Win–stay, lose–switch

Win–stay, lose–switch

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

Voice user interface

A voice user interface (VUI) enables spoken human interaction with computers, using speech recognition to understand spoken commands and answer questions, and typically text to speech to play a reply. A voice command device is a device controlled with a voice user interface. Voice user interfaces have been added to automobiles, home automation systems, computer operating systems, home appliances like washing machines and microwave ovens, and television remote controls. They are the primary way of interacting with virtual assistants on smartphones and smart speakers. Older automated attendants (which route phone calls to the correct extension) and interactive voice response systems (which conduct more complicated transactions over the phone) can respond to the pressing of keypad buttons via DTMF tones, but those with a full voice user interface allow callers to speak requests and responses without having to press any buttons. Newer voice command devices are speaker-independent, so they can respond to multiple voices, regardless of accent or dialectal influences. They are also capable of responding to several commands at once, separating vocal messages, and providing appropriate feedback, accurately imitating a natural conversation. == Overview == A VUI is the interface to any speech application. Only a short time ago, controlling a machine by simply talking to it was only possible in science fiction. Until recently, this area was considered to be artificial intelligence. However, advances in technologies like text-to-speech, speech-to-text, natural language processing, and cloud services contributed to the mass adoption of these types of interfaces. VUIs have become more commonplace, and people are taking advantage of the value that these hands-free, eyes-free interfaces provide in many situations. VUIs rely on the ability to process input reliably, inconsistent performance often leads to decreased user engagement and negative feedback. Designing a good VUI requires interdisciplinary talents of computer science, linguistics and human factors such as psychology. Even with advanced development tools, constructing an effective VUI requires understanding of both the tasks to be performed, as well as the target audience that will use the final system. The closer the VUI matches the user's mental model of the task, the easier it will be to use with little or no training, resulting in both higher efficiency and higher user satisfaction. A VUI designed for the general public should emphasize ease of use and provide a lot of help and guidance for first-time callers. In contrast, a VUI designed for a small group of power users (including field service workers), should focus more on productivity and less on help and guidance. Such applications should streamline the call flows, minimize prompts, eliminate unnecessary iterations and allow elaborate "mixed initiative dialogs", which enable callers to enter several pieces of information in a single utterance and in any order or combination. In short, speech applications have to be carefully crafted for the specific business process that is being automated. Not all business processes render themselves equally well for speech automation. In general, the more complex the inquiries and transactions are, the more challenging they will be to automate, and the more likely they will be to fail with the general public. In some scenarios, automation is simply not applicable, so live agent assistance is the only option. A legal advice hotline, for example, would be very difficult to automate. On the flip side, speech is perfect for handling quick and routine transactions, like changing the status of a work order, completing a time or expense entry, or transferring funds between accounts. == History == Early applications for VUI included voice-activated dialing of phones, either directly or through a (typically Bluetooth) headset or vehicle audio system. In 2007, a CNN business article reported that voice command was over a billion dollar industry and that companies like Google and Apple were trying to create speech recognition features. In the years since the article was published, the world has witnessed a variety of voice command devices. Additionally, Google has created a speech recognition engine called Pico TTS and Apple released Siri. Voice command devices are becoming more widely available, and innovative ways for using the human voice are always being created. For example, Business Week suggests that the future remote controller is going to be the human voice. Currently Xbox Live allows such features and Jobs hinted at such a feature on the new Apple TV. == Voice command software products on computing devices == Both Apple Mac and Windows PC provide built in speech recognition features for their latest operating systems. === Microsoft Windows === Two Microsoft operating systems, Windows 7 and Windows Vista, provide speech recognition capabilities. Microsoft integrated voice commands into their operating systems to provide a mechanism for people who want to limit their use of the mouse and keyboard, but still want to maintain or increase their overall productivity. ==== Windows Vista ==== With Windows Vista voice control, a user may dictate documents and emails in mainstream applications, start and switch between applications, control the operating system, format documents, save documents, edit files, efficiently correct errors, and fill out forms on the Web. The speech recognition software learns automatically every time a user uses it, and speech recognition is available in English (U.S.), English (U.K.), German (Germany), French (France), Spanish (Spain), Japanese, Chinese (Traditional), and Chinese (Simplified). In addition, the software comes with an interactive tutorial, which can be used to train both the user and the speech recognition engine. ==== Windows 7 ==== In addition to all the features provided in Windows Vista, Windows 7 provides a wizard for setting up the microphone and a tutorial on how to use the feature. ==== Mac OS X ==== All Mac OS X computers come pre-installed with the speech recognition software. The software is user-independent, and it allows for a user to, "navigate menus and enter keyboard shortcuts; speak checkbox names, radio button names, list items, and button names; and open, close, control, and switch among applications." However, the Apple website recommends a user buy a commercial product called Dictate. === Commercial products === If a user is not satisfied with the built in speech recognition software or a user does not have a built speech recognition software for their OS, then a user may experiment with a commercial product such as Braina Pro or DragonNaturallySpeaking for Windows PCs, and Dictate, the name of the same software for Mac OS. == Voice command mobile devices == Any mobile device running Android OS, Microsoft Windows Phone, iOS 9 or later, or Blackberry OS provides voice command capabilities. In addition to the built-in speech recognition software for each mobile phone's operating system, a user may download third party voice command applications from each operating system's application store: Apple App store, Google Play, Windows Phone Marketplace (initially Windows Marketplace for Mobile), or BlackBerry App World. === Android OS === Google has developed an open source operating system called Android, which allows a user to perform voice commands such as: send text messages, listen to music, get directions, call businesses, call contacts, send email, view a map, go to websites, write a note, and search Google. The speech recognition software is available for all devices since Android 2.2 "Froyo", but the settings must be set to English. Google allows for the user to change the language, and the user is prompted when he or she first uses the speech recognition feature if he or she would like their voice data to be attached to their Google account. If a user decides to opt into this service, it allows Google to train the software to the user's voice. Google introduced the Google Assistant with Android 7.0 "Nougat". It is much more advanced than the older version. Amazon.com has the Echo that uses Amazon's custom version of Android to provide a voice interface. === Microsoft Windows === Windows Phone is Microsoft's mobile device's operating system. On Windows Phone 7.5, the speech app is user independent and can be used to: call someone from your contact list, call any phone number, redial the last number, send a text message, call your voice mail, open an application, read appointments, query phone status, and search the web. In addition, speech can also be used during a phone call, and the following actions are possible during a phone call: press a number, turn the speaker phone on, or call someone, which puts the current call on hold. Windows 10 introduces Cortana, a voice control system that replaces the formerly used voice control on Windows

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.

Synaptic transistor

A synaptic transistor is an electrical device that can learn in ways similar to a neural synapse. It optimizes its own properties for the functions it has carried out in the past. The device mimics the behavior of the property of neurons called spike-timing-dependent plasticity, or STDP. == Structure == Its structure is similar to that of a field effect transistor, where an ionic liquid takes the place of the gate insulating layer between the gate electrode and the conducting channel. That channel is composed of samarium nickelate (SmNiO3, or SNO) rather than the field effect transistor's doped silicon. == Function == A synaptic transistor has a traditional immediate response whose amount of current that passes between the source and drain contacts varies with voltage applied to the gate electrode. It also produces a much slower learned response such that the conductivity of the SNO layer varies in response to the transistor's STDP history, essentially by shuttling oxygen ions between the SNO and the ionic liquid. The analog of strengthening a synapse is to increase the SNO's conductivity, which essentially increases gain. Similarly, weakening a synapse is analogous to decreasing the SNO's conductivity, lowering the gain. The input and output of the synaptic transistor are continuous analog values, rather than digital on-off signals. While the physical structure of the device has the potential to learn from history, it contains no way to bias the transistor to control the memory effect. An external supervisory circuit converts the time delay between input and output into a voltage applied to the ionic liquid that either drives ions into the SNO or removes them. A network of such devices can learn particular responses to "sensory inputs", with those responses being learned through experience rather than explicitly programmed.

Facial recognition system

A facial recognition system is a technology potentially capable of matching a human face from a digital image or a video frame against a database of faces. Such a system is typically employed to authenticate users through ID verification services, and works by pinpointing and measuring facial features from a given image. Development on similar systems began in the 1960s as a form of computer application. Since their inception, facial recognition systems have seen wider uses in recent times on smartphones and in other forms of technology, such as robotics. Because computerized facial recognition involves the measurement of a human's physiological characteristics, facial recognition systems are categorized as biometrics. Although the accuracy of facial recognition systems as a biometric technology is lower than iris recognition, fingerprint image acquisition, palm recognition or voice recognition, it is widely adopted due to its contactless process. Facial recognition systems have been deployed in advanced human–computer interaction, video surveillance, law enforcement, passenger screening, decisions on employment and housing, and automatic indexing of images. Facial recognition systems are employed throughout the world today by governments and private companies. Their effectiveness varies, and some systems have previously been scrapped because of their ineffectiveness. The use of facial recognition systems has also raised controversy, with claims that the systems violate citizens' privacy, commonly make incorrect identifications, encourage gender norms and racial profiling, and do not protect important biometric data. The appearance of synthetic media such as deepfakes has also raised concerns about its security. These claims have led to the ban of facial recognition systems in several cities in the United States. Growing societal concerns led social networking company Meta Platforms to shut down its Facebook facial recognition system in 2021, deleting the face-scan data of more than one billion users. The change represented one of the largest shifts in facial recognition usage in the technology's history. IBM also stopped offering facial recognition technology due to similar concerns. == History of facial recognition technology == Automated facial recognition was pioneered in the 1960s by Woody Bledsoe, Helen Chan Wolf, and Charles Bisson, whose work focused on teaching computers to recognize human faces. Their early facial recognition project was dubbed "man-machine" because a human first needed to establish the coordinates of facial features in a photograph before they could be used by a computer for recognition. Using a graphics tablet, a human would pinpoint facial features coordinates, such as the pupil centers, the inside and outside corners of eyes, and the widows peak in the hairline. The coordinates were used to calculate 20 individual distances, including the width of the mouth and of the eyes. A human could process about 40 pictures an hour, building a database of these computed distances. A computer would then automatically compare the distances for each photograph, calculate the difference between the distances, and return the closed records as a possible match. In 1970, Takeo Kanade publicly demonstrated a face-matching system that located anatomical features such as the chin and calculated the distance ratio between facial features without human intervention. Later tests revealed that the system could not always reliably identify facial features. Nonetheless, interest in the subject grew and in 1977 Kanade published the first detailed book on facial recognition technology. In 1993, the Defense Advanced Research Project Agency (DARPA) and the Army Research Laboratory (ARL) established the face recognition technology program FERET to develop "automatic face recognition capabilities" that could be employed in a productive real life environment "to assist security, intelligence, and law enforcement personnel in the performance of their duties." Face recognition systems that had been trialled in research labs were evaluated. The FERET tests found that while the performance of existing automated facial recognition systems varied, a handful of existing methods could viably be used to recognize faces in still images taken in a controlled environment. The FERET tests spawned three US companies that sold automated facial recognition systems. Vision Corporation and Miros Inc were founded in 1994, by researchers who used the results of the FERET tests as a selling point. Viisage Technology was established by an identification card defense contractor in 1996 to commercially exploit the rights to the facial recognition algorithm developed by Alex Pentland at MIT. Following the 1993 FERET face-recognition vendor test, the Department of Motor Vehicles (DMV) offices in West Virginia and New Mexico became the first DMV offices to use automated facial recognition systems to prevent people from obtaining multiple driving licenses using different names. Driver's licenses in the United States were at that point a commonly accepted form of photo identification. DMV offices across the United States were undergoing a technological upgrade and were in the process of establishing databases of digital ID photographs. This enabled DMV offices to deploy the facial recognition systems on the market to search photographs for new driving licenses against the existing DMV database. DMV offices became one of the first major markets for automated facial recognition technology and introduced US citizens to facial recognition as a standard method of identification. The increase of the US prison population in the 1990s prompted U.S. states to established connected and automated identification systems that incorporated digital biometric databases, in some instances this included facial recognition. In 1999, Minnesota incorporated the facial recognition system FaceIT by Visionics into a mug shot booking system that allowed police, judges and court officers to track criminals across the state. Until the 1990s, facial recognition systems were developed primarily by using photographic portraits of human faces. Research on face recognition to reliably locate a face in an image that contains other objects gained traction in the early 1990s with the principal component analysis (PCA). The PCA method of face detection is also known as Eigenface and was developed by Matthew Turk and Alex Pentland. Turk and Pentland combined the conceptual approach of the Karhunen–Loève theorem and factor analysis, to develop a linear model. Eigenfaces are determined based on global and orthogonal features in human faces. A human face is calculated as a weighted combination of a number of Eigenfaces. Because few Eigenfaces were used to encode human faces of a given population, Turk and Pentland's PCA face detection method greatly reduced the amount of data that had to be processed to detect a face. Pentland in 1994 defined Eigenface features, including eigen eyes, eigen mouths and eigen noses, to advance the use of PCA in facial recognition. In 1997, the PCA Eigenface method of face recognition was improved upon using linear discriminant analysis (LDA) to produce Fisherfaces. LDA Fisherfaces became dominantly used in PCA feature based face recognition. While Eigenfaces were also used for face reconstruction. In these approaches no global structure of the face is calculated which links the facial features or parts. Purely feature based approaches to facial recognition were overtaken in the late 1990s by the Bochum system, which used Gabor filter to record the face features and computed a grid of the face structure to link the features. Christoph von der Malsburg and his research team at the University of Bochum developed Elastic Bunch Graph Matching in the mid-1990s to extract a face out of an image using skin segmentation. By 1997, the face detection method developed by Malsburg outperformed most other facial detection systems on the market. The so-called "Bochum system" of face detection was sold commercially on the market as ZN-Face to operators of airports and other busy locations. The software was "robust enough to make identifications from less-than-perfect face views. It can also often see through such impediments to identification as mustaches, beards, changed hairstyles and glasses—even sunglasses". Real-time face detection in video footage became possible in 2001 with the Viola–Jones object detection framework for faces. Paul Viola and Michael Jones combined their face detection method with the Haar-like feature approach to object recognition in digital images to launch AdaBoost, the first real-time frontal-view face detector. By 2015, the Viola–Jones algorithm had been implemented using small low power detectors on handheld devices and embedded systems. Therefore, the Viola–Jones algorithm has not only broadened the practical application of face recognition systems but

The 2028 Global Intelligence Crisis

The 2028 Global Intelligence Crisis is a report authored by James van Geelen and Alap Shah and published by Citrini Research in February 2026, on the impact of artificial intelligence on humanity's future. Written in the form of a scenario analysis, it was viewed millions of times online and reportedly caused a fall in the stock market prices of major tech and financial firms. It also received criticism among others, for its allegedly flawed economic logic. The 'thought exercise', as the authors called it, painted a gloomy picture for the near future, where outputs keep growing while consumer's ability to spend collapses. "...driven by ai agents that don’t sleep, take sick days or require health insurance”, "outputs that are shown in national accounts increases, "but never circulates through the real economy"(which the report calls 'Ghost GDP'), the authors argued. In other words, the authors predict a scenario where the owners of the AI firms will accumulate a vast fortune but there will be scant demand from consumers as AI would cause massive unemployment. The authors caution the reader that what they make is a scenario and not a prediction. In the scenario they visualise, any service whose value proposition is “I will navigate complexity that you find tedious” is getting disrupted. The reports argues that the unique ability of human beings to analyse, decide, create, persuade, and coordinate was “the thing that could not be replicated at scale,” and call the historical scarcity of this precious entity 'friction'. When this friction becomes zero, a gamut of changes occur which then triggers a cascading of changes across the economy. ”Travel booking platforms are an early casualty; Financial advice. tax prep., and routine legal work follow suit. National unemployment rate go as high 10.2% and the S&P 500 goes for a massive 38% peak-to-trough crash. In contrast to the previous technological revolutions the high-earning professionals suffers more and get forced to take up roles in the gig economy. Labour supply becomes abundant and this cuts wages all across the economy. The dent in income for the employees then affects other sectors of the economy such as the residential mortgage market. The losses for the software companies triggers loan defaults and heralds peril for the private credit sector.

U-matrix

The U-matrix (unified distance matrix) is a representation of a self-organizing map (SOM) where the Euclidean distance between the codebook vectors of neighboring neurons is depicted in a grayscale image. This image is used to visualize the data in a high-dimensional space using a 2D image. == Construction procedure == Once the SOM is trained using the input data, the final map is not expected to have any twists. If the map is twist-free, the distance between the codebook vectors of neighboring neurons gives an approximation of the distance between different parts of the underlying data. When such distances are depicted in a grayscale image, light colors depict closely spaced node codebook vectors and darker colors indicate more widely separated node codebook vectors. Thus, groups of light colors can be considered as clusters, and the dark parts as the boundaries between the clusters. This representation can help to visualize the clusters in the high-dimensional spaces, or to automatically recognize them using relatively simple image processing techniques.