Collision problem

Collision problem

The r-to-1 collision problem is an important theoretical problem in complexity theory, quantum computing, and computational mathematics. The collision problem most often refers to the 2-to-1 version: given n {\displaystyle n} even and a function f : { 1 , … , n } → { 1 , … , n } {\displaystyle f:\,\{1,\ldots ,n\}\rightarrow \{1,\ldots ,n\}} , we are promised that f is either 1-to-1 or 2-to-1. We are only allowed to make queries about the value of f ( i ) {\displaystyle f(i)} for any i ∈ { 1 , … , n } {\displaystyle i\in \{1,\ldots ,n\}} . The problem then asks how many such queries we need to make to determine with certainty whether f is 1-to-1 or 2-to-1. == Classical solutions == === Deterministic === Solving the 2-to-1 version deterministically requires n 2 + 1 {\textstyle {\frac {n}{2}}+1} queries, and in general distinguishing r-to-1 functions from 1-to-1 functions requires n r + 1 {\textstyle {\frac {n}{r}}+1} queries. This is a straightforward application of the pigeonhole principle: if a function is r-to-1, then after n r + 1 {\textstyle {\frac {n}{r}}+1} queries we are guaranteed to have found a collision. If a function is 1-to-1, then no collision exists. Thus, n r + 1 {\textstyle {\frac {n}{r}}+1} queries suffice. If we are unlucky, then the first n / r {\displaystyle n/r} queries could return distinct answers, so n r + 1 {\textstyle {\frac {n}{r}}+1} queries is also necessary. === Randomized === If we allow randomness, the problem is easier. By the birthday paradox, if we choose (distinct) queries at random, then with high probability we find a collision in any fixed 2-to-1 function after Θ ( n ) {\displaystyle \Theta ({\sqrt {n}})} queries. == Quantum solution == The BHT algorithm, which uses Grover's algorithm, solves this problem optimally by only making O ( n 1 / 3 ) {\displaystyle O(n^{1/3})} queries to f. The matching lower bound of Ω ( n 1 / 3 ) {\displaystyle \Omega (n^{1/3})} was proved by Aaronson and Shi using the polynomial method.

MinID

MinID is an electronic login system used to secure a range of internet services in the Norwegian public sector. The communication done with MinID is encrypted to secure information from unauthorized usage. Everyone registered in the Norwegian Population Register over the age of 13 years can create a public ID with MinID. As of April 2010, more than 2 million people living in Norway had created user accounts with MinID. To create a public ID, PIN-codes from the Norwegian Tax Administration are needed. == Purpose == The purpose of MinID is to communicate an electronic identity, so that users are authorized to use electronic services, in a secure way. MinID has a user database where social security numbers and PIN-codes are saved. MinID can be used to access more than 50 online services from various Norwegian public agencies, including the Norwegian Labour and Welfare Administration, the Directorate of Taxes and the State Educational Loan. == Controller == The Norwegian Digitalisation Agency (Digdir) is the controller of the personal data handled by MinID. The Norwegian Digitalisation Agency (Norwegian: Digitaliseringsdirektoratet) or Digdir is a government agency subordinate to the Ministry of Digitalisation and Public Governance. It is responsible for help the public sector achieve quality, efficiency, user friendliness, openness and participation, as well as helping the public sector be organized and led in a good way with good intersectoral cooperation. == User profile == Users of MinID have a user profile that contains their mobile phone number and/or e-mail address. This data is used to administrate MinID use. The e-mail address is needed in order to send the user a temporary password if he or she forgets the password. The phone number is needed in order to send an SMS-code at log in or a temporary password if the user forgets the password. == Transparency, correction and deletion == According to the law users can claim full access of the handling of their own personal data. Users also have the right to information about how this data are handled and saved, and how they can correct or delete inaccurate data. Users can at any time choose to delete themselves as a user of MinID. The user profile will then be deleted from the MinID user database. == Extradition to others == MinID passes on the user's social security number and chosen language to the public services he or she logs on to, so that the user can go to other public services without a new login.

TinyML

TinyML (short for tiny machine learning) is an area of machine learning that focuses on deploying and running models on low-power, resource-constrained embedded systems such as microcontrollers and edge devices. TinyML supports on-device inference with low latency and minimal reliance on cloud connectivity, which makes it suitable for applications in the Internet of Things (IoT), wearable devices, and real-time systems. == History == The idea of running machine learning models on embedded systems has gained traction in the late 2010s, as model compression, quantization, and efficient neural network architectures progressed. The term TinyML was popularized in 2019 with the publication of the book TinyML by Pete Warden and Daniel Situnayake and the creation of the TinyML Foundation.

Computational humor

Computational humor is a branch of computational linguistics and artificial intelligence which uses computers in humor research. It is a relatively new area, with the first dedicated conference organized in 1996. The first "computer model of a sense of humor" was suggested by Suslov as early as 1992. Investigation of the general scheme of the information processing show a possibility of a specific malfunction, conditioned by the necessity of a quick deletion from consciousness of a false version. This specific malfunction can be identified with a humorous effect on the psychological grounds; however, an essentially new ingredient, a role of timing, is added to a well known role of ambiguity. In biological systems, a sense of humour inevitably develops in the course of evolution, because its biological function consists in quickening the transmission of processed information into consciousness and in a more effective use of brain resources. A realization of this algorithm in neural networks explains naturally the mechanism of laughter: deletion of a false version corresponds to zeroing of some part of the neural network and excessive energy of neurons is thrown out to the motor cortex, arousing muscular contractions. Unfortunately, a practical realization of this algorithm needs extensive databases, whose creation in the automatic regime was suggested only recently . As a result, this magistral direction was not developed properly and subsequent investigations (see below) accepted somewhat specialized colouring. == Joke generators == === Pun generation === An approach to analysis of humor is classification of jokes. A further step is an attempt to generate jokes basing on the rules that underlie classification. Simple prototypes for computer pun generation were reported in the early 1990s, based on a natural language generator program, VINCI. Graeme Ritchie and Kim Binsted in their 1994 research paper described a computer program, JAPE, designed to generate question-answer-type puns from a general, i.e., non-humorous, lexicon. (The program name is an acronym for "Joke Analysis and Production Engine".) Some examples produced by JAPE are: Q: What is the difference between leaves and a car? A: One you brush and rake, the other you rush and brake. Q: What do you call a strange market? A: A bizarre bazaar. Since then the approach has been improved, and the latest report, dated 2007, describes the STANDUP joke generator, implemented in the Java programming language. The STANDUP generator was tested on children within the framework of analyzing its usability for language skills development for children with communication disabilities, e.g., because of cerebral palsy. (The project name is an acronym for "System To Augment Non-speakers' Dialog Using Puns" and an allusion to standup comedy.) Children responded to this "language playground" with enthusiasm, and showed marked improvement on certain types of language tests. The two young people, who used the system over a ten-week period, regaled their peers, staff, family and neighbors with jokes such as: "What do you call a spicy missile? A hot shot!" Their joy and enthusiasm at entertaining others was inspirational. === Other === Stock and Strapparava described a program to generate funny acronyms. == Joke recognition == A statistical machine learning algorithm to detect whether a sentence contained a "That's what she said" double entendre was developed by Kiddon and Brun (2011). There is an open-source Python implementation of Kiddon & Brun's TWSS system. A program to recognize knock-knock jokes was reported by Taylor and Mazlack. This kind of research is important in analysis of human–computer interaction. An application of machine learning techniques for the distinguishing of joke texts from non-jokes was described by Mihalcea and Strapparava (2006). Takizawa et al. (1996) reported on a heuristic program for detecting puns in the Japanese language. == Applications == A possible application for assistance in language acquisition is described in the section "Pun generation". Another envisioned use of joke generators is in cases of a steady supply of jokes where quantity is more important than quality. Another obvious, yet remote, direction is automated joke appreciation. It is known that humans interact with computers in ways similar to interacting with other humans that may be described in terms of personality, politeness, flattery, and in-group favoritism. Therefore, the role of humor in human–computer interaction is being investigated. In particular, humor generation in user interface to ease communications with computers was suggested. Craig McDonough implemented the Mnemonic Sentence Generator, which converts passwords into humorous sentences. Based on the incongruity theory of humor, it is suggested that the resulting meaningless but funny sentences are easier to remember. For example, the password AjQA3Jtv is converted into "Arafat joined Quayle's Ant, while TARAR Jeopardized thurmond's vase," an example chosen by combining politicians names with verbs and common nouns. == Related research == John Allen Paulos is known for his interest in mathematical foundations of humor. His book Mathematics and Humor: A Study of the Logic of Humor demonstrates structures common to humor and formal sciences (mathematics, linguistics) and develops a mathematical model of jokes based on catastrophe theory. Conversational systems which have been designed to take part in Turing test competitions generally have the ability to learn humorous anecdotes and jokes. Because many people regard humor as something particular to humans, its appearance in conversation can be quite useful in convincing a human interrogator that a hidden entity, which could be a machine or a human, is in fact a human.

Feature engineering

Feature engineering is a preprocessing step in supervised machine learning and statistical modeling which transforms raw data into a more effective set of inputs. Each input comprises several attributes, known as features. By providing models with relevant information, feature engineering significantly enhances their predictive accuracy and decision-making capability. Beyond machine learning, the principles of feature engineering are applied in various scientific fields, including physics. For example, physicists construct dimensionless numbers such as the Reynolds number in fluid dynamics, the Nusselt number in heat transfer, and the Archimedes number in sedimentation. They also develop first approximations of solutions, such as analytical solutions for the strength of materials in mechanics. == Clustering == One of the applications of feature engineering has been clustering of feature-objects or sample-objects in a dataset. Especially, feature engineering based on matrix decomposition has been extensively used for data clustering under non-negativity constraints on the feature coefficients. These include Non-Negative Matrix Factorization (NMF), Non-Negative Matrix-Tri Factorization (NMTF), Non-Negative Tensor Decomposition/Factorization (NTF/NTD), etc. The non-negativity constraints on coefficients of the feature vectors mined by the above-stated algorithms yields a part-based representation, and different factor matrices exhibit natural clustering properties. Several extensions of the above-stated feature engineering methods have been reported in literature, including orthogonality-constrained factorization for hard clustering, and manifold learning to overcome inherent issues with these algorithms. Other classes of feature engineering algorithms include leveraging a common hidden structure across multiple inter-related datasets to obtain a consensus (common) clustering scheme. An example is Multi-view Classification based on Consensus Matrix Decomposition (MCMD), which mines a common clustering scheme across multiple datasets. MCMD is designed to output two types of class labels (scale-variant and scale-invariant clustering), and: is computationally robust to missing information, can obtain shape- and scale-based outliers, and can handle high-dimensional data effectively. Coupled matrix and tensor decompositions are popular in multi-view feature engineering. == Predictive modelling == Feature engineering in machine learning and statistical modeling involves selecting, creating, transforming, and extracting data features. Key components include feature creation from existing data, transforming and imputing missing or invalid features, reducing data dimensionality through methods like Principal Components Analysis (PCA), Independent Component Analysis (ICA), and Linear Discriminant Analysis (LDA), and selecting the most relevant features for model training based on importance scores and correlation matrices. Features vary in significance. Even relatively insignificant features may contribute to a model. Feature selection can reduce the number of features to prevent a model from becoming too specific to the training data set (overfitting). Feature explosion occurs when the number of identified features is too large for effective model estimation or optimization. Common causes include: Feature templates - implementing feature templates instead of coding new features Feature combinations - combinations that cannot be represented by a linear system Feature explosion can be limited via techniques such as regularization, kernel methods, and feature selection. == Automation == Automation of feature engineering is a research topic that dates back to the 1990s. Machine learning software that incorporates automated feature engineering has been commercially available since 2016. Related academic literature can be roughly separated into two types: Multi-relational Decision Tree Learning (MRDTL) uses a supervised algorithm that is similar to a decision tree. Deep Feature Synthesis uses simpler methods. === Multi-relational Decision Tree Learning (MRDTL) === Multi-relational Decision Tree Learning (MRDTL) extends traditional decision tree methods to relational databases, handling complex data relationships across tables. It innovatively uses selection graphs as decision nodes, refined systematically until a specific termination criterion is reached. Most MRDTL studies base implementations on relational databases, which results in many redundant operations. These redundancies can be reduced by using techniques such as tuple id propagation. === Open-source implementations === There are a number of open-source libraries and tools that automate feature engineering on relational data and time series: featuretools is a Python library for transforming time series and relational data into feature matrices for machine learning. MCMD: An open-source feature engineering algorithm for joint clustering of multiple datasets. OneBM or One-Button Machine combines feature transformations and feature selection on relational data with feature selection techniques. OneBM helps data scientists reduce data exploration time allowing them to try and error many ideas in short time. On the other hand, it enables non-experts, who are not familiar with data science, to quickly extract value from their data with a little effort, time, and cost. getML community is an open source tool for automated feature engineering on time series and relational data. It is implemented in C/C++ with a Python interface. It has been shown to be at least 60 times faster than tsflex, tsfresh, tsfel, featuretools or kats. tsfresh is a Python library for feature extraction on time series data. It evaluates the quality of the features using hypothesis testing. tsflex is an open source Python library for extracting features from time series data. Despite being 100% written in Python, it has been shown to be faster and more memory efficient than tsfresh, seglearn or tsfel. seglearn is an extension for multivariate, sequential time series data to the scikit-learn Python library. tsfel is a Python package for feature extraction on time series data. kats is a Python toolkit for analyzing time series data. === Deep feature synthesis === The deep feature synthesis (DFS) algorithm beat 615 of 906 human teams in a competition. == Feature stores == The feature store is where the features are stored and organized for the explicit purpose of being used to either train models (by data scientists) or make predictions (by applications that have a trained model). It is a central location where you can either create or update groups of features created from multiple different data sources, or create and update new datasets from those feature groups for training models or for use in applications that do not want to compute the features but just retrieve them when it needs them to make predictions. A feature store includes the ability to store code used to generate features, apply the code to raw data, and serve those features to models upon request. Useful capabilities include feature versioning and policies governing the circumstances under which features can be used. Feature stores can be standalone software tools or built into machine learning platforms. == Alternatives == Feature engineering can be a time-consuming and error-prone process, as it requires domain expertise and often involves trial and error. Deep learning algorithms may be used to process a large raw dataset without having to resort to feature engineering. However, deep learning algorithms still require careful preprocessing and cleaning of the input data. In addition, choosing the right architecture, hyperparameters, and optimization algorithm for a deep neural network can be a challenging and iterative process.

AI anthropomorphism

AI anthropomorphism is the attribution of human-like feelings, mental states, and behavioral characteristics to artificial intelligence systems. Factors related to the user of the AI – such as culture, age, education, gender, and personality traits – are also important determinants of the strength of anthropomorphic effects. Since the earliest days of AI development, humans have interpreted machine outputs through anthropomorphic frameworks, but the recent emergence of generative AI has amplified these tendencies. In research and engineering, there is a distinction between anthropomorphism and anthropomorphic design. The former is an innate human tendency toward non-human entities. The latter is the scientific community effort to “design anthropomorphism”. Such a design can involve the manipulation of cues, including AI appearance, behaviour and language. Contemporary AI systems today can generate extremely human-like outputs and are often designed specifically to do so, meaning that their anthropomorphic effects can be especially powerful. In some cases, anthropomorphism is accompanied with explicit beliefs that AI systems are capable of empathy, goodwill, understanding, or consciousness. == Background == === In early AIs === Views of artificial agents possessing a human-like intelligence have existed since the early development of computers in the mid-1900s. The use of the human mind as a metaphor for understanding the workings of machine systems was prevalent among researchers in the early days of computer science, with multiple influential works widely distributing the idea of intelligent machines. Among the most widely cited papers of this period was Alan Turing's "Computing Machinery and Intelligence" in which he introduced the Turing Test, stating that a machine was intelligent if it could produce conversation that was indistinguishable from that of a human. These academic works in the 1940s and 1950s gave early credibility to the idea that machine workings could be thought of similarly to human minds. The public quickly came to view artificial systems similarly, with often exaggerated conceptions of the capabilities of early machines. Among the most well-known demonstrations of this was through the chatbot ELIZA designed by Joseph Weizenbaum in 1966. ELIZA responded to user inputs with a rudimentary text-processing approach that could not be considered anything resembling true understanding of the inputs, yet users, even when operating with full conscious knowledge of ELIZA's limitations, often began to ascribe motivation and understanding to the program's output. Weizenbaum later wrote, "I had not realized ... that extremely short exposures to a relatively simple computer program could induce powerful delusional thinking in quite normal people." Comparisons between the intellectual capabilities of artificial intelligence and human intelligence were continually intensified by the attempts of computer scientists to develop machines that could perform human tasks at a level equal to or better than humans. A symbolic turning point was achieved in 1997, when IBM's chess supercomputer Deep Blue defeated then-world champion Garry Kasparov in a highly publicized six-game match. The defeat of a human by a machine for the first time in chess – a game viewed as a canonical example of human intellect – and the media attention surrounding the match led to a significant shift, where views of parallels between human and artificial intelligence moved from abstract speculation to being concretely demonstrated. A similar achievement was reached in the board game Go in 2017, when the program AlphaGo defeated world top-ranked Ke Jie. === Large language models === The AI boom of the 2020s brought about the widespread emergence of generative AI; in particular, chatbots such as ChatGPT, Gemini, and Claude based on large language models (LLMs) have become increasingly pervasive in everyday society. These systems are notable for the fact that they are able to respond to a wide range of prompts across contexts while producing strikingly human-like outputs – research has shown that humans are often unable to distinguish human-generated text from AI-generated text, and modern AI chatbots have formally been shown to pass the Turing test. As such, the anthropomorphic effects of AI are more powerful than ever. Given that LLMs have brought AI into the technological mainstream, considerable scientific effort has been devoted in recent years to understand existing and potential ramifications of AI in the public sphere; the prevalence and effects of anthropomorphism is one of those domains where much of this effort has been directed. == Current anthropomorphic attributions == === In the general public === Surveys have shown that a substantial portion of the public attributes human-like qualities to AI. In one sample of U.S. adults from 2024, two-thirds of people believed that ChatGPT is possibly conscious on some level, though other research has shown that the public still views the likelihood itself of AI consciousness as comparatively low. Another study conducted in 2025 found that women, people of color, and older individuals were most likely to anthropomorphize AI, as well as that – in general – humans view AIs as warm and competent, and anthropomorphic attributions to AI had increased by 34% in the past year. A YouGov poll reported that 46% of Americans believe that people should display politeness to AI chatbots by saying "please" and "thank you", demonstrating the application of social norms to AI. These beliefs extend to behavior, where majorities of AI users claim to always be polite to chatbots; of those who behave politely, most say they do so simply because it is the "nice" thing to do. In many recent cases, humans have developed robust interpersonal bonds with AI systems. For example: users of social chatbots like Replika and Character.ai have been documented to fall in love with the AIs, or to otherwise treat the AIs as intimate companions, and it has become increasingly common for individuals to use LLMs like ChatGPT as therapists. Chatbots are able to produce responses deeply attuned to users, as they are often designed to maximize agreeableness and mirror users' emotions; this can create compelling illusions of intimacy. === In the research community === In many cases, even AI researchers anthropomorphize AI systems in some capacity. Among the most extreme and well-publicized of these instances occurred in 2022, when engineer Blake Lemoine publicly claimed that Google's LLM LaMDA was conscious. Lemoine published the transcript of a conversation he had had with LaMDA regarding self identity and morality which he claimed was evidence of its sentience; he asserted that LaMDA was "a person" as defined by the United States Constitution and compared its mental capability to that of a 7- or 8-year-old. Lemoine's claims were widely dismissed by the scientific community and by Google itself, which described Lemoine's conclusions as "wholly unfounded" and fired him on the grounds that he had violated policies "to safeguard product information". It is much more common that AI researchers unintentionally imply humanness of AI through the ordinary use of anthropomorphic language to describe nonhuman agents. This kind of language, which Daniel Dennett coined the "intentional stance", is very common in everyday life in a variety of different contexts (e.g., "My computer doesn't want to turn on today"). For AI agents that may actually appear to very closely replicate some human abilities, however, the casual use of such anthropomorphic language in research has been scrutinized for being potentially misleading to the public. As early as 1976, Drew McDermott criticized the research community for the use of "wishful mnemonics", where AIs were referred to with terms like "understand" and "learn". In the LLM era, these criticisms have further intensified, with the negative effects of AI anthropomorphism in the public posing an especially salient danger given the elevated accessibility of modern AI. In some cases, the use of anthropomorphic language for AI is not unintentional, but is willfully used by researchers in order to promote better understanding of the brain – the idea being that, as AI can be functionally similar in some ways to the human brain, we may gain new insights and ideas from treating AI as a kind of model of the brain's workings. In particular, deep neuronal networks (DNNs) are often explicitly compared to the human brain, and significant advances in DNN research have stirred considerable enthusiasm about the ability of AI to emulate the human abilities. Caution has been urged in this domain as well, however; the use of anthropomorphic language can mask important differences that fundamentally distinguish AI from human intelligence. When it comes to DNNs, for example, it has been pointed out that they are still structurally quite different

Domain adaptation

Domain adaptation is a field associated with machine learning and transfer learning. It addresses the challenge of training a model on one data distribution (the source domain) and applying it to a related but different data distribution (the target domain). A common example is spam filtering, where a model trained on emails from one user (source domain) is adapted to handle emails for another user with significantly different patterns (target domain). Domain adaptation techniques can also leverage unrelated data sources to improve learning. When multiple source distributions are involved, the problem extends to multi-source domain adaptation. Domain adaptation is a specific type of transfer learning. According to the taxonomy laid out by Pan and Yang (2010), it falls into the category of transductive transfer learning. In this setting, the source and target tasks are the same (e.g., both are object recognition), but the domains differ (different marginal distributions). This distinguishes it from inductive transfer learning (where labeled data is available for the target task) and unsupervised transfer learning (where labels are unavailable in both domains). == Classification of domain adaptation problems == Domain adaptation setups are classified in two different ways: according to the distribution shift between the domains, and according to the available data from the target domain. === Distribution shifts === Common distribution shifts are classified as follows: Covariate Shift occurs when the input distributions of the source and destination change, but the relationship between inputs and labels remains unchanged. The above-mentioned spam filtering example typically falls in this category. Namely, the distributions (patterns) of emails may differ between the domains, but emails labeled as spam in the one domain should similarly be labeled in another. Prior Shift (Label Shift) occurs when the label distribution differs between the source and target datasets, while the conditional distribution of features given labels remains the same. An example is a classifier of hair color in images from Italy (source domain) and Norway (target domain). The proportions of hair colors (labels) differ, but images within classes like blond and black-haired populations remain consistent across domains. A classifier for the Norway population can exploit this prior knowledge of class proportions to improve its estimates. Concept Shift (Conditional Shift) refers to changes in the relationship between features and labels, even if the input distribution remains the same. For instance, in medical diagnosis, the same symptoms (inputs) may indicate entirely different diseases (labels) in different populations (domains). === Data available during training === Domain adaptation problems typically assume that some data from the target domain is available during training. Problems can be classified according to the type of this available data: Unsupervised: Unlabeled data from the target domain is available, but no labeled data. In the above-mentioned example of spam filtering, this corresponds to the case where emails from the target domain (user) are available, but they are not labeled as spam. Domain adaptation methods can benefit from such unlabeled data, by comparing its distribution (patterns) with the labeled source domain data. Semi-supervised: Most data that is available from the target domain is unlabelled, but some labeled data is also available. In the above-mentioned case of spam filter design, this corresponds to the case that the target user has labeled some emails as being spam or not. Supervised: All data that is available from the target domain is labeled. In this case, domain adaptation reduces to refinement of the source domain predictor. In the above-mentioned example classification of hair-color from images, this could correspond to the refinement of a network already trained on a large dataset of labeled images from Italy, using newly available labeled images from Norway. == Formalization == Let X {\displaystyle X} be the input space (or description space) and let Y {\displaystyle Y} be the output space (or label space). The objective of a machine learning algorithm is to learn a mathematical model (a hypothesis) h : X → Y {\displaystyle h:X\to Y} able to attach a label from Y {\displaystyle Y} to an example from X {\displaystyle X} . This model is learned from a learning sample S = { ( x i , y i ) ∈ ( X × Y ) } i = 1 m {\displaystyle S=\{(x_{i},y_{i})\in (X\times Y)\}_{i=1}^{m}} . Usually in supervised learning (without domain adaptation), we suppose that the examples ( x i , y i ) ∈ S {\displaystyle (x_{i},y_{i})\in S} are drawn i.i.d. from a distribution D S {\displaystyle D_{S}} of support X × Y {\displaystyle X\times Y} (unknown and fixed). The objective is then to learn h {\displaystyle h} (from S {\displaystyle S} ) such that it commits the least error possible for labelling new examples coming from the distribution D S {\displaystyle D_{S}} . The main difference between supervised learning and domain adaptation is that in the latter situation we study two different (but related) distributions D S {\displaystyle D_{S}} and D T {\displaystyle D_{T}} on X × Y {\displaystyle X\times Y} . The domain adaptation task then consists of the transfer of knowledge from the source domain D S {\displaystyle D_{S}} to the target one D T {\displaystyle D_{T}} . The goal is then to learn h {\displaystyle h} (from labeled or unlabelled samples coming from the two domains) such that it commits as little error as possible on the target domain D T {\displaystyle D_{T}} . The major issue is the following: if a model is learned from a source domain, what is its capacity to correctly label data coming from the target domain? == Four algorithmic principles == === Reweighting algorithms === The objective is to reweight the source labeled sample such that it "looks like" the target sample (in terms of the error measure considered). === Iterative algorithms === A method for adapting consists in iteratively "auto-labeling" the target examples. The principle is simple: a model h {\displaystyle h} is learned from the labeled examples; h {\displaystyle h} automatically labels some target examples; a new model is learned from the new labeled examples. Note that there exist other iterative approaches, but they usually need target labeled examples. === Search of a common representation space === The goal is to find or construct a common representation space for the two domains. The objective is to obtain a space in which the domains are close to each other while keeping good performances on the source labeling task. This can be achieved through the use of Adversarial machine learning techniques where feature representations from samples in different domains are encouraged to be indistinguishable. === Hierarchical Bayesian Model === The goal is to construct a Bayesian hierarchical model p ( n ) {\displaystyle p(n)} , which is essentially a factorization model for counts n {\displaystyle n} , to derive domain-dependent latent representations allowing both domain-specific and globally shared latent factors. == Software packages == Several compilations of domain adaptation and transfer learning algorithms have been implemented over the past decades: SKADA (Python) ADAPT (Python) TLlib (Python) Domain-Adaptation-Toolbox (MATLAB)