AI Tools For Ecommerce

AI Tools For Ecommerce — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Fillrate

    Fillrate

    In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing unit (GPU) of a video card. A similar concept, texture fillrate, refers to the number of texture map elements (texels) the GPU can map to pixels in one second. Texture fillrate is obtained by multiplying the number of texture mapping units (TMUs) by the clock frequency of the GPU. Texture fillrates are given in mega or gigatexels per second. However, there is no full agreement on how to calculate and report fillrates. Another possible method is to multiply the number of pixel pipelines by the GPU's clock frequency. The results of these multiplications correspond to a theoretical number. The actual fillrate depends on many other factors. In the past, the fillrate has been used as an indicator of performance by video card manufacturers such as ATI and NVIDIA, however, the importance of the fillrate as a measurement of performance has declined as the bottleneck in graphics applications has shifted. For example, today, the number and speed of unified shader processing units has gained attention. Although fillrate doesn't provide a substantial bottleneck in games, it can still provide a bottleneck for certain parts of the game, for example applying a gaussian blur can be bottlenecked by fillrate. Scene complexity can be increased by overdrawing, which happens when an object is drawn to the frame buffer, and another object (such as a wall) is then drawn on top of it, covering it up. The time spent drawing the first object is thus wasted because it is not visible. When a sequence of scenes is extremely complex (many pixels have to be drawn for each scene), the frame rate for the sequence may drop. When designing graphics intensive applications, one can determine whether the application is fillrate-limited (or shader limited) by seeing if the frame rate increases dramatically when the application runs at a lower resolution or in a smaller window. Although this is not a full-proof method, modern videogame engines can dynamically reduce the level-of-detail required and thereby reducing fillrate-limited applications. The best way to find fillrate bottlenecks is to use GPU vendor software like NVIDIA Nsight Graphics, AMD Radeon GPU Profile and the Intel Graphics Performance Analyzers.

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  • Differential evolution

    Differential evolution

    Differential evolution (DE) is an evolutionary algorithm to optimize a problem by iteratively trying to improve a candidate solution with regard to a given measure of quality. Such methods are commonly known as metaheuristics as they make few or no assumptions about the optimized problem and can search very large spaces of candidate solutions. However, metaheuristics such as DE do not guarantee an optimal solution is ever found. DE is used for multidimensional real-valued functions but does not use the gradient of the problem being optimized, which means DE does not require the optimization problem to be differentiable, as is required by classic optimization methods such as gradient descent and quasi-newton methods. DE can therefore also be used on optimization problems that are not even continuous, are noisy, change over time, etc. DE optimizes a problem by maintaining a population of candidate solutions and creating new candidate solutions by combining existing ones according to its simple formulae, and then keeping whichever candidate solution has the best score or fitness on the optimization problem at hand. In this way, the optimization problem is treated as a black box that merely provides a measure of quality given a candidate solution and the gradient is therefore not needed. == History == Storn and Price introduced Differential Evolution in 1995. Books have been published on theoretical and practical aspects of using DE in parallel computing, multiobjective optimization, constrained optimization, and the books also contain surveys of application areas. Surveys on the multi-faceted research aspects of DE can be found in journal articles. == Algorithm == A basic variant of the DE algorithm works by having a population of candidate solutions (called agents). These agents are moved around in the search-space by using simple mathematical formulae to combine the positions of existing agents from the population. If the new position of an agent is an improvement then it is accepted and forms part of the population, otherwise the new position is simply discarded. The process is repeated and by doing so it is hoped, but not guaranteed, that a satisfactory solution will eventually be discovered. Formally, let f : R n → R {\displaystyle f:\mathbb {R} ^{n}\to \mathbb {R} } be the fitness function which must be minimized (note that maximization can be performed by considering the function h := − f {\displaystyle h:=-f} instead). The function takes a candidate solution as argument in the form of a vector of real numbers. It produces a real number as output which indicates the fitness of the given candidate solution. The gradient of f {\displaystyle f} is not known. The goal is to find a solution m {\displaystyle \mathbf {m} } for which f ( m ) ≤ f ( p ) {\displaystyle f(\mathbf {m} )\leq f(\mathbf {p} )} for all p {\displaystyle \mathbf {p} } in the search-space, which means that m {\displaystyle \mathbf {m} } is the global minimum. Let x ∈ R n {\displaystyle \mathbf {x} \in \mathbb {R} ^{n}} designate a candidate solution (agent) in the population. The basic DE algorithm can then be described as follows: Choose the parameters NP ≥ 4 {\displaystyle {\text{NP}}\geq 4} , CR ∈ [ 0 , 1 ] {\displaystyle {\text{CR}}\in [0,1]} , and F ∈ [ 0 , 2 ] {\displaystyle F\in [0,2]} . NP : NP {\displaystyle {\text{NP}}} is the population size, i.e. the number of candidate agents or "parents". CR : The parameter CR ∈ [ 0 , 1 ] {\displaystyle {\text{CR}}\in [0,1]} is called the crossover probability. F : The parameter F ∈ [ 0 , 2 ] {\displaystyle F\in [0,2]} is called the differential weight. Typical settings are N P = 10 n {\displaystyle NP=10n} , C R = 0.9 {\displaystyle CR=0.9} and F = 0.8 {\displaystyle F=0.8} . Optimization performance may be greatly impacted by these choices; see below. Initialize all agents x {\displaystyle \mathbf {x} } with random positions in the search-space. Until a termination criterion is met (e.g. number of iterations performed, or adequate fitness reached), repeat the following: For each agent x {\displaystyle \mathbf {x} } in the population do: Pick three agents a , b {\displaystyle \mathbf {a} ,\mathbf {b} } , and c {\displaystyle \mathbf {c} } from the population at random, they must be distinct from each other as well as from agent x {\displaystyle \mathbf {x} } . ( a {\displaystyle \mathbf {a} } is called the "base" vector.) Pick a random index R ∈ { 1 , … , n } {\displaystyle R\in \{1,\ldots ,n\}} where n {\displaystyle n} is the dimensionality of the problem being optimized. Compute the agent's potentially new position y = [ y 1 , … , y n ] {\displaystyle \mathbf {y} =[y_{1},\ldots ,y_{n}]} as follows: For each i ∈ { 1 , … , n } {\displaystyle i\in \{1,\ldots ,n\}} , pick a uniformly distributed random number r i ∼ U ( 0 , 1 ) {\displaystyle r_{i}\sim U(0,1)} If r i < C R {\displaystyle r_{i} Read more →

  • Jpred

    Jpred

    Jpred v.4 is the latest version of the JPred Protein Secondary Structure Prediction Server which provides predictions by the JNet algorithm, one of the most accurate methods for secondary structure prediction, that has existed since 1998 in different versions. In addition to protein secondary structure, JPred also makes predictions of solvent accessibility and coiled-coil regions. The JPred service runs up to 134 000 jobs per month and has carried out over 2 million predictions in total for users in 179 countries. == JPred 2 == The static HTML pages of JPred 2 are still available for reference. == JPred 3 == The JPred v3 followed on from previous versions of JPred developed and maintained by James Cuff and Jonathan Barber (see JPred References). This release added new functionality and fixed many bugs. The highlights are: New, friendlier user interface Retrained and optimised version of Jnet (v2) - mean secondary structure prediction accuracy of >81% Batch submission of jobs Better error checking of input sequences/alignments Predictions now (optionally) returned via e-mail Users may provide their own query names for each submission JPred now makes a prediction even when there are no PSI-BLAST hits to the query PS/PDF output now incorporates all the predictions == JPred 4 == The current version of JPred (v4) has the following improvements and updates incorporated: Retrained on the latest UniRef90 and SCOPe/ASTRAL version of Jnet (v2.3.1) - mean secondary structure prediction accuracy of >82%. Upgraded the Web Server to the latest technologies (Bootstrap framework, JavaScript) and updating the web pages – improving the design and usability through implementing responsive technologies. Added RESTful API and mass-submission and results retrieval scripts - resulting in peak throughput above 20,000 predictions per day. Added prediction jobs monitoring tools. Upgraded the results reporting – both, on the web-site, and through the optional email summary reports: improved batch submission, added results summary preview through Jalview results visualization summary in SVG and adding full multiple sequence alignments into the reports. Improved help-pages, incorporating tool-tips, and adding one-page step-by-step tutorials. Sequence residues are categorised or assigned to one of the secondary structure elements, such as alpha-helix, beta-sheet and coiled-coil. Jnet uses two neural networks for its prediction. The first network is fed with a window of 17 residues over each amino acid in the alignment plus a conservation number. It uses a hidden layer of nine nodes and has three output nodes, one for each secondary structure element. The second network is fed with a window of 19 residues (the result of first network) plus the conservation number. It has a hidden layer with nine nodes and has three output nodes.

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  • Multifactor dimensionality reduction

    Multifactor dimensionality reduction

    Multifactor dimensionality reduction (MDR) is a statistical approach, also used in machine learning automatic approaches, for detecting and characterizing combinations of attributes or independent variables that interact to influence a dependent or class variable. MDR was designed specifically to identify nonadditive interactions among discrete variables that influence a binary outcome and is considered a nonparametric and model-free alternative to traditional statistical methods such as logistic regression. The basis of the MDR method is a constructive induction or feature engineering algorithm that converts two or more variables or attributes to a single attribute. This process of constructing a new attribute changes the representation space of the data. The end goal is to create or discover a representation that facilitates the detection of nonlinear or nonadditive interactions among the attributes such that prediction of the class variable is improved over that of the original representation of the data. == Illustrative example == Consider the following simple example using the exclusive OR (XOR) function. XOR is a logical operator that is commonly used in data mining and machine learning as an example of a function that is not linearly separable. The table below represents a simple dataset where the relationship between the attributes (X1 and X2) and the class variable (Y) is defined by the XOR function such that Y = X1 XOR X2. Table 1 A machine learning algorithm would need to discover or approximate the XOR function in order to accurately predict Y using information about X1 and X2. An alternative strategy would be to first change the representation of the data using constructive induction to facilitate predictive modeling. The MDR algorithm would change the representation of the data (X1 and X2) in the following manner. MDR starts by selecting two attributes. In this simple example, X1 and X2 are selected. Each combination of values for X1 and X2 are examined and the number of times Y=1 and/or Y=0 is counted. In this simple example, Y=1 occurs zero times and Y=0 occurs once for the combination of X1=0 and X2=0. With MDR, the ratio of these counts is computed and compared to a fixed threshold. Here, the ratio of counts is 0/1 which is less than our fixed threshold of 1. Since 0/1 < 1 we encode a new attribute (Z) as a 0. When the ratio is greater than one we encode Z as a 1. This process is repeated for all unique combinations of values for X1 and X2. Table 2 illustrates our new transformation of the data. Table 2 The machine learning algorithm now has much less work to do to find a good predictive function. In fact, in this very simple example, the function Y = Z has a classification accuracy of 1. A nice feature of constructive induction methods such as MDR is the ability to use any data mining or machine learning method to analyze the new representation of the data. Decision trees, neural networks, or a naive Bayes classifier could be used in combination with measures of model quality such as balanced accuracy and mutual information. == Machine learning with MDR == As illustrated above, the basic constructive induction algorithm in MDR is very simple. However, its implementation for mining patterns from real data can be computationally complex. As with any machine learning algorithm there is always concern about overfitting. That is, machine learning algorithms are good at finding patterns in completely random data. It is often difficult to determine whether a reported pattern is an important signal or just chance. One approach is to estimate the generalizability of a model to independent datasets using methods such as cross-validation. Models that describe random data typically don't generalize. Another approach is to generate many random permutations of the data to see what the data mining algorithm finds when given the chance to overfit. Permutation testing makes it possible to generate an empirical p-value for the result. Replication in independent data may also provide evidence for an MDR model but can be sensitive to difference in the data sets. These approaches have all been shown to be useful for choosing and evaluating MDR models. An important step in a machine learning exercise is interpretation. Several approaches have been used with MDR including entropy analysis and pathway analysis. Tips and approaches for using MDR to model gene-gene interactions have been reviewed. == Extensions to MDR == Numerous extensions to MDR have been introduced. These include family-based methods, fuzzy methods, covariate adjustment, odds ratios, risk scores, survival methods, robust methods, methods for quantitative traits, and many others. == Applications of MDR == MDR has mostly been applied to detecting gene-gene interactions or epistasis in genetic studies of common human diseases such as atrial fibrillation, autism, bladder cancer, breast cancer, cardiovascular disease, hypertension, obesity, pancreatic cancer, prostate cancer and tuberculosis. It has also been applied to other biomedical problems such as the genetic analysis of pharmacology outcomes. A central challenge is the scaling of MDR to big data such as that from genome-wide association studies (GWAS). Several approaches have been used. One approach is to filter the features prior to MDR analysis. This can be done using biological knowledge through tools such as BioFilter. It can also be done using computational tools such as ReliefF. Another approach is to use stochastic search algorithms such as genetic programming to explore the search space of feature combinations. Yet another approach is a brute-force search using high-performance computing. == Implementations == www.epistasis.org provides an open-source and freely-available MDR software package. An R package for MDR. An sklearn-compatible Python implementation. An R package for Model-Based MDR. MDR in Weka. Generalized MDR.

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  • TalkBack

    TalkBack

    TalkBack is an accessibility service for the Android operating system that helps blind and visually impaired users to interact with their devices. It uses spoken words, vibration and other audible feedback to allow the user to know what is happening on the screen allowing the user to better interact with their device. The service is pre-installed on many Android devices, and it became part of the Android Accessibility Suite in 2017. According to the Google Play Store, the Android Accessibility Suite has been downloaded over five billion times, including devices that have the suite preinstalled. == Open-source == Google releases the source code of TalkBack with some releases of the accessibility service to GitHub, with the latest of these changes being from May 6, 2021. The source for these versions of Google TalkBack have been released under the Apache License version 2.0. == Release history ==

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  • Julia (programming language)

    Julia (programming language)

    Julia is a dynamic general-purpose programming language. As a high-level language, distinctive aspects of Julia's design include a type system with parametric polymorphism, the use of multiple dispatch as a core programming paradigm, just-in-time compilation and a parallel garbage collection implementation. Notably, Julia does not support classes with encapsulated methods but instead relies on the types of all of a function's arguments to determine which method will be called. By default, Julia is run similarly to scripting languages, using its runtime, and allows for interactions, but Julia programs can also be compiled to small binary standalone executables (or to small libraries for e.g. Python), with e.g. the JuliaC.jl compiler. Julia programs can reuse libraries from other languages, and vice versa. Julia has interoperability with C, C++, Fortran, Rust, Python, and R. Additionally, some Julia packages have bindings to be used from Python and R as libraries. Julia is supported by programmer tools like IDEs (see below) and by notebooks like Pluto.jl, Jupyter, and since 2025, Google Colab officially supports Julia natively. Julia is sometimes used in embedded systems (e.g. has been used in a satellite in space on a Raspberry Pi Compute Module 4; 64-bit Pis work best with Julia, and Julia is supported in Raspbian). == History == Work on Julia began in 2009, when Jeff Bezanson, Stefan Karpinski, Viral B. Shah, and Alan Edelman set out to create a free language that was both high-level and fast. On 14 February 2012, the team launched a website with a blog post explaining the language's mission. In an interview with InfoWorld in April 2012, Karpinski said about the name of the language, Julia: "There's no good reason, really. It just seemed like a pretty name." Bezanson said he chose the name on the recommendation of a friend, then years later wrote: Maybe julia stands for "Jeff's uncommon lisp is automated"? Julia's syntax is stable, since version 1.0 in 2018, and Julia has a backward compatibility guarantee for 1.x and also a stability promise for the documented (stable) API, while in the years before in the early development prior to 0.7 the syntax (and semantics) was changed in new versions. All of the (registered package) ecosystem uses the new and improved syntax, and in most cases relies on new APIs that have been added regularly, and in some cases minor additional syntax added in a forward compatible way e.g. in Julia 1.7. In the 10 years since the 2012 launch of pre-1.0 Julia, the community has grown. The Julia package ecosystem has over 11.8 million lines of code (including docs and tests). The JuliaCon academic conference for Julia users and developers has been held annually since 2014 with JuliaCon2020 welcoming over 28,900 unique viewers, and then JuliaCon2021 breaking all previous records (with more than 300 JuliaCon2021 presentations available for free on YouTube, up from 162 the year before), and 43,000 unique viewers during the conference. Three of the Julia co-creators are the recipients of the 2019 James H. Wilkinson Prize for Numerical Software (awarded every four years) "for the creation of Julia, an innovative environment for the creation of high-performance tools that enable the analysis and solution of computational science problems." Also, Alan Edelman, professor of applied mathematics at MIT, has been selected to receive the 2019 IEEE Computer Society Sidney Fernbach Award "for outstanding breakthroughs in high-performance computing, linear algebra, and computational science and for contributions to the Julia programming language." Version 0.3 was released in August 2014. Both Julia 0.7 and version 1.0 were released on 8 August 2018. Julia 1.4 added syntax for generic array indexing to handle e.g. 0-based arrays. The memory model was also changed. Julia 1.5 released in August 2020 added record and replay debugging support, for Mozilla's rr tool. The release changed the behavior in the REPL (to soft scope) to the one used in Jupyter, but keeps full compatible with non-REPL code (that retains hard scope). Julia 1.6 was the largest release since 1.0, and it was the long-term support (LTS) version for the longest time. Since Julia 1.7 development is back to time-based releases, and it was released in November 2021 with e.g. a new default random-number generator and Julia 1.7.3 fixed at least one security issue. Julia 1.8 added options for hiding source code when compiling Julia source code to executables. Julia 1.9 has added the ability to precompile packages to native machine code, done automatically; to improve precompilation of packages a new package PrecompileTools.jl was introduced, for use by package developers. Julia 1.10 was released on 25 December 2023 with new features such as parallel garbage collection. Julia 1.11 was released on 7 October 2024, and with it 1.10.5 became the next long-term support (LTS) version (i.e. those became the only two supported versions), since replaced by 1.10.10 released on 27 June, and 1.6 is no longer an LTS version. Julia 1.11 adds e.g. the new public keyword to signal safe public API (Julia users are advised to use such API, not internals, of Julia or packages, and package authors advised to use the keyword, generally indirectly, e.g. prefixed with the @compat macro, from Compat.jl, to also support older Julia versions, at least the LTS version). Julia 1.12 was released on 7 October 2025 (and 1.12.5 on 9 February 2026), and with it a JuliaC.jl package including the juliac compiler that works with it, for making rather small binary executables (much smaller than was possible before; through the use of new so-called trimming feature). Julia 1.10 LTS is an officially still-supported branch, but the 1.11 branch has also been maintained after 1.12 release, with 1.11.8 released and then 1.11.9 released on 8 February 2026. === JuliaCon === Since 2014, the Julia Community has hosted an annual Julia Conference focused on developers and users. The first JuliaCon took place in Chicago and kickstarted the annual occurrence of the conference. Since 2014, the conference has taken place across a number of locations including MIT and the University of Maryland, Baltimore. The event audience has grown from a few dozen people to over 28,900 unique attendees during JuliaCon 2020, which took place virtually. JuliaCon 2021 also took place virtually with keynote addresses from professors William Kahan, the primary architect of the IEEE 754 floating-point standard (which virtually all CPUs and languages, including Julia, use), Jan Vitek, Xiaoye Sherry Li, and Soumith Chintala, a co-creator of PyTorch. JuliaCon grew to 43,000 unique attendees and more than 300 presentations (still freely accessible, plus for older years). JuliaCon 2022 will also be virtual held between July 27 and July 29, 2022, for the first time in several languages, not just in English. === Sponsors === The Julia language became a NumFOCUS fiscally sponsored project in 2014 in an effort to ensure the project's long-term sustainability. Jeremy Kepner at MIT Lincoln Laboratory was the founding sponsor of the Julia project in its early days. In addition, funds from the Gordon and Betty Moore Foundation, the Alfred P. Sloan Foundation, Intel, and agencies such as NSF, DARPA, NIH, NASA, and FAA have been essential to the development of Julia. Mozilla, the maker of Firefox web browser, with its research grants for H1 2019, sponsored "a member of the official Julia team" for the project "Bringing Julia to the Browser", meaning to Firefox and other web browsers. The Julia language is also supported by individual donors on GitHub. === The Julia company === JuliaHub, Inc. was founded in 2015 as Julia Computing, Inc. by Viral B. Shah, Deepak Vinchhi, Alan Edelman, Jeff Bezanson, Stefan Karpinski and Keno Fischer. In June 2017, Julia Computing raised US$4.6 million in seed funding from General Catalyst and Founder Collective, the same month was "granted $910,000 by the Alfred P. Sloan Foundation to support open-source Julia development, including $160,000 to promote diversity in the Julia community", and in December 2019 the company got $1.1 million funding from the US government to "develop a neural component machine learning tool to reduce the total energy consumption of heating, ventilation, and air conditioning (HVAC) systems in buildings". In July 2021, Julia Computing announced they raised a $24 million Series A round led by Dorilton Ventures, which also owns Formula One team Williams Racing, that partnered with Julia Computing. Williams' Commercial Director said: "Investing in companies building best-in-class cloud technology is a strategic focus for Dorilton and Julia's versatile platform, with revolutionary capabilities in simulation and modelling, is hugely relevant to our business. We look forward to embedding Julia Computing in the world's most technologically advanced sport". In June 2023, JuliaHub received (again, now

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  • Stochastic variance reduction

    Stochastic variance reduction

    (Stochastic) variance reduction is an algorithmic approach to minimizing functions that can be decomposed into finite sums. By exploiting the finite sum structure, variance reduction techniques are able to achieve convergence rates that are impossible to achieve with methods that treat the objective as an infinite sum, as in the classical Stochastic approximation setting. Variance reduction approaches are widely used for training machine learning models such as logistic regression and support vector machines as these problems have finite-sum structure and uniform conditioning that make them ideal candidates for variance reduction. == Finite sum objectives == A function f {\displaystyle f} is considered to have finite sum structure if it can be decomposed into a summation or average: f ( x ) = 1 n ∑ i = 1 n f i ( x ) , {\displaystyle f(x)={\frac {1}{n}}\sum _{i=1}^{n}f_{i}(x),} where the function value and derivative of each f i {\displaystyle f_{i}} can be queried independently. Although variance reduction methods can be applied for any positive n {\displaystyle n} and any f i {\displaystyle f_{i}} structure, their favorable theoretical and practical properties arise when n {\displaystyle n} is large compared to the condition number of each f i {\displaystyle f_{i}} , and when the f i {\displaystyle f_{i}} have similar (but not necessarily identical) Lipschitz smoothness and strong convexity constants. The finite sum structure should be contrasted with the stochastic approximation setting which deals with functions of the form f ( θ ) = E ξ ⁡ [ F ( θ , ξ ) ] {\textstyle f(\theta )=\operatorname {E} _{\xi }[F(\theta ,\xi )]} which is the expected value of a function depending on a random variable ξ {\textstyle \xi } . Any finite sum problem can be optimized using a stochastic approximation algorithm by using F ( ⋅ , ξ ) = f ξ {\displaystyle F(\cdot ,\xi )=f_{\xi }} . == Rapid Convergence == Stochastic variance reduced methods without acceleration are able to find a minima of f {\displaystyle f} within accuracy ϵ > {\displaystyle \epsilon >} , i.e. f ( x ) − f ( x ∗ ) ≤ ϵ {\displaystyle f(x)-f(x_{})\leq \epsilon } in a number of steps of the order: O ( ( L μ + n ) log ⁡ ( 1 ϵ ) ) . {\displaystyle O\left(\left({\frac {L}{\mu }}+n\right)\log \left({\frac {1}{\epsilon }}\right)\right).} The number of steps depends only logarithmically on the level of accuracy required, in contrast to the stochastic approximation framework, where the number of steps O ( L / ( μ ϵ ) ) {\displaystyle O{\bigl (}L/(\mu \epsilon ){\bigr )}} required grows proportionally to the accuracy required. Stochastic variance reduction methods converge almost as fast as the gradient descent method's O ( ( L / μ ) log ⁡ ( 1 / ϵ ) ) {\displaystyle O{\bigl (}(L/\mu )\log(1/\epsilon ){\bigr )}} rate, despite using only a stochastic gradient, at a 1 / n {\displaystyle 1/n} lower cost than gradient descent. Accelerated methods in the stochastic variance reduction framework achieve even faster convergence rates, requiring only O ( ( n L μ + n ) log ⁡ ( 1 ϵ ) ) {\displaystyle O\left(\left({\sqrt {\frac {nL}{\mu }}}+n\right)\log \left({\frac {1}{\epsilon }}\right)\right)} steps to reach ϵ {\displaystyle \epsilon } accuracy, potentially n {\displaystyle {\sqrt {n}}} faster than non-accelerated methods. Lower complexity bounds. for the finite sum class establish that this rate is the fastest possible for smooth strongly convex problems. == Approaches == Variance reduction approaches fall within four main categories: table averaging methods, full-gradient snapshot methods, recursive estimator methods (e.g., SARAH), and dual methods. Each category contains methods designed for dealing with convex, non-smooth, and non-convex problems, each differing in hyper-parameter settings and other algorithmic details. === SAGA === In the SAGA method, the prototypical table averaging approach, a table of size n {\displaystyle n} is maintained that contains the last gradient witnessed for each f i {\displaystyle f_{i}} term, which we denote g i {\displaystyle g_{i}} . At each step, an index i {\displaystyle i} is sampled, and a new gradient ∇ f i ( x k ) {\displaystyle \nabla f_{i}(x_{k})} is computed. The iterate x k {\displaystyle x_{k}} is updated with: x k + 1 = x k − γ [ ∇ f i ( x k ) − g i + 1 n ∑ i = 1 n g i ] , {\displaystyle x_{k+1}=x_{k}-\gamma \left[\nabla f_{i}(x_{k})-g_{i}+{\frac {1}{n}}\sum _{i=1}^{n}g_{i}\right],} and afterwards table entry i {\displaystyle i} is updated with g i = ∇ f i ( x k ) {\displaystyle g_{i}=\nabla f_{i}(x_{k})} . SAGA is among the most popular of the variance reduction methods due to its simplicity, easily adaptable theory, and excellent performance. It is the successor of the SAG method, improving on its flexibility and performance. === SVRG === The stochastic variance reduced gradient method (SVRG), the prototypical snapshot method, uses a similar update except instead of using the average of a table it instead uses a full-gradient that is reevaluated at a snapshot point x ~ {\displaystyle {\tilde {x}}} at regular intervals of m ≥ n {\displaystyle m\geq n} iterations. The update becomes: x k + 1 = x k − γ [ ∇ f i ( x k ) − ∇ f i ( x ~ ) + ∇ f ( x ~ ) ] , {\displaystyle x_{k+1}=x_{k}-\gamma [\nabla f_{i}(x_{k})-\nabla f_{i}({\tilde {x}})+\nabla f({\tilde {x}})],} This approach requires two stochastic gradient evaluations per step, one to compute ∇ f i ( x k ) {\displaystyle \nabla f_{i}(x_{k})} and one to compute ∇ f i ( x ~ ) , {\displaystyle \nabla f_{i}({\tilde {x}}),} where-as table averaging approaches need only one. Despite the high computational cost, SVRG is popular as its simple convergence theory is highly adaptable to new optimization settings. It also has lower storage requirements than tabular averaging approaches, which make it applicable in many settings where tabular methods can not be used. === SARAH === The SARAH (stochastic recursive gradient) method maintains a recursive estimator of the gradient rather than storing a table of past gradients (as in SAGA) or computing periodic full-gradient snapshots (as in SVRG). At the start of an inner loop, a full gradient is computed at a reference point x ~ {\displaystyle {\tilde {x}}} : v 0 = ∇ f ( x ~ ) {\displaystyle v_{0}=\nabla f({\tilde {x}})} . For inner iterations, with a sampled index i k {\displaystyle i_{k}} , the gradient estimator and iterate are updated by: v k = ∇ f i k ( x k ) − ∇ f i k ( x k − 1 ) + v k − 1 , x k + 1 = x k − γ v k . {\displaystyle v_{k}=\nabla f_{i_{k}}(x_{k})-\nabla f_{i_{k}}(x_{k-1})+v_{k-1},\qquad x_{k+1}=x_{k}-\gamma v_{k}.} This recursion requires two component-gradient evaluations per step ∇ f i k ( x k ) {\displaystyle \nabla f_{i_{k}}(x_{k})} and ∇ f i k ( x k − 1 ) {\displaystyle \nabla f_{i_{k}}(x_{k-1})} but does not need to store per-sample gradients, resulting in lower memory cost than table-averaging methods. SARAH admits linear convergence for strongly convex functions and has been extended to more general nonconvex and composite problems. === SDCA === Exploiting the dual representation of the objective leads to another variance reduction approach that is particularly suited to finite-sums where each term has a structure that makes computing the convex conjugate f i ∗ , {\displaystyle f_{i}^{},} or its proximal operator tractable. The standard SDCA method considers finite sums that have additional structure compared to generic finite sum setting: f ( x ) = 1 n ∑ i = 1 n f i ( x T v i ) + λ 2 ‖ x ‖ 2 , {\displaystyle f(x)={\frac {1}{n}}\sum _{i=1}^{n}f_{i}(x^{T}v_{i})+{\frac {\lambda }{2}}\|x\|^{2},} where each f i {\displaystyle f_{i}} is 1 dimensional and each v i {\displaystyle v_{i}} is a data point associated with f i {\displaystyle f_{i}} . SDCA solves the dual problem: max α ∈ R n − 1 n ∑ i = 1 n f i ∗ ( − α i ) − λ 2 ‖ 1 λ n ∑ i = 1 n α i v i ‖ 2 , {\displaystyle \max _{\alpha \in \mathbb {R} ^{n}}-{\frac {1}{n}}\sum _{i=1}^{n}f_{i}^{}(-\alpha _{i})-{\frac {\lambda }{2}}\left\|{\frac {1}{\lambda n}}\sum _{i=1}^{n}\alpha _{i}v_{i}\right\|^{2},} by a stochastic coordinate ascent procedure, where at each step the objective is optimized with respect to a randomly chosen coordinate α i {\displaystyle \alpha _{i}} , leaving all other coordinates the same. An approximate primal solution x {\displaystyle x} can be recovered from the α {\displaystyle \alpha } values: x = 1 λ n ∑ i = 1 n α i v i {\displaystyle x={\frac {1}{\lambda n}}\sum _{i=1}^{n}\alpha _{i}v_{i}} . This method obtains similar theoretical rates of convergence to other stochastic variance reduced methods, while avoiding the need to specify a step-size parameter. It is fast in practice when λ {\displaystyle \lambda } is large, but significantly slower than the other approaches when λ {\displaystyle \lambda } is small. == Accelerated approaches == Accelerated variance reduction methods are built upon the standard methods above. The earliest approaches make use of proximal operators t

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  • Genetic representation

    Genetic representation

    In computer programming, genetic representation is a way of presenting solutions/individuals in evolutionary computation methods. The term encompasses both the concrete data structures and data types used to realize the genetic material of the candidate solutions in the form of a genome, and the relationships between search space and problem space. In the simplest case, the search space corresponds to the problem space (direct representation). The choice of problem representation is tied to the choice of genetic operators, both of which have a decisive effect on the efficiency of the optimization. Genetic representation can encode appearance, behavior, physical qualities of individuals. Difference in genetic representations is one of the major criteria drawing a line between known classes of evolutionary computation. Terminology is often analogous with natural genetics. The block of computer memory that represents one candidate solution is called an individual. The data in that block is called a chromosome. Each chromosome consists of genes. The possible values of a particular gene are called alleles. A programmer may represent all the individuals of a population using binary encoding, permutational encoding, encoding by tree, or any one of several other representations. == Representations in some popular evolutionary algorithms == Genetic algorithms (GAs) are typically linear representations; these are often, but not always, binary. Holland's original description of GA used arrays of bits. Arrays of other types and structures can be used in essentially the same way. The main property that makes these genetic representations convenient is that their parts are easily aligned due to their fixed size. This facilitates simple crossover operation. Depending on the application, variable-length representations have also been successfully used and tested in evolutionary algorithms (EA) in general and genetic algorithms in particular, although the implementation of crossover is more complex in this case. Evolution strategy uses linear real-valued representations, e.g., an array of real values. It uses mostly gaussian mutation and blending/averaging crossover. Genetic programming (GP) pioneered tree-like representations and developed genetic operators suitable for such representations. Tree-like representations are used in GP to represent and evolve functional programs with desired properties. Human-based genetic algorithm (HBGA) offers a way to avoid solving hard representation problems by outsourcing all genetic operators to outside agents, in this case, humans. The algorithm has no need for knowledge of a particular fixed genetic representation as long as there are enough external agents capable of handling those representations, allowing for free-form and evolving genetic representations. === Common genetic representations === binary array integer or real-valued array binary tree natural language parse tree directed graph == Distinction between search space and problem space == Analogous to biology, EAs distinguish between problem space (corresponds to phenotype) and search space (corresponds to genotype). The problem space contains concrete solutions to the problem being addressed, while the search space contains the encoded solutions. The mapping from search space to problem space is called genotype-phenotype mapping. The genetic operators are applied to elements of the search space, and for evaluation, elements of the search space are mapped to elements of the problem space via genotype-phenotype mapping. == Relationships between search space and problem space == The importance of an appropriate choice of search space for the success of an EA application was recognized early on. The following requirements can be placed on a suitable search space and thus on a suitable genotype-phenotype mapping: === Completeness === All possible admissible solutions must be contained in the search space. === Redundancy === When more possible genotypes exist than phenotypes, the genetic representation of the EA is called redundant. In nature, this is termed a degenerate genetic code. In the case of a redundant representation, neutral mutations are possible. These are mutations that change the genotype but do not affect the phenotype. Thus, depending on the use of the genetic operators, there may be phenotypically unchanged offspring, which can lead to unnecessary fitness determinations, among other things. Since the evaluation in real-world applications usually accounts for the lion's share of the computation time, it can slow down the optimization process. In addition, this can cause the population to have higher genotypic diversity than phenotypic diversity, which can also hinder evolutionary progress. In biology, the Neutral Theory of Molecular Evolution states that this effect plays a dominant role in natural evolution. This has motivated researchers in the EA community to examine whether neutral mutations can improve EA functioning by giving populations that have converged to a local optimum a way to escape that local optimum through genetic drift. This is discussed controversially and there are no conclusive results on neutrality in EAs. On the other hand, there are other proven measures to handle premature convergence. === Locality === The locality of a genetic representation corresponds to the degree to which distances in the search space are preserved in the problem space after genotype-phenotype mapping. That is, a representation has a high locality exactly when neighbors in the search space are also neighbors in the problem space. In order for successful schemata not to be destroyed by genotype-phenotype mapping after a minor mutation, the locality of a representation must be high. === Scaling === In genotype-phenotype mapping, the elements of the genotype can be scaled (weighted) differently. The simplest case is uniform scaling: all elements of the genotype are equally weighted in the phenotype. A common scaling is exponential. If integers are binary coded, the individual digits of the resulting binary number have exponentially different weights in representing the phenotype. Example: The number 90 is written in binary (i.e., in base two) as 1011010. If now one of the front digits is changed in the binary notation, this has a significantly greater effect on the coded number than any changes at the rear digits (the selection pressure has an exponentially greater effect on the front digits). For this reason, exponential scaling has the effect of randomly fixing the "posterior" locations in the genotype before the population gets close enough to the optimum to adjust for these subtleties. == Hybridization and repair in genotype-phenotype mapping == When mapping the genotype to the phenotype being evaluated, domain-specific knowledge can be used to improve the phenotype and/or ensure that constraints are met. This is a commonly used method to improve EA performance in terms of runtime and solution quality. It is illustrated below by two of the three examples. == Examples == === Example of a direct representation === An obvious and commonly used encoding for the traveling salesman problem and related tasks is to number the cities to be visited consecutively and store them as integers in the chromosome. The genetic operators must be suitably adapted so that they only change the order of the cities (genes) and do not cause deletions or duplications. Thus, the gene order corresponds to the city order and there is a simple one-to-one mapping. === Example of a complex genotype-phenotype mapping === In a scheduling task with heterogeneous and partially alternative resources to be assigned to a set of subtasks, the genome must contain all necessary information for the individual scheduling operations or it must be possible to derive them from it. In addition to the order of the subtasks to be executed, this includes information about the resource selection. A phenotype then consists of a list of subtasks with their start times and assigned resources. In order to be able to create this, as many allocation matrices must be created as resources can be allocated to one subtask at most. In the simplest case this is one resource, e.g., one machine, which can perform the subtask. An allocation matrix is a two-dimensional matrix, with one dimension being the available time units and the other being the resources to be allocated. Empty matrix cells indicate availability, while an entry indicates the number of the assigned subtask. The creation of allocation matrices ensures firstly that there are no inadmissible multiple allocations. Secondly, the start times of the subtasks can be read from it as well as the assigned resources. A common constraint when scheduling resources to subtasks is that a resource can only be allocated once per time unit and that the reservation must be for a contiguous period of time. To achieve this in a timely manner, which is a c

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  • Morphing

    Morphing

    Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Since the early 1990s, this has been replaced by computer software to create more realistic transitions. A similar method is applied to audio recordings, for example, by changing voices or vocal lines. == Early transformation techniques == Long before digital morphing, several techniques were used for similar image transformations. Some of those techniques are closer to a matched dissolve – a gradual change between two pictures without warping the shapes in the images – while others did change the shapes in between the start and end phases of the transformation. === Tabula scalata === Known since at least the end of the 16th century, Tabula scalata is a type of painting with two images divided over a corrugated surface. Each image is only correctly visible from a certain angle. If the pictures are matched properly, a primitive type of morphing effect occurs when changing from one viewing angle to the other. === Mechanical transformations === Around 1790 French shadow play showman François Dominique Séraphin used a metal shadow figure with jointed parts to have the face of a young woman changing into that of a witch. Some 19th century mechanical magic lantern slides produced changes to the appearance of figures. For instance a nose could grow to enormous size, simply by slowly sliding away a piece of glass with black paint that masked part of another glass plate with the picture. === Matched dissolves === In the first half of the 19th century "dissolving views" were a popular type of magic lantern show, mostly showing landscapes gradually dissolving from a day to night version or from summer to winter. Other uses are known, for instance Henry Langdon Childe showed groves transforming into cathedrals. The 1910 short film Narren-grappen shows a dissolve transformation of the clothing of a female character. Maurice Tourneur's 1915 film Alias Jimmy Valentine featured a subtle dissolve transformation of the main character from respected citizen Lee Randall into his criminal alter ego Jimmy Valentine. The Peter Tchaikovsky Story in a 1959 TV-series episode of Disneyland features a swan automaton transforming into a real ballet dancer. In 1985, Godley & Creme created a "morph" effect using analogue cross-fades on parts of different faces in the video for "Cry". === Animation === In animation, the morphing effect was created long before the introduction of cinema. A phenakistiscope designed by its inventor Joseph Plateau was printed around 1835 and shows the head of a woman changing into a witch and then into a monster. Émile Cohl's 1908 animated film Fantasmagorie featured much morphing of characters and objects drawn in simple outlines. == Digital morphing == In the early 1990s, computer techniques capable of more convincing results saw increasing use. These involved distorting one image at the same time that it faded into another through marking corresponding points and vectors on the "before" and "after" images used in the morph. For example, one would morph one face into another by marking key points on the first face, such as the contour of the nose or location of an eye, and mark where these same points existed on the second face. The computer would then distort the first face to have the shape of the second face at the same time that it faded the two faces. To compute the transformation of image coordinates required for the distortion, the algorithm of Beier and Neely can be used. === Concerns === In 1993 concerns were raised about the authenticity of digitally altered images arising from morphing. Images of fake "tween" people found half way between two morphed people created a skeptical media long before AI. === Early examples === In or before 1986, computer graphics company Omnibus created a digital animation for a Tide commercial with a Tide detergent bottle smoothly morphing into the shape of the United States. The effect was programmed by Bob Hoffman. Omnibus re-used the technique in the movie Flight of the Navigator (1986). It featured scenes with a computer generated spaceship that appeared to change shape. The plaster cast of a model of the spaceship was scanned and digitally modified with techniques that included a reflection mapping technique that was also developed by programmer Bob Hoffman. The 1986 movie The Golden Child implemented early digital morphing effects from animal to human and back. Willow (1988) featured a more detailed digital morphing sequence with a person changing into different animals. A similar process was used a year later in Indiana Jones and the Last Crusade to create Walter Donovan's gruesome demise. Both effects were created by Industrial Light & Magic, using software developed by Tom Brigham and Doug Smythe (AMPAS). In 1991, morphing appeared notably in the Michael Jackson music video "Black or White" and in the movies Terminator 2: Judgment Day and Star Trek VI: The Undiscovered Country. The first application for personal computers to offer morphing was Gryphon Software Morph on the Macintosh. Other early morphing systems included ImageMaster, MorphPlus and CineMorph, all of which premiered for the Amiga in 1992. Other programs became widely available within a year, and for a time the effect became common to the point of cliché. For high-end use, Elastic Reality (based on MorphPlus) saw its first feature film use in In The Line of Fire (1993) and was used in Quantum Leap (work performed by the Post Group). At VisionArt Ted Fay used Elastic Reality to morph Odo for Star Trek: Deep Space Nine. The Snoop Dogg music video "Who Am I? (What's My Name?)", where Snoop Dogg and the others morph into dogs. Elastic Reality was later purchased by Avid, having already become the de facto system of choice, used in many hundreds of films. The technology behind Elastic Reality earned two Academy Awards in 1996 for Scientific and Technical Achievement going to Garth Dickie and Perry Kivolowitz. The effect is technically called a "spatially warped cross-dissolve". The first social network designed for user-generated morph examples to be posted online was Galleries by Morpheus. In late 1991 Yeti Productions employed a young Stephen Regelous to run it's 486 computer graphics system in Wellington New Zealand. After producer Barry Thomas showed him Michael Jackson's "Black or White", Regelous wrote 10,000 lines of C++ code of triangle-based digital morphing software. Together they created morphing based TV commercials for The NZ Cancer Society, Fit food, Salvation Army and others. The Fit food commercial employed morphing with 35mm, pin registered, digitally controlled motion control designed and made by Russell Collins with software by Stephen Regelous. In Taiwan, Aderans, a hair loss solutions provider, did a TV commercial featuring a morphing sequence in which people with lush, thick hair morph into one another, reminiscent of the end sequence of the "Black or White" video. === Present use === Morphing algorithms continue to advance and programs can automatically morph images that correspond closely enough with relatively little instruction from the user. This has led to the use of morphing techniques to create convincing slow-motion effects where none existed in the original film or video footage by morphing between each individual frame using optical flow technology. Morphing has also appeared as a transition technique between one scene and another in television shows, even if the contents of the two images are entirely unrelated. The algorithm in this case attempts to find corresponding points between the images and distort one into the other as they crossfade. While perhaps less obvious than in the past, morphing is used heavily today. Whereas the effect was initially a novelty, today, morphing effects are most often designed to be seamless and invisible to the eye. A particular use for morphing effects is modern digital font design. Using morphing technology, called interpolation or multiple master tech, a designer can create an intermediate between two styles, for example generating a semibold font by compromising between a bold and regular style, or extend a trend to create an ultra-light or ultra-bold. The technique is commonly used by font design studios. == Software == After Effects Animate Elastic Reality FantaMorph Gryphon Software Morph Morph Age Morpheus Nuke SilhouetteFX

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  • Nearest centroid classifier

    Nearest centroid classifier

    In machine learning, a nearest centroid classifier or nearest prototype classifier is a classification model that assigns to observations the label of the class of training samples whose mean (centroid) is closest to the observation. When applied to text classification using word vectors containing tfidf weights to represent documents, the nearest centroid classifier is known as the Rocchio classifier because of its similarity to the Rocchio algorithm for relevance feedback. An extended version of the nearest centroid classifier has found applications in the medical domain, specifically classification of tumors. == Algorithm == === Training === Given labeled training samples { ( x → 1 , y 1 ) , … , ( x → n , y n ) } {\displaystyle \textstyle \{({\vec {x}}_{1},y_{1}),\dots ,({\vec {x}}_{n},y_{n})\}} with class labels y i ∈ Y {\displaystyle y_{i}\in \mathbf {Y} } , compute the per-class centroids μ → ℓ = 1 | C ℓ | ∑ i ∈ C ℓ x → i {\displaystyle \textstyle {\vec {\mu }}_{\ell }={\frac {1}{|C_{\ell }|}}{\underset {i\in C_{\ell }}{\sum }}{\vec {x}}_{i}} where C ℓ {\displaystyle C_{\ell }} is the set of indices of samples belonging to class ℓ ∈ Y {\displaystyle \ell \in \mathbf {Y} } . === Prediction === The class assigned to an observation x → {\displaystyle {\vec {x}}} is y ^ = arg ⁡ min ℓ ∈ Y ‖ μ → ℓ − x → ‖ {\displaystyle {\hat {y}}={\arg \min }_{\ell \in \mathbf {Y} }\|{\vec {\mu }}_{\ell }-{\vec {x}}\|} .

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  • Huber loss

    Huber loss

    In statistics, the Huber loss is a loss function used in robust regression, that is less sensitive to outliers in data than the squared error loss. A variant for classification is also sometimes used. == Definition == The Huber loss function describes the penalty incurred by an estimation procedure f. Huber (1964) defines the loss function piecewise by L δ ( a ) = { 1 2 a 2 for | a | ≤ δ , δ ⋅ ( | a | − 1 2 δ ) , otherwise. {\displaystyle L_{\delta }(a)={\begin{cases}{\frac {1}{2}}{a^{2}}&{\text{for }}|a|\leq \delta ,\\[4pt]\delta \cdot \left(|a|-{\frac {1}{2}}\delta \right),&{\text{otherwise.}}\end{cases}}} This function is quadratic for small values of a, and linear for large values, with equal values and slopes of the different sections at the two points where | a | = δ {\displaystyle |a|=\delta } . The variable a often refers to the residuals, that is to the difference between the observed and predicted values a = y − f ( x ) {\displaystyle a=y-f(x)} , so the former can be expanded to L δ ( y , f ( x ) ) = { 1 2 ( y − f ( x ) ) 2 for | y − f ( x ) | ≤ δ , δ ⋅ ( | y − f ( x ) | − 1 2 δ ) , otherwise. {\displaystyle L_{\delta }(y,f(x))={\begin{cases}{\frac {1}{2}}{\left(y-f(x)\right)}^{2}&{\text{for }}\left|y-f(x)\right|\leq \delta ,\\[4pt]\delta \ \cdot \left(\left|y-f(x)\right|-{\frac {1}{2}}\delta \right),&{\text{otherwise.}}\end{cases}}} The Huber loss is the convolution of the absolute value function with the rectangular function, scaled and translated. Thus it "smoothens out" the former's corner at the origin. == Motivation == Two very commonly used loss functions are the squared loss, L ( a ) = a 2 {\displaystyle L(a)=a^{2}} , and the absolute loss, L ( a ) = | a | {\displaystyle L(a)=|a|} . The squared loss function results in an arithmetic mean-unbiased estimator, and the absolute-value loss function results in a median-unbiased estimator (in the one-dimensional case, and a geometric median-unbiased estimator for the multi-dimensional case). The squared loss has the disadvantage that it has the tendency to be dominated by outliers—when summing over a set of a {\displaystyle a} 's (as in ∑ i = 1 n L ( a i ) {\textstyle \sum _{i=1}^{n}L(a_{i})} ), the sample mean is influenced too much by a few particularly large a {\displaystyle a} -values when the distribution is heavy tailed: in terms of estimation theory, the asymptotic relative efficiency of the mean is poor for heavy-tailed distributions. As defined above, the Huber loss function is strongly convex in a uniform neighborhood of its minimum a = 0 {\displaystyle a=0} ; at the boundary of this uniform neighborhood, the Huber loss function has a differentiable extension to an affine function at points a = − δ {\displaystyle a=-\delta } and a = δ {\displaystyle a=\delta } . These properties allow it to combine much of the sensitivity of the mean-unbiased, minimum-variance estimator of the mean (using the quadratic loss function) and the robustness of the median-unbiased estimator (using the absolute value function). == Pseudo-Huber loss function == The Pseudo-Huber loss function can be used as a smooth approximation of the Huber loss function. It combines the best properties of L2 squared loss and L1 absolute loss by being strongly convex when close to the target/minimum and less steep for extreme values. The scale at which the Pseudo-Huber loss function transitions from L2 loss for values close to the minimum to L1 loss for extreme values and the steepness at extreme values can be controlled by the δ {\displaystyle \delta } value. The Pseudo-Huber loss function ensures that derivatives are continuous for all degrees. It is defined as L δ ( a ) = δ 2 ( 1 + ( a / δ ) 2 − 1 ) . {\displaystyle L_{\delta }(a)=\delta ^{2}\left({\sqrt {1+(a/\delta )^{2}}}-1\right).} As such, this function approximates a 2 / 2 {\displaystyle a^{2}/2} for small values of a {\displaystyle a} , and approximates a straight line with slope δ {\displaystyle \delta } for large values of a {\displaystyle a} . While the above is the most common form, other smooth approximations of the Huber loss function also exist. == Variant for classification == For classification purposes, a variant of the Huber loss called modified Huber is sometimes used. Given a prediction f ( x ) {\displaystyle f(x)} (a real-valued classifier score) and a true binary class label y ∈ { + 1 , − 1 } {\displaystyle y\in \{+1,-1\}} , the modified Huber loss is defined as L ( y , f ( x ) ) = { max ( 0 , 1 − y f ( x ) ) 2 for y f ( x ) > − 1 , − 4 y f ( x ) otherwise. {\displaystyle L(y,f(x))={\begin{cases}\max(0,1-y\,f(x))^{2}&{\text{for }}\,\,y\,f(x)>-1,\\[4pt]-4y\,f(x)&{\text{otherwise.}}\end{cases}}} The term max ( 0 , 1 − y f ( x ) ) {\displaystyle \max(0,1-y\,f(x))} is the hinge loss used by support vector machines; the quadratically smoothed hinge loss is a generalization of L {\displaystyle L} . == Applications == The Huber loss function is used in robust statistics, M-estimation and additive modelling.

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  • Computational learning theory

    Computational learning theory

    In computer science, computational learning theory (or just learning theory) is a subfield of artificial intelligence devoted to studying the design and analysis of machine learning algorithms. == Overview == Theoretical results in machine learning often focus on a type of inductive learning known as supervised learning. In supervised learning, an algorithm is provided with labeled samples. For instance, the samples might be descriptions of mushrooms, with labels indicating whether they are edible or not. The algorithm uses these labeled samples to create a classifier. This classifier assigns labels to new samples, including those it has not previously encountered. The goal of the supervised learning algorithm is to optimize performance metrics, such as minimizing errors on new samples. In addition to performance bounds, computational learning theory studies the time complexity and feasibility of learning . In computational learning theory, a computation is considered feasible if it can be done in polynomial time . There are two kinds of time complexity results: Positive results – Showing that a certain class of functions is learnable in polynomial time. Negative results – Showing that certain classes cannot be learned in polynomial time. Negative results often rely on commonly believed, but yet unproven assumptions, such as: Computational complexity – P ≠ NP (the P versus NP problem); Cryptographic – One-way functions exist. There are several different approaches to computational learning theory based on making different assumptions about the inference principles used to generalise from limited data. This includes different definitions of probability (see frequency probability, Bayesian probability) and different assumptions on the generation of samples. The different approaches include: Exact learning, proposed by Dana Angluin; Probably approximately correct learning (PAC learning), proposed by Leslie Valiant; VC theory, proposed by Vladimir Vapnik and Alexey Chervonenkis; Inductive inference as developed by Ray Solomonoff; Algorithmic learning theory, from the work of E. Mark Gold; Online machine learning, from the work of Nick Littlestone. While its primary goal is to understand learning abstractly, computational learning theory has led to the development of practical algorithms. For example, PAC theory inspired boosting, VC theory led to support vector machines, and Bayesian inference led to belief networks.

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  • Natural language understanding

    Natural language understanding

    Natural language understanding (NLU) or natural language interpretation (NLI) is a subset of natural language processing in artificial intelligence that deals with machine reading comprehension. NLU has been considered an AI-hard problem. There is considerable commercial interest in the field because of its application to automated reasoning, machine translation, question answering, news-gathering, text categorization, voice-activation, archiving, and large-scale content analysis. == History == The program STUDENT, written in 1964 by Daniel Bobrow for his PhD dissertation at MIT, is one of the earliest known attempts at NLU by a computer. Eight years after John McCarthy coined the term artificial intelligence, Bobrow's dissertation (titled Natural Language Input for a Computer Problem Solving System) showed how a computer could understand simple natural language input to solve algebra word problems. A year later, in 1965, Joseph Weizenbaum at MIT wrote ELIZA, an interactive program that carried on a dialogue in English on any topic, the most popular being psychotherapy. ELIZA worked by simple parsing and substitution of key words into canned phrases and Weizenbaum sidestepped the problem of giving the program a database of real-world knowledge or a rich lexicon. Yet ELIZA gained surprising popularity as a toy project and can be seen as a very early precursor to current commercial systems such as those used by Ask.com. In 1969, Roger Schank at Stanford University introduced the conceptual dependency theory for NLU. This model, partially influenced by the work of Sydney Lamb, was extensively used by Schank's students at Yale University, such as Robert Wilensky, Wendy Lehnert, and Janet Kolodner. In 1970, William A. Woods introduced the augmented transition network (ATN) to represent natural language input. Instead of phrase structure rules ATNs used an equivalent set of finite-state automata that were called recursively. ATNs and their more general format called "generalized ATNs" continued to be used for a number of years. In 1971, Terry Winograd finished writing SHRDLU for his PhD thesis at MIT. SHRDLU could understand simple English sentences in a restricted world of children's blocks to direct a robotic arm to move items. The successful demonstration of SHRDLU provided significant momentum for continued research in the field. Winograd continued to be a major influence in the field with the publication of his book Language as a Cognitive Process. At Stanford, Winograd would later advise Larry Page, who co-founded Google. In the 1970s and 1980s, the natural language processing group at SRI International continued research and development in the field. A number of commercial efforts based on the research were undertaken, e.g., in 1982 Gary Hendrix formed Symantec Corporation originally as a company for developing a natural language interface for database queries on personal computers. However, with the advent of mouse-driven graphical user interfaces, Symantec changed direction. A number of other commercial efforts were started around the same time, e.g., Larry R. Harris at the Artificial Intelligence Corporation and Roger Schank and his students at Cognitive Systems Corp. In 1983, Michael Dyer developed the BORIS system at Yale which bore similarities to the work of Roger Schank and W. G. Lehnert. The third millennium saw the introduction of systems using machine learning for text classification, such as the IBM Watson. However, experts debate how much "understanding" such systems demonstrate: e.g., according to John Searle, Watson did not even understand the questions. John Ball, cognitive scientist and inventor of the Patom Theory, supports this assessment. Natural language processing has made inroads for applications to support human productivity in service and e-commerce, but this has largely been made possible by narrowing the scope of the application. There are thousands of ways to request something in a human language that still defies conventional natural language processing. According to Wibe Wagemans, "To have a meaningful conversation with machines is only possible when we match every word to the correct meaning based on the meanings of the other words in the sentence – just like a 3-year-old does without guesswork." == Scope and context == The umbrella term "natural language understanding" can be applied to a diverse set of computer applications, ranging from small, relatively simple tasks such as short commands issued to robots, to highly complex endeavors such as the full comprehension of newspaper articles or poetry passages. Many real-world applications fall between the two extremes, for instance text classification for the automatic analysis of emails and their routing to a suitable department in a corporation does not require an in-depth understanding of the text, but needs to deal with a much larger vocabulary and more diverse syntax than the management of simple queries to database tables with fixed schemata. Throughout the years various attempts at processing natural language or English-like sentences presented to computers have taken place at varying degrees of complexity. Some attempts have not resulted in systems with deep understanding, but have helped overall system usability. For example, Wayne Ratliff originally developed the Vulcan program with an English-like syntax to mimic the English speaking computer in Star Trek. Vulcan later became the dBase system whose easy-to-use syntax effectively launched the personal computer database industry. Systems with an easy-to-use or English-like syntax are, however, quite distinct from systems that use a rich lexicon and include an internal representation (often as first order logic) of the semantics of natural language sentences. Hence the breadth and depth of "understanding" aimed at by a system determine both the complexity of the system (and the implied challenges) and the types of applications it can deal with. The "breadth" of a system is measured by the sizes of its vocabulary and grammar. The "depth" is measured by the degree to which its understanding approximates that of a fluent native speaker. At the narrowest and shallowest, English-like command interpreters require minimal complexity, but have a small range of applications. Narrow but deep systems explore and model mechanisms of understanding, but they still have limited application. Systems that attempt to understand the contents of a document such as a news release beyond simple keyword matching and to judge its suitability for a user are broader and require significant complexity, but they are still somewhat shallow. Systems that are both very broad and very deep are beyond the current state of the art. == Components and architecture == Regardless of the approach used, most NLU systems share some common components. The system needs a lexicon of the language and a parser and grammar rules to break sentences into an internal representation. The construction of a rich lexicon with a suitable ontology requires significant effort, e.g., the Wordnet lexicon required many person-years of effort. The system also needs theory from semantics to guide the comprehension. The interpretation capabilities of a language-understanding system depend on the semantic theory it uses. Competing semantic theories of language have specific trade-offs in their suitability as the basis of computer-automated semantic interpretation. These range from naive semantics or stochastic semantic analysis to the use of pragmatics to derive meaning from context. Semantic parsers convert natural-language texts into formal meaning representations. Advanced applications of NLU also attempt to incorporate logical inference within their framework. This is generally achieved by mapping the derived meaning into a set of assertions in predicate logic, then using logical deduction to arrive at conclusions. Therefore, systems based on functional languages such as Lisp need to include a subsystem to represent logical assertions, while logic-oriented systems such as those using the language Prolog generally rely on an extension of the built-in logical representation framework. The management of context in NLU can present special challenges. A large variety of examples and counter examples have resulted in multiple approaches to the formal modeling of context, each with specific strengths and weaknesses.

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  • Statistical classification

    Statistical classification

    When classification is performed by a computer, statistical methods are normally used to develop the algorithm. Often, the individual observations are analyzed into a set of quantifiable properties, known variously as explanatory variables or features. These properties may variously be categorical (e.g. "A", "B", "AB" or "O", for blood type), ordinal (e.g. "large", "medium" or "small"), integer-valued (e.g. the number of occurrences of a particular word in an email) or real-valued (e.g. a measurement of blood pressure). Other classifiers work by comparing observations to previous observations by means of a similarity or distance function. An algorithm that implements classification, especially in a concrete implementation, is known as a classifier. The term "classifier" sometimes also refers to the mathematical function, implemented by a classification algorithm, that maps input data to a category. Terminology across fields is quite varied. In statistics, where classification is often done with logistic regression or a similar procedure, the properties of observations are termed explanatory variables (or independent variables, regressors, etc.), and the categories to be predicted are known as outcomes, which are considered to be possible values of the dependent variable. In machine learning, the observations are often known as instances, the explanatory variables are termed features (grouped into a feature vector), and the possible categories to be predicted are classes. Other fields may use different terminology: e.g. in community ecology, the term "classification" normally refers to cluster analysis. == Relation to other problems == Classification and clustering are examples of the more general problem of pattern recognition, which is the assignment of some sort of output value to a given input value. Other examples are regression, which assigns a real-valued output to each input; sequence labeling, which assigns a class to each member of a sequence of values (for example, part of speech tagging, which assigns a part of speech to each word in an input sentence); parsing, which assigns a parse tree to an input sentence, describing the syntactic structure of the sentence; etc. A common subclass of classification is probabilistic classification. Algorithms of this nature use statistical inference to find the best class for a given instance. Unlike other algorithms, which simply output a "best" class, probabilistic algorithms output a probability of the instance being a member of each of the possible classes. The best class is normally then selected as the one with the highest probability. However, such an algorithm has numerous advantages over non-probabilistic classifiers: It can output a confidence value associated with its choice (in general, a classifier that can do this is known as a confidence-weighted classifier). Correspondingly, it can abstain when its confidence of choosing any particular output is too low. Because of the probabilities which are generated, probabilistic classifiers can be more effectively incorporated into larger machine-learning tasks, in a way that partially or completely avoids the problem of error propagation. == Frequentist procedures == Early work on statistical classification was undertaken by Fisher, in the context of two-group problems, leading to Fisher's linear discriminant function as the rule for assigning a group to a new observation. This early work assumed that data-values within each of the two groups had a multivariate normal distribution. The extension of this same context to more than two groups has also been considered with a restriction imposed that the classification rule should be linear. Later work for the multivariate normal distribution allowed the classifier to be nonlinear: several classification rules can be derived based on different adjustments of the Mahalanobis distance, with a new observation being assigned to the group whose centre has the lowest adjusted distance from the observation. == Bayesian procedures == Unlike frequentist procedures, Bayesian classification procedures provide a natural way of taking into account any available information about the relative sizes of the different groups within the overall population. Bayesian procedures tend to be computationally expensive and, in the days before Markov chain Monte Carlo computations were developed, approximations for Bayesian clustering rules were devised. Some Bayesian procedures involve the calculation of group-membership probabilities: these provide a more informative outcome than a simple attribution of a single group-label to each new observation. == Binary and multiclass classification == Classification can be thought of as two separate problems – binary classification and multiclass classification. In binary classification, a better understood task, only two classes are involved, whereas multiclass classification involves assigning an object to one of several classes. Since many classification methods have been developed specifically for binary classification, multiclass classification often requires the combined use of multiple binary classifiers. == Feature vectors == Most algorithms describe an individual instance whose category is to be predicted using a feature vector of individual, measurable properties of the instance. Each property is termed a feature, also known in statistics as an explanatory variable (or independent variable, although features may or may not be statistically independent). Features may variously be binary (e.g. "on" or "off"); categorical (e.g. "A", "B", "AB" or "O", for blood type); ordinal (e.g. "large", "medium" or "small"); integer-valued (e.g. the number of occurrences of a particular word in an email); or real-valued (e.g. a measurement of blood pressure). If the instance is an image, the feature values might correspond to the pixels of an image; if the instance is a piece of text, the feature values might be occurrence frequencies of different words. Some algorithms work only in terms of discrete data and require that real-valued or integer-valued data be discretized into groups (e.g. less than 5, between 5 and 10, or greater than 10). == Linear classifiers == A large number of algorithms for classification can be phrased in terms of a linear function that assigns a score to each possible category k by combining the feature vector of an instance with a vector of weights, using a dot product. The predicted category is the one with the highest score. This type of score function is known as a linear predictor function and has the following general form: score ⁡ ( X i , k ) = β k ⋅ X i , {\displaystyle \operatorname {score} (\mathbf {X} _{i},k)={\boldsymbol {\beta }}_{k}\cdot \mathbf {X} _{i},} where Xi is the feature vector for instance i, βk is the vector of weights corresponding to category k, and score(Xi, k) is the score associated with assigning instance i to category k. In discrete choice theory, where instances represent people and categories represent choices, the score is considered the utility associated with person i choosing category k. Algorithms with this basic setup are known as linear classifiers. What distinguishes them is the procedure for determining (training) the optimal weights/coefficients and the way that the score is interpreted. Examples of such algorithms include Logistic regression – Statistical model for a binary dependent variable Multinomial logistic regression – Regression for more than two discrete outcomes Probit regression – Statistical regression where the dependent variable can take only two valuesPages displaying short descriptions of redirect targets The perceptron algorithm Support vector machine – Set of methods for supervised statistical learning Linear discriminant analysis – Method used in statistics, pattern recognition, and other fields == Algorithms == Since no single form of classification is appropriate for all data sets, a large toolkit of classification algorithms has been developed. The most commonly used include: Artificial neural networks – Computational model used in machine learningPages displaying short descriptions of redirect targets Boosting (machine learning) – Ensemble learning method Random forest – Tree-based ensemble machine learning methods Genetic programming – Evolving computer programs with techniques analogous to natural genetic processes Gene expression programming – Evolutionary algorithm Multi expression programming Linear genetic programming Kernel estimation – Concept in statisticsPages displaying short descriptions of redirect targets k-nearest neighbor – Non-parametric classification methodPages displaying short descriptions of redirect targets Learning vector quantization Linear classifier – Statistical classification in machine learning Fisher's linear discriminant – Method used in statistics, pattern recognition, and other fieldsPages displaying short descriptions of redirect targets Logistic r

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  • Local tangent space alignment

    Local tangent space alignment

    Local tangent space alignment (LTSA) is a method for manifold learning, which can efficiently learn a nonlinear embedding into low-dimensional coordinates from high-dimensional data, and can also reconstruct high-dimensional coordinates from embedding coordinates. It is based on the intuition that when a manifold is correctly unfolded, all of the tangent hyperplanes to the manifold will become aligned. It begins by computing the k-nearest neighbors of every point. It computes the tangent space at every point by computing the d-first principal components in each local neighborhood. It then optimizes to find an embedding that aligns the tangent spaces, but it ignores the label information conveyed by data samples, and thus can not be used for classification directly.

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