advantage of producing more realistic looking images, as it does not exaggerate the blue channel like histogram equalization. === Comprehensive Color Normalization === The comprehensive color normalization is shown to increase localization and object classification results in combination with color indexing. It is an iterative algorithm which works in two stages. The first stage is to use the red, green and blue color space with the intensity normalized, to normalize each pixel. The second stage is to normalize each color channel separately, so that the sum of the color components is equal to one third of the number of pixels. The iterations continue until convergence, meaning no additional changes. Formally: Normalize the color image f ( t ) = [ f i j ( t ) ] i = 1... N , j = 1... M {\displaystyle f^{(t)}=[f_{ij}^{(t)}]_{i=1...N,j=1...M}} which consists of color vectors f i j ( t ) = ( r i j ( t ) , g i j ( t ) , b i j ( t ) ) T . {\displaystyle f_{ij}^{(t)}=(r_{ij}^{(t)},g_{ij}^{(t)},b_{ij}^{(t)})^{T}.} For the first step explained above, compute: S i j := r i j ( t ) + g i j ( t ) + b i j ( t ) {\displaystyle S_{ij}:=r_{ij}^{(t)}+g_{ij}^{(t)}+b_{ij}^{(t)}} which leads to r i j ( t + 1 ) = r i j ( t ) S i j , g i j ( t + 1 ) = g i j ( t ) S i j {\displaystyle r_{ij}^{(t+1)}={\frac {r_{ij}^{(t)}}{S_{ij}}},g_{ij}^{(t+1)}={\frac {g_{ij}^{(t)}}{S_{ij}}}} and b i j ( t + 1 ) = b i j ( t ) S i j . {\displaystyle b_{ij}^{(t+1)}={\frac {b_{ij}^{(t)}}{S_{ij}}}.} For the second step explained above, compute: r ′ = 3 N M ∑ i = 1 N ∑ j = 1 M r i j ( t + 1 ) {\displaystyle r'={\frac {3}{NM}}\sum _{i=1}^{N}\sum _{j=1}^{M}r_{ij}^{(t+1)}} and normalize r i j ( t + 2 ) = r i j ( t + 1 ) r ′ . {\displaystyle r_{ij}^{(t+2)}={\frac {r_{ij}^{(t+1)}}{r'}}.} Of course the same process is done for b' and g'. Then these two steps are repeated until the changes between iteration t and t+2 are less than some set threshold. Comprehensive color normalization, just like the histogram equalization method previously mentioned, produces results that may look less natural due to the reduction in the number of color values.

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  • Qualification problem

    Qualification problem

    In philosophy and AI (especially, knowledge-based systems), the qualification problem is concerned with the impossibility of listing all the preconditions required for a real-world action to have its intended effect. It might be posed as how to deal with the things that prevent me from achieving my intended result. It is strongly connected to, and opposite the ramification side of, the frame problem. John McCarthy gives the following motivating example, in which it is impossible to enumerate all the circumstances that may prevent a robot from performing its ordinary function: [T]he successful use of a boat to cross a river requires, if the boat is a rowboat, that the oars and rowlocks be present and unbroken, and that they fit each other. Many other qualifications can be added, making the rules for using a rowboat almost impossible to apply, and yet anyone will still be able to think of additional requirements not yet stated.

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  • Diffbot

    Diffbot

    Diffbot is a developer of machine learning and computer vision algorithms and public APIs for extracting data from web pages / web scraping to create a knowledge base. == Overview == The company has gained interest from its application of computer vision technology to web pages, wherein it visually parses a web page for important elements and returns them in a structured format. In 2015 Diffbot announced it was working on its version of an automated "knowledge graph" by crawling the web and using its automatic web page extraction to build a large database of structured web data. In 2019 Diffbot released their Knowledge Graph which has since grown to include over two billion entities (corporations, people, articles, products, discussions, and more), and ten trillion "facts." == Features == The company's products allow software developers to analyze web home pages and article pages, and extract the "important information" while ignoring elements deemed not core to the primary content. In August 2012 the company released its Page Classifier API, which automatically categorizes web pages into specific "page types". As part of this, Diffbot analyzed 750,000 web pages shared on the social media service Twitter and revealed that photos, followed by articles and videos, are the predominant web media shared on the social network. In September 2020 the company released a Natural Language Processing API for automatically building Knowledge Graphs from text. The company raised $2 million in funding in May 2012 from investors including Andy Bechtolsheim and Sky Dayton. Diffbot's customers include Adobe, AOL, Cisco, DuckDuckGo, eBay, Instapaper, Microsoft, Onswipe and Springpad.

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  • National Security Memorandum on Artificial Intelligence

    National Security Memorandum on Artificial Intelligence

    The Memorandum on Advancing the United States' Leadership in Artificial Intelligence; Harnessing Artificial Intelligence to Fulfill National Security Objectives; and Fostering the Safety, Security, and Trustworthiness of Artificial Intelligence is a memorandum signed by U.S. president Joe Biden. The memorandum is described as seeking to advance U.S. leadership in the development of safe, secure, and trustworthy artificial intelligence (AI); enable the U.S. government to use AI for national security; and contribute to international AI governance.

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  • Clapper (service)

    Clapper (service)

    Clapper is an American short-form video-hosting service headquartered in Dallas, Texas. It was founded in 2020 by Edison Chen as an alternative for TikTok for mature audiences. The app is functionally similar to TikTok and includes tipping and e-commerce features. Following an influx of far-right content in early 2021, Clapper strengthened its moderation practices. It achieved 2 million monthly active users by 2023, and the number of downloads increased after a U.S. bill that would potentially ban TikTok in the country was signed in 2024. == History == With its offices in Dallas, Texas, Clapper was founded in July 2020 by Chinese-American entrepreneur Edison Chen. Chen considered that most online platforms, such as TikTok, were being targeted to young generations, such as Generation Z. He then concepted Clapper as a service with short-form content for mature audiences among Generation X and millennials, while not intending to compete directly with TikTok. Clapper averaged fewer than ten thousand daily active users during 2020, reaching 500 thousand downloads in the next year. Initially without paying for external advertising, the company raised about $3 million during a 2021 seed funding round. In 2023, the app reportedly reached about 300 to 400 thousand daily active users and 2 million monthly active users. The average user was between the ages of 35 and 55. Following the April 2024 signing of the Protecting Americans from Foreign Adversary Controlled Applications Act, which would potentially enact a ban on TikTok in the U.S. in January 2025, Clapper averaged 200 thousand weekly downloads. In 2025, before the day scheduled for the ban (January 19), TikTok users migrated to other apps. As a result, Clapper received 1.4 million new downloads in a week preceding the date. It was listed as the third most-downloaded free app on Apple's App Store on January 14, behind Xiaohongshu and Lemon8, and the term "TikTok refugee" became a trending term. == Features == Clapper presents similarities with TikTok in its layout, including "Following" and "For You" tabs with videos up to three minutes long that can be liked, commented on or shared. A "Clapback" feature allows users to create responses to videos from others. Users can create livestreams and chat rooms in the app. Users can tip Clapper creators through its Clapper Fam monetization feature, in place of in-app advertisements. The Clapper Shop allows for e-commerce between users. The service had distributed $10 million to its users in total by 2023, according to Clapper CEO Chen. == Content == Clapper includes a policy requiring users to be at least 17 years of age, although Clapper CEO Chen described that "there is no adult content" on the platform. Lindsay Dodgson of Business Insider described the content as generally outdated and "reminiscent of 'getting owned' compilations of the earlier internet." The Washington Post's Tatum Hunter characterized Clapper as including sexual or engagement baiting content more prevalently than TikTok. === Moderation === Clapper's team, which had fifteen employees in early 2021, initially stated it would not moderate content as strictly as TikTok and would mostly rely on user reports. Following that year's January 6 United States Capitol attack, far-right conservative videos promoting QAnon and anti-vaccine conspiracy theories appeared on Clapper's "For You" page to a substantial degree for weeks. The videos were made in protest against decisions by platforms, particularly TikTok, to ban such content. Clapper's team stated in January 10 that its rules prohibiting incitements to violence would be strictly enforced. By February, videos and accounts promoting the conspiracy theories had been removed, and QAnon-related content was banned permanently. Clapper's team hired more content auditors and implemented moderation by artificial intelligence for further community guideline violations.

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  • ChipTest

    ChipTest

    ChipTest was a 1985 chess playing computer built by Feng-hsiung Hsu, Thomas Anantharaman and Murray Campbell at Carnegie Mellon University. It is the predecessor of Deep Thought which in turn evolved into Deep Blue. == History == ChipTest was based on a special VLSI-technology move generator chip developed by Hsu. ChipTest was controlled by a Sun-3/160 workstation and capable of searching approximately 50,000 moves per second. Hsu and Anantharaman entered ChipTest in the 1986 North American Computer Chess Championship, and it was only partially tested when the tournament began. It lost its first two rounds, but finished with an even score. In August 1987, ChipTest was overhauled and renamed ChipTest-M, M standing for microcode. The new version had eliminated ChipTest's bugs and was ten times faster, searching 500,000 moves per second and running on a Sun-4 workstation. ChipTest-M won the North American Computer Chess Championship in 1987 with a 4–0 sweep. ChipTest was invited to play in the 1987 American Open, but the team did not enter due to an objection by the HiTech team, also from Carnegie Mellon University. HiTech and ChipTest shared some code, and Hitech was already playing in the tournament. The two teams became rivals. Designing and implementing ChipTest revealed many possibilities for improvement, so the designers started on a new machine. Deep Thought 0.01 was created in May 1988 and the version 0.02 in November the same year. This new version had two customized VLSI chess processors and it was able to search 720,000 moves per second. With the "0.02" dropped from its name, Deep Thought won the World Computer Chess Championship with a perfect 5–0 score in 1989.

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  • IEEE Transactions on Pattern Analysis and Machine Intelligence

    IEEE Transactions on Pattern Analysis and Machine Intelligence

    IEEE Transactions on Pattern Analysis and Machine Intelligence (sometimes abbreviated as IEEE PAMI or simply PAMI) is a monthly peer-reviewed scientific journal published by the IEEE Computer Society. == Background == The journal covers research in computer vision and image understanding, pattern analysis and recognition, machine intelligence, machine learning, search techniques, document and handwriting analysis, medical image analysis, video and image sequence analysis, content-based retrieval of image and video, and face and gesture recognition. The editor-in-chief is Kyoung Mu Lee (Seoul National University). According to the Journal Citation Reports, the journal has a 2023 impact factor of 20.8.

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  • Geopolitical ontology

    Geopolitical ontology

    The FAO geopolitical ontology is an ontology developed by the Food and Agriculture Organization of the United Nations (FAO) to describe, manage and exchange data related to geopolitical entities such as countries, territories, regions and other similar areas. == Definitions and examples == An ontology is a kind of dictionary that describes information in a certain domain using concepts and relationships. It is often implemented using OWL (Web Ontology Language), an XML-based standard language that can be interpreted by computers. A Concept is defined as abstract knowledge. For example, in the geopolitical ontology a non-self-governing territory and a geographical group are concepts. Concepts are explicitly implemented in the ontology with individuals and classes: An individual is defined as an object perceived from the real world. In the geopolitical domain Ethiopia and the least developed countries group are individuals. A class is defined as a set of individuals sharing common properties. In the geopolitical domain, Ethiopia, Republic of Korea and Italy are individuals of the class self-governing territory; and least developed countries is an individual of the class special group. Relationships between concepts are explicitly implemented by: Object properties between individuals of two classes. For example, has member and is in group properties, as shown in Figure 1. Datatype properties between individuals and literals or XML datatypes. For example, the individual Afghanistan has the datatype property CodeISO3 with the value "AFG". Restrictions in classes and/or properties. For example, the property official English name of the class self-governing territory has been restricted to have only one value, this means that a self-governing territory (or country) can only have one internationally recognized official English name. The advantage of describing information in an ontology is that it enables to acquire domain knowledge by defining hierarchical structures of classes, adding individuals, setting object properties and datatype properties, and assigning restrictions. == FAO ontology == The geopolitical ontology provides names in seven languages (Arabic, Chinese, French, English, Spanish, Russian and Italian) and identifiers in various international coding systems (ISO2, ISO3, AGROVOC, FAOSTAT, FAOTERM, GAUL, UN, UNDP and DBPediaID codes) for territories and groups. Moreover, the FAO geopolitical ontology tracks historical changes from 1985 up until today; provides geolocation (geographical coordinates); implements relationships among countries and countries, or countries and groups, including properties such as has border with, is predecessor of, is successor of, is administered by, has members, and is in group; and disseminates country statistics including country area, land area, agricultural area, GDP or population. The FAO geopolitical ontology provides a structured description of data sources. This includes: source name, source identifier, source creator and source's update date. Concepts are described using the Dublin Core vocabulary In summary, the main objectives of the FAO geopolitical ontology are: To provide the most updated geopolitical information (names, codes, relationships, statistics) To track historical changes in geopolitical information To improve information management and facilitate standardized data sharing of geopolitical information To demonstrate the benefits of the geopolitical ontology to improve interoperability of corporate information systems It is possible to download the FAO geopolitical ontology in OWL and RDF formats. Documentation is available in the FAO Country Profiles Geopolitical information web page. == Features of the FAO ontology == The geopolitical ontology contains : Area types: Territories: self-governing, non-self-governing, disputed, other. Groups: organizations, geographic, economic and special groups. Names (official, short and names for lists) in Arabic, Chinese, English, French, Spanish, Russian and Italian. International codes: UN code – M49, ISO 3166 Alpha-2 and Alpha-3, UNDP code, GAUL code, FAOSTAT, AGROVOC FAOTERM and DBPediaID. Coordinates: maximum latitude, minimum latitude, maximum longitude, minimum longitude. Basic country statistics: country area, land area, agricultural area, GDP, population. Currency names and codes. Adjectives of nationality. Relations: Groups membership. Neighbours (land border), administration of non-self-governing. Historic changes: predecessor, successor, valid since, valid until. == Implementation into OWL == The FAO geopolitical ontology is implemented in OWL. It consists of classes, properties, individuals and restrictions. Table 1 shows all classes, gives a brief description and lists some individuals that belong to each class. Note that the current version of the geopolitical ontology does not provide individuals of the class "disputed" territories. Table 2 and Table 3 illustrate datatype properties and object properties. == Geopolitical ontology in Linked Open Data == The FAO Geopolitical ontology is embracing the W3C Linked Open Data (LOD) initiative and released its RDF version of the geopolitical ontology in March 2011. The term 'Linked Open Data' refers to a set of best practices for publishing and connecting structured data on the Web. The key technologies that support Linked Data are URIs, HTTP and RDF. The RDF version of the geopolitical ontology is compliant with all Linked data principles to be included in the Linked Open Data cloud, as explained in the following. == Resolvable http:// URIs == Every resource in the OWL format of the FAO Geopolitical Ontology has a unique URI. Dereferenciation was implemented to allow for three different URIs to be assigned to each resource as follows: URI identifying the non-information resource Information resource with an RDF/XML representation Information resource with an HTML representation In addition the current URIs used for OWL format needed to be kept to allow for backwards compatibility for other systems that are using them. Therefore, the new URIs for the FAO Geopolitical Ontology in LOD were carefully created, using “Cool URIs for Semantic Web” and considering other good practices for URIs, such as DBpedia URIs. == New URIs == The URIs of the geopolitical ontology need to be permanent, consequently all transient information, such as year, version, or format was avoided in the definition of the URIs. The new URIs can be accessed For example, for the resource “Italy” the URIs are the following: http://www.fao.org/countryprofiles/geoinfo/geopolitical/resource/Italy identifies the non-information resource. http://www.fao.org/countryprofiles/geoinfo/geopolitical/data/Italy identifies the resource with an RDF/XML representation. http://www.fao.org/countryprofiles/geoinfo/geopolitical/page/Italy identifies the information resource with an HTML representation. In addition, “owl:sameAs” is used to map the new URIs to the OWL representation. == Dereferencing URIs == When a non-information resource is looked up without any specific representation format, then the server needs to redirect the request to information resource with an HTML representation. For example, to retrieve the resource “Italy”, which is a non-information resource, the server redirects to the HTML page of “Italy”. == At least 1000 triples in the datasets == The total number of triple statements in FAO Geopolitical Ontology is 22,495. At least 50 links to a dataset already in the current LOD Cloud: FAO Geopolitical Ontology has 195 links to DBpedia, which is already part of the LOD Cloud. == Access to the entire dataset == FAO Geopolitical Ontology provides the entire dataset as a RDF dump. The RDF version of the FAO Geopolitical Ontology has been already registered in CKAN and it was requested to add it into the LOD Cloud. == Example of use == The FAO Country Profiles is an information retrieval tool which groups the FAO's vast archive of information on its global activities in agriculture and rural development in one single area and catalogues it exclusively by country. The FAO Country Profiles system provides access to country-based heterogeneous data sources. By using the geopolitical ontology in the system, the following benefits are expected: Enhanced system functionality for content aggregation and synchronization from the multiple source repositories. Improved information access and browsing through comparison of data in neighbor countries and groups. Figure 3 shows a page in the FAO Country Profiles where the geopolitical ontology is described.

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  • TIMIT

    TIMIT

    TIMIT is a corpus of phonemically and lexically transcribed speech of American English speakers of different sexes and dialects. Each transcribed element has been delineated in time. TIMIT was designed to further acoustic-phonetic knowledge and automatic speech recognition systems. It was commissioned by DARPA and corpus design was a joint effort between the Massachusetts Institute of Technology, SRI International, and Texas Instruments (TI). The speech was recorded at TI, transcribed at MIT, and verified and prepared for publishing by the National Institute of Standards and Technology (NIST). There is also a telephone bandwidth version called NTIMIT (Network TIMIT). TIMIT and NTIMIT are not freely available — either membership of the Linguistic Data Consortium, or a monetary payment, is required for access to the dataset. == Data == TIMIT contains ~5 hours of speech, of 10 sentences spoken by each of 630 speakers. The sentences were randomly sampled from a corpus of 2342 sentences. The speakers were native speakers of American English, classified under 8 major dialect regions: New England, Northern, North Midland, South Midland, Southern, New York City, Western, Army Brat (moved around). The speakers were 70% male and 30% female. Recordings were made in a noise-isolated recording booth at Texas Instrument, using a semi-automatic computer system (STEROIDS) to control the presentation of prompts to the speaker and the recording. Two-channel recordings were made using a Sennheiser HMD 414 headset-mounted microphone and a Brüel & Kjær 1/2" far-field pressure microphone (#4165). The speech was digitized at a sample rate of 20 kHz then and downsampled to 16 kHz. == History == The TIMIT telephone corpus was an early attempt to create a database with speech samples. It was published in the year 1988 on CD-ROM and consists of only 10 sentences per speaker. Two 'dialect' sentences were read by each speaker, as well as another 8 sentences selected from a larger set Each sentence averages 3 seconds long and is spoken by 630 different speakers. It was the first notable attempt in creating and distributing a speech corpus and the overall project has produced costs of 1.5 million US$. An update was released in October 1990. It included full 630-speaker corpus; checked and corrected transcriptions; word-alignment transcriptions; NIST SPHERE-headered waveform files and header manipulation software; phonemic dictionary; new test and training subsets balanced for dialectal and phonetic coverage; more extensive documentation. The full name of the project is DARPA-TIMIT Acoustic-Phonetic Continuous Speech Corpus and the acronym TIMIT stands for Texas Instruments/Massachusetts Institute of Technology. The main reason why a corpus of telephone speech was created was to train speech recognition software. In the Blizzard challenge, different software has the obligation to convert audio recordings into textual data and the TIMIT corpus was used as a standardized baseline.

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  • Issue tree

    Issue tree

    An issue tree, also called logic tree, is a graphical breakdown of a question that dissects it into its different components vertically and that progresses into details as it reads to the right. Issue trees are useful in problem solving to identify the root causes of a problem as well as to identify its potential solutions. They also provide a reference point to see how each piece fits into the whole picture of a problem. == Types == According to professor of strategy Arnaud Chevallier, elaborating an approach used at McKinsey & Company, there are two types of issue trees: diagnostic ones and solution ones. Diagnostic trees break down a "why" key question, identifying all the possible root causes for the problem. Solution trees break down a "how" key question, identifying all the possible alternatives to fix the problem. == Rules == Four basic rules can help ensure that issue trees are optimal, according to Chevallier: Consistently answer a "why" or a "how" question Progress from the key question to the analysis as it moves to the right Have branches that are mutually exclusive and collectively exhaustive (MECE) Use an insightful breakdown The requirement for issue trees to be collectively exhaustive implies that divergent thinking is a critical skill. == Applications == === In management interviews === Issue trees are used to answer questions in case interviews for management consulting positions. A quantitative type of question, the market sizing question, requires the interviewee to estimate the size of a data group such as a specific segment of a population, an amount of objects, a company's revenues, or similar. The candidates are expected to use a structured and logical method of arriving at their answer, and using an issue tree provides a diagram to aid the candidate's logical reasoning. Issue trees are used for other types of case interview questions as well.

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  • Catastrophic interference

    Catastrophic interference

    Catastrophic interference, also known as catastrophic forgetting, is the tendency of an artificial neural network to abruptly and drastically forget previously learned information upon learning new information. Neural networks are an important part of the connectionist approach to cognitive science. The issue of catastrophic interference when modeling human memory with connectionist models was originally brought to the attention of the scientific community by research from McCloskey and Cohen (1989), and Ratcliff (1990). It is a radical manifestation of the 'sensitivity-stability' dilemma or the 'stability-plasticity' dilemma. Specifically, these problems refer to the challenge of making an artificial neural network that is sensitive to, but not disrupted by, new information. Lookup tables and connectionist networks lie on the opposite sides of the stability plasticity spectrum. The former remains completely stable in the presence of new information but lacks the ability to generalize, i.e. infer general principles, from new inputs. On the other hand, connectionist networks like the standard backpropagation network can generalize to unseen inputs, but they are sensitive to new information. Backpropagation models can be analogized to human memory insofar as they have a similar ability to generalize, but these networks often exhibit less stability than human memory. Notably, these backpropagation networks are susceptible to catastrophic interference. This is an issue when modelling human memory, because unlike these networks, humans typically do not show catastrophic forgetting. == Discovery == The term catastrophic interference was originally coined by McCloskey and Cohen (1989) but was also brought to the attention of the scientific community by research from Ratcliff (1990). === The Sequential Learning Problem: McCloskey and Cohen (1989) === McCloskey and Cohen (1989) noted the problem of catastrophic interference during two different experiments with backpropagation neural network modelling. Experiment 1: Learning the ones and twos addition facts In their first experiment they trained a standard backpropagation neural network on a single training set consisting of 17 single-digit ones problems (i.e., 1 + 1 through 9 + 1, and 1 + 2 through 1 + 9) until the network could represent and respond properly to all of them. The error between the actual output and the desired output steadily declined across training sessions, which reflected that the network learned to represent the target outputs better across trials. Next, they trained the network on a single training set consisting of 17 single-digit twos problems (i.e., 2 + 1 through 2 + 9, and 1 + 2 through 9 + 2) until the network could represent, respond properly to all of them. They noted that their procedure was similar to how a child would learn their addition facts. Following each learning trial on the twos facts, the network was tested for its knowledge on both the ones and twos addition facts. Like the ones facts, the twos facts were readily learned by the network. However, McCloskey and Cohen noted the network was no longer able to properly answer the ones addition problems even after one learning trial of the twos addition problems. The output pattern produced in response to the ones facts often resembled an output pattern for an incorrect number more closely than the output pattern for a correct number. This is considered to be a drastic amount of error. Furthermore, the problems 2+1 and 1+2, which were included in both training sets, even showed dramatic disruption during the first learning trials of the twos facts. Experiment 2: Replication of Barnes and Underwood (1959) study In their second connectionist model, McCloskey and Cohen attempted to replicate the study on retroactive interference in humans by Barnes and Underwood (1959). They trained the model on A-B and A-C lists and used a context pattern in the input vector (input pattern), to differentiate between the lists. Specifically the network was trained to respond with the right B response when shown the A stimulus and A-B context pattern and to respond with the correct C response when shown the A stimulus and the A-C context pattern. When the model was trained concurrently on the A-B and A-C items then the network readily learned all of the associations correctly. In sequential training the A-B list was trained first, followed by the A-C list. After each presentation of the A-C list, performance was measured for both the A-B and A-C lists. They found that the amount of training on the A-C list in Barnes and Underwood study that lead to 50% correct responses, lead to nearly 0% correct responses by the backpropagation network. Furthermore, they found that the network tended to show responses that looked like the C response pattern when the network was prompted to give the B response pattern. This indicated that the A-C list apparently had overwritten the A-B list. This could be likened to learning the word dog, followed by learning the word stool and then finding that you think of the word stool when presented with the word dog. McCloskey and Cohen tried to reduce interference through a number of manipulations including changing the number of hidden units, changing the value of the learning rate parameter, overtraining on the A-B list, freezing certain connection weights, changing target values 0 and 1 instead 0.1 and 0.9. However, none of these manipulations satisfactorily reduced the catastrophic interference exhibited by the networks. Overall, McCloskey and Cohen (1989) concluded that: at least some interference will occur whenever new learning alters the weights involved in representing old learning the greater the amount of new learning, the greater the disruption in old knowledge interference was catastrophic in the backpropagation networks when learning was sequential but not concurrent === Constraints Imposed by Learning and Forgetting Functions: Ratcliff (1990) === Ratcliff (1990) used multiple sets of backpropagation models applied to standard recognition memory procedures, in which the items were sequentially learned. After inspecting the recognition performance models he found two major problems: Well-learned information was catastrophically forgotten as new information was learned in both small and large backpropagation networks. Even one learning trial with new information resulted in a significant loss of the old information, paralleling the findings of McCloskey and Cohen (1989). Ratcliff also found that the resulting outputs were often a blend of the previous input and the new input. In larger networks, items learned in groups (e.g. AB then CD) were more resistant to forgetting than were items learned singly (e.g. A then B then C...). However, the forgetting for items learned in groups was still large. Adding new hidden units to the network did not reduce interference. Discrimination between the studied items and previously unseen items decreased as the network learned more. This finding contradicts studies on human memory, which indicated that discrimination increases with learning. Ratcliff attempted to alleviate this problem by adding 'response nodes' that would selectively respond to old and new inputs. However, this method did not work as these response nodes would become active for all inputs. A model which used a context pattern also failed to increase discrimination between new and old items. == Proposed solutions == The main cause of catastrophic interference seems to be overlap in the representations at the hidden layer of distributed neural networks. In a distributed representation, each input tends to create changes in the weights of many of the nodes. Catastrophic forgetting occurs because when many of the weights where "knowledge is stored" are changed, it is unlikely for prior knowledge to be kept intact. During sequential learning, the inputs become mixed, with the new inputs being superimposed on top of the old ones. Another way to conceptualize this is by visualizing learning as a movement through a weight space. This weight space can be likened to a spatial representation of all of the possible combinations of weights that the network could possess. When a network first learns to represent a set of patterns, it finds a point in the weight space that allows it to recognize all of those patterns. However, when the network then learns a new set of patterns, it will move to a place in the weight space for which the only concern is the recognition of the new patterns. To recognize both sets of patterns, the network must find a place in the weight space suitable for recognizing both the new and the old patterns. Below are a number of techniques which have empirical support in successfully reducing catastrophic interference in backpropagation neural networks: === Orthogonality === Many of the early techniques in reducing representational overlap involved making either the input vecto

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  • Dr.Fill

    Dr.Fill

    Dr.Fill is a computer program that solves American-style crossword puzzles. It was developed by Matt Ginsberg and described by Ginsberg in an article in the Journal of Artificial Intelligence Research. Ginsberg claims in that article that Dr.Fill is among the top fifty crossword solvers in the world. == History == Dr.Fill participated in the 2012 American Crossword Puzzle Tournament, finishing 141st of approximately 650 entrants with a total score of just over 10,000 points. The appearance led to a variety of descriptions of Dr.Fill in the popular press, including The Economist, the San Francisco Chronicle and Gizmodo. A description of Dr.Fill appeared on the front page of the March 17, 2012 New York Times. Dr.Fill's score in 2013 improved to 10,550, which would have earned it 92nd place. Videos of the program solving the problems from the tournament are available on YouTube. The score in 2014 improved further to 10,790, which would have tied for 67th place. A video of the program solving the first six puzzles from that tournament, together with a talk given by Ginsberg describing its performance, can be found on YouTube. Dr.Fill has largely continued to improve since the 2014 event. In 2015, it scored 10,920 points and finished in 55th place. In 2016, it scored 11,205 points and finished in 41st place. In 2017, it scored 11,795 and finished in 11th place. In 2018, it scored 10,740 points, dropping to 78th place. Dr.Fill returned to "form" in 2019, once again scoring 11,795 and finishing in 14th place. The 2020 ACPT was cancelled due to COVID-19, and Dr.Fill participated as a non-competitor in the Boswords tournament instead. The program outperformed the humans, scoring 11,218 points (fast solves with a total of one mistake) while the best scoring human scored 10,994 points (slower solves but no mistakes). The 2021 ACPT was virtual, again due to COVID-19. The Dr.Fill effort was joined by the Berkeley NLP Group, creating a hybrid system named Berkeley Crossword Solver, and Dr.Fill won the main event, scoring 12,825 points with Erik Agard, the highest scoring human, scoring 12,810 points. The tournament was won by Tyler Hinman (12,760 points), who completed the championship puzzle perfectly in three minutes. Dr.Fill also completed that puzzle perfectly, but in 49 seconds. After winning the tournament, Ginsberg announced on August 8, 2021, that both he and Dr.Fill would be retiring from crosswords. == Algorithm == As described by Ginsberg, Dr.Fill works by converting a crossword to a weighted constraint satisfaction problem and then attempting to maximize the probability that the fill is correct. Probabilities for individual words or phrases in the puzzle are computed using relatively simple statistical techniques based on features such as previous appearances of the clue, number of Google hits for the fill, and so on. In doing this, Dr.Fill is attempting to solve a problem similar to that tackled by the Jeopardy!-playing program Watson; Dr.Fill runs on a laptop instead of a supercomputer and Ginsberg remarks that Watson is far more effective than Dr.Fill at solving this portion of the problem. Instead of computational horsepower, Dr.Fill relies on the constraints provided by crossing words to refine its answers. A variety of techniques from artificial intelligence are applied to attempt to find the most likely fill. These include a small amount of lookahead, limited discrepancy search, and postprocessing. Ginsberg remarks that postprocessing was chosen over branch and bound because the two techniques are mutually incompatible and postprocessing was found to be more effective in this domain.

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  • List of video editing software

    List of video editing software

    The following is a list of video editing software. The criterion for inclusion in this list is the ability to perform non-linear video editing. Most modern transcoding software supports transcoding a portion of a video clip, which would count as cropping and trimming. However, items in this article have one of the following conditions: Can perform other non-linear video editing function such as montage or compositing Can do the trimming or cropping without transcoding == Free (libre) or open-source == The software listed in this section is either free software or open source, and may or may not be commercial. === Active and stable === === Inactive === == Proprietary (non-commercial) == The software listed in this section is proprietary, and freeware or freemium. === Active === === Discontinued === == Proprietary (commercial) == The software listed in this section is proprietary and commercial. === Active === === Discontinued ===

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  • AlphaGeometry

    AlphaGeometry

    AlphaGeometry is an artificial intelligence (AI) program that can solve hard problems in Euclidean geometry. The system comprises a data-driven large language model (LLM) and a rule-based symbolic engine (Deductive Database Arithmetic Reasoning). It was developed by DeepMind, a subsidiary of Google. The program solved 25 geometry problems out of 30 from the International Mathematical Olympiad (IMO) under competition time limits—a performance almost as good as the average human gold medallist. For comparison, the previous AI program, called Wu's method, managed to solve only 10 problems. DeepMind published a paper about AlphaGeometry in the peer-reviewed journal Nature on 17 January 2024. AlphaGeometry was featured in MIT Technology Review on the same day. Traditional geometry programs are symbolic engines that rely exclusively on human-coded rules to generate rigorous proofs, which makes them lack flexibility in unusual situations. AlphaGeometry combines such a symbolic engine with a specialized large language model trained on synthetic data of geometrical proofs. When the symbolic engine doesn't manage to find a formal and rigorous proof on its own, it solicits the large language model, which suggests a geometrical construct to move forward. However, it is unclear how applicable this method is to other domains of mathematics or reasoning, because symbolic engines rely on domain-specific rules and because of the need for synthetic data. == AlphaGeometry 2 == AlphaGeometry 2 is an improved version of AlphaGeometry, published on February 5, 2025. They added more features to the representation language to describe more geometry problems that involve movements of objects, and problems containing linear equations of angles, ratios, and distances. They targeted IMO geometry questions from 2000 to 2024. The expanded representation language allowed them to cover 88% of the questions. It uses Gemini finetuned on a synthetically generated dataset of problems and solutions in the representation language. The model is used for making auxiliary constructions like lines and points, to help the tree search. It is also used for autoformalization, i.e. converting a problem in English to a problem in the representation language.

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  • Script theory

    Script theory

    Script theory is a psychological theory which posits that human behaviour largely falls into patterns called scripts because they function the way a written script does, by providing a program for action. Silvan Tomkins created script theory as a further development of his affect theory, which regards human beings' emotional responses to stimuli as falling into categories called affects: he noticed that the purely biological response of affect may be followed by awareness and by what we cognitively do in terms of acting on that affect, so that more was needed to produce a complete explanation of what he called human being theory. These scripts fall under the larger cognitive concept called schemas, which are organized chunks of information. A schema is a script that has the potential to lack the specificity of the sequence of events. A schema becomes a script is when there is an ordering to it that requires action, such as the process of starting a car (get in, put on the seatbelt, turn the car on, release the emergency brake, etc.). In script theory, the basic unit of analysis is called a scene, defined as a sequence of events linked by the affects triggered during the experience of those events. Tomkins recognized that affective experiences fall into patterns that we may group together according to criteria, such as the types of persons and places involved and the degree of intensity of the effect experienced—the patterns of which constitute scripts that inform behavior in an effort to maximize positive affect and to minimize negative affect. == In artificial intelligence == Roger Schank, Robert P. Abelson and their research group extended Tomkins' scripts and used them in early artificial intelligence work as a method of representing procedural knowledge. In their work, scripts are very much like frames, except the values that fill the slots must be ordered. A script is a structured representation describing a stereotyped sequence of events in a particular context. Scripts are used in natural-language understanding systems to organize a knowledge base in terms of the situations that the system should understand. The classic example of a script involves the typical sequence of events that occur when a person drinks in a restaurant: finding a seat, reading the menu, ordering drinks from the waitstaff, etc. In the script form, these would be decomposed into conceptual transitions, such as MTRANS and PTRANS, which refer to mental transitions [of information] and physical transitions [of things]. Schank, Abelson and their colleagues tackled some of the most difficult problems in artificial intelligence (i.e., story understanding), but ultimately their line of work ended without tangible success. This type of work received little attention after the 1980s, but became very influential in later knowledge representation techniques, such as case-based reasoning. Scripts can be inflexible. To deal with inflexibility, smaller modules called memory organization packets (MOP) can be combined in a way that is appropriate for the situation.

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