Digital organism

Digital organism

A digital organism is a self-replicating computer program that mutates and evolves. Digital organisms are used as a tool to study the dynamics of Darwinian evolution, and to test or verify specific hypotheses or mathematical models of evolution. The study of digital organisms is closely related to the area of artificial life. == History == Digital organisms can be traced back to the game Darwin, developed in 1961 at Bell Labs, in which computer programs had to compete with each other by trying to stop others from executing . A similar implementation that followed this was the game Core War. In Core War, it turned out that one of the winning strategies was to replicate as fast as possible, which deprived the opponent of all computational resources. Programs in the Core War game were also able to mutate themselves and each other by overwriting instructions in the simulated "memory" in which the game took place. This allowed competing programs to embed damaging instructions in each other that caused errors (terminating the process that read it), "enslaved processes" (making an enemy program work for you), or even change strategies mid-game and heal themselves. Steen Rasmussen at Los Alamos National Laboratory took the idea from Core War one step further in his core world system by introducing a genetic algorithm that automatically wrote programs. However, Rasmussen did not observe the evolution of complex and stable programs. It turned out that the programming language in which core world programs were written was very brittle, and more often than not mutations would completely destroy the functionality of a program. The first to solve the issue of program brittleness was Thomas S. Ray with his Tierra system, which was similar to core world. Ray made some key changes to the programming language such that mutations were much less likely to destroy a program. With these modifications, he observed for the first time computer programs that did indeed evolve in a meaningful and complex way. Later, Chris Adami, Titus Brown, and Charles Ofria started developing their Avida system, which was inspired by Tierra but again had some crucial differences. In Tierra, all programs lived in the same address space and could potentially execute or otherwise interfere with each other's code. In Avida, on the other hand, each program lives in its own address space. Because of this modification, experiments with Avida became much cleaner and easier to interpret than those with Tierra. With Avida, digital organism research has begun to be accepted as a valid contribution to evolutionary biology by a growing number of evolutionary biologists. Evolutionary biologist Richard Lenski of Michigan State University has used Avida extensively in his work. Lenski, Adami, and their colleagues have published in journals such as Nature and the Proceedings of the National Academy of Sciences (USA). In 1996, Andy Pargellis created a Tierra-like system called Amoeba that evolved self-replication from a randomly seeded initial condition. More recently REvoSim - a software package based around binary digital organisms - has allowed evolutionary simulations of large populations that can be run for geological timescales.

Visual Turing Test

The Visual Turing Test is “an operator-assisted device that produces a stochastic sequence of binary questions from a given test image”. The query engine produces a sequence of questions that have unpredictable answers given the history of questions. The test is only about vision and does not require any natural language processing. The job of the human operator is to provide the correct answer to the question or reject it as ambiguous. The query generator produces questions such that they follow a “natural story line”, similar to what humans do when they look at a picture. == History == Research in computer vision dates back to the 1960s when Seymour Papert first attempted to solve the problem. This unsuccessful attempt was referred to as the Summer Vision Project. The reason why it was not successful was because computer vision is more complicated than what people think. The complexity is in alignment with the human visual system. Roughly 50% of the human brain is devoted in processing vision, which indicates that it is a difficult problem. Later there were attempts to solve the problems with models inspired by the human brain. Perceptrons by Frank Rosenblatt, which is a form of the neural networks, was one of the first such approaches. These simple neural networks could not live up to their expectations and had certain limitations due to which they were not considered in future research. Later with the availability of the hardware and some processing power the research shifted to image processing which involves pixel-level operations, like finding edges, de-noising images or applying filters to name a few. There was some great progress in this field but the problem of vision which was to make the machines understand the images was still not being addressed. During this time the neural networks also resurfaced as it was shown that the limitations of the perceptrons can be overcome by Multi-layer perceptrons. Also in the early 1990s convolutional neural networks were born which showed great results on digit recognition but did not scale up well on harder problems. The late 1990s and early 2000s saw the birth of modern computer vision. One of the reasons this happened was due to the availability of key, feature extraction and representation algorithms. Features along with the already present machine learning algorithms were used to detect, localise and segment objects in Images. While all these advancements were being made, the community felt the need to have standardised datasets and evaluation metrics so the performances can be compared. This led to the emergence of challenges like the Pascal VOC challenge and the ImageNet challenge. The availability of standard evaluation metrics and the open challenges gave directions to the research. Better algorithms were introduced for specific tasks like object detection and classification. Visual Turing Test aims to give a new direction to the computer vision research which would lead to the introduction of systems that will be one step closer to understanding images the way humans do. == Current evaluation practices == A large number of datasets have been annotated and generalised to benchmark performances of difference classes of algorithms to assess different vision tasks (e.g., object detection/recognition) on some image domain (e.g., scene images). One of the most famous datasets in computer vision is ImageNet which is used to assess the problem of object level Image classification. ImageNet is one of the largest annotated datasets available and has over one million images. The other important vision task is object detection and localisation which refers to detecting the object instance in the image and providing the bounding box coordinates around the object instance or segmenting the object. The most popular dataset for this task is the Pascal dataset. Similarly there are other datasets for specific tasks like the H3D dataset for human pose detection, Core dataset to evaluate the quality of detected object attributes such as colour, orientation, and activity. Having these standard datasets has helped the vision community to come up with well performing algorithms for all these tasks. The next logical step is to create a larger task encompassing of these smaller subtasks. Having such a task would lead to building systems that would understand images, as understanding images would inherently involve detecting objects, localising them and segmenting them. == Details == The Visual Turing Test (VTT) unlike the Turing test has a query engine system which interrogates a computer vision system in the presence of a human co-ordinator. It is a system that generates a random sequence of binary questions specific to the test image, such that the answer to any question k is unpredictable given the true answers to the previous k − 1 questions (also known as history of questions). The test happens in the presence of a human operator who serves two main purposes: removing the ambiguous questions and providing the correct answers to the unambiguous questions. Given an Image infinite possible binary questions can be asked and a lot of them are bound to be ambiguous. These questions if generated by the query engine are removed by the human moderator and instead the query engine generates another question such that the answer to it is unpredictable given the history of the questions. The aim of the Visual Turing Test is to evaluate the Image understanding of a computer system, and an important part of image understanding is the story line of the image. When humans look at an image, they do not think that there is a car at ‘x’ pixels from the left and ‘y’ pixels from the top, but instead they look at it as a story, for e.g. they might think that there is a car parked on the road, a person is exiting the car and heading towards a building. The most important elements of the story line are the objects and so to extract any story line from an image the first and the most important task is to instantiate the objects in it, and that is what the query engine does. === Query engine === The query engine is the core of the Visual Turing Test and it comprises two main parts : Vocabulary and Questions ==== Vocabulary ==== Vocabulary is a set of words that represent the elements of the images. This vocabulary when used with appropriate grammar leads to a set of questions. The grammar is defined in the next section in a way that it leads to a space of binary questions. The vocabulary V {\displaystyle {\mathcal {V}}} consist of three components: Types of Objects T {\displaystyle {\mathcal {T}}} Type-dependent attributes of objects A ( t ) {\displaystyle {\mathcal {A}}(t)} Type-dependent relationships between two objects R ( t , t ′ ) {\displaystyle {\mathcal {R}}(t,t')} For Images of urban street scenes the types of objects include people, vehicle and buildings. Attributes refer to the properties of these objects, for e.g. female, child, wearing a hat or carrying something, for people and moving, parked, stopped, one tire visible or two tires visible for vehicles. Relationships between each pair of object classes can be either “ordered” or “unordered”. The unordered relationships may include talking, walking together and the ordered relationships include taller, closer to the camera, occluding, being occluded etc. Additionally all of this vocabulary is used in context of rectangular image regions w \in W which allow for the localisation of objects in the image. An extremely large number of such regions are possible and this complicates the problem, so for this test, regions at specific scales are only used which include 1/16 the size of image, 1/4 the size of image, 1/2 the size of image or larger. ==== Questions ==== The question space is composed of four types of questions: Existence questions: The aim of the existence questions is to find new objects in the image that have not been uniquely identified previously. They are of the form : Qexist = 'Is there an instance of an object of type t with attributes A partially visible in region w that was not previously instantiated?' Uniqueness questions: A uniqueness question tries to uniquely identify an object to instantiate it. Quniq = 'Is there a unique instance of an object of type t with attributes A partially visible in region w that was not previously instantiated?' The uniqueness questions along with the existence questions form the instantiation questions. As mentioned earlier instantiating objects leads to other interesting questions and eventually a story line. Uniqueness questions follow the existence questions and a positive answer to it leads to instantiation of an object. Attribute questions: An attribute question tries to find more about the object once it has been instantiated. Such questions can query about a single attribute, conjunction of two attributes or disjunction of two attributes. Qatt(ot) = {'Does object ot have attribute a?' , 'Does object

Social media mining

Social media mining is the process of obtaining data from user-generated content on social media in order to extract actionable patterns, form conclusions about users, and act upon the information. Mining supports targeting advertising to users or academic research. The term is an analogy to the process of mining for minerals. Mining companies sift through raw ore to find the valuable minerals; likewise, social media mining sifts through social media data in order to discern patterns and trends about matters such as social media usage, online behaviour, content sharing, connections between individuals, buying behaviour. These patterns and trends are of interest to companies, governments and not-for-profit organizations, as such organizations can use the analyses for tasks such as design strategies, introduce programs, products, processes or services. Social media mining uses concepts from computer science, data mining, machine learning, and statistics. Mining is based on social network analysis, network science, sociology, ethnography, optimization and mathematics. It attempts to formally represent, measure and model patterns from social media data. In the 2010s, major corporations, governments and not-for-profit organizations began mining to learn about customers, clients and others. Platforms such as Google, Facebook (partnered with Datalogix and BlueKai) conduct mining to target users with advertising. Scientists and machine learning researchers extract insights and design product features. Users may not understand how platforms use their data. Users tend to click through Terms of Use agreements without reading them, leading to ethical questions about whether platforms adequately protect users' privacy. During the 2016 United States presidential election, Facebook allowed Cambridge Analytica, a political consulting firm linked to the Trump campaign, to analyze the data of an estimated 87 million Facebook users to profile voters, creating controversy when this was revealed. == Background == As defined by Kaplan and Haenlein, social media is the "group of internet-based applications that build on the ideological and technological foundations of Web 2.0, and that allow the creation and exchange of user-generated content." There are many categories of social media including, but not limited to, social networking (Facebook or LinkedIn), microblogging (Twitter), photo sharing (Flickr, Instagram, Photobucket, or Picasa), news aggregation (Google Reader, StumbleUpon, or Feedburner), video sharing (YouTube, MetaCafe), livecasting (Ustream or Twitch), virtual worlds (Kaneva), social gaming (World of Warcraft), social search (Google, Bing, or Ask.com), and instant messaging (Google Talk, Skype, or Yahoo! messenger). The first social media website was introduced by GeoCities in 1994. It enabled users to create their own homepages without having a sophisticated knowledge of HTML coding. The first social networking site, SixDegrees.com, was introduced in 1997. Since then, many other social media sites have been introduced, each providing service to millions of people. These individuals form a virtual world in which individuals (social atoms), entities (content, sites, etc.) and interactions (between individuals, between entities, between individuals and entities) coexist. Social norms and human behavior govern this virtual world. By understanding these social norms and models of human behavior and combining them with the observations and measurements of this virtual world, one can systematically analyze and mine social media. Social media mining is the process of representing, analyzing, and extracting meaningful patterns from data in social media, resulting from social interactions. It is an interdisciplinary field encompassing techniques from computer science, data mining, machine learning, social network analysis, network science, sociology, ethnography, statistics, optimization, and mathematics. Social media mining faces grand challenges such as the big data paradox, obtaining sufficient samples, the noise removal fallacy, and evaluation dilemma. Social media mining represents the virtual world of social media in a computable way, measures it, and designs models that can help us understand its interactions. In addition, social media mining provides necessary tools to mine this world for interesting patterns, analyze information diffusion, study influence and homophily, provide effective recommendations, and analyze novel social behavior in social media. == Uses == Social media mining is used across several industries including business development, social science research, health services, and educational purposes. Once the data received goes through social media analytics, it can then be applied to these various fields. Often, companies use the patterns of connectivity that pervade social networks, such as assortativity—the social similarity between users that are induced by influence, homophily, and reciprocity and transitivity. These forces are then measured via statistical analysis of the nodes and connections between these nodes. Social analytics also uses sentiment analysis, because social media users often relay positive or negative sentiment in their posts. This provides important social information about users' emotions on specific topics. These three patterns have several uses beyond pure analysis. For example, influence can be used to determine the most influential user in a particular network. Companies would be interested in this information in order to decide who they may hire for influencer marketing. These influencers are determined by recognition, activity generation, and novelty—three requirements that can be measured through the data mined from these sites. Analysts also value measures of homophily: the tendency of two similar individuals to become friends. Users have begun to rely on information of other users' opinions in order to understand diverse subject matter. These analyses can also help create recommendations for individuals in a tailored capacity. By measuring influence and homophily, online and offline companies are able to suggest specific products for individuals consumers, and groups of consumers. Social media networks can use this information themselves to suggest to their users possible friends to add, pages to follow, and accounts to interact with. == Perception == Modern social media mining is a controversial practice that has led to exponential gains in user growth for tech giants such as Facebook, Inc., Twitter, and Google. Companies such as these, considered "Big Tech" are companies that build algorithms that take advantage of user input to understand their preferences, and keep them on the platform as much as possible. These inputs, that can be as simple as time spent on a given screen, provide the data being mined, and lead to companies profiting heavily from using that data to capitalize on extremely accurate predictions about user behavior. The growth of platforms accelerated rapidly once these strategies were put in place; Most of the largest platforms now average over 1 billion active users per month as of 2021. It has been claimed by a multitude of anti-algorithm personalities, like Tristan Harris or Chamath Palihapitiya, that certain companies (specifically Facebook) valued growth above all else, and ignored potential negative impacts from these growth engineering tactics. At the same time, users have now created their own data arbitrages with the help of their own data, through content monetization and becoming influencers. Users typically have access to a varied set of analytics specific to people that interact with them on social media, and can use these as building blocks for their own targeting and growth strategies through ads and posts that cater to their audiences. Influencers also commonly promote products and services for established brands, creating one of the largest digital industries: Influencer marketing. Instagram, Facebook, Twitter, YouTube, Google, and others have long given access to platform analytics, and allowed third parties to access that information as well, at times unbeknownst to even the user whose data is being viewed/bought. == Research == === Research areas === Social media event detection – Social networks enable users to freely communicate with each other and share their recent news, ongoing activities or views about different topics. As a result, they can be seen as a potentially viable source of information to understand the current emerging topics/events. Public health monitoring and surveillance - Using large-scale analysis of social media to study large cohorts of patients and the general public, e.g. to obtain early warning signals of drug-drug interactions and adverse drug reactions, or understand human reproduction and sexual interest. Community structure (Community Detection/Evolution/Evaluation) – Identifying communities on social networks, how t

Voice inversion

Voice inversion scrambling is an analog method of obscuring the content of a transmission. It is sometimes used in public service radio, automobile racing, cordless telephones and the Family Radio Service. Without a descrambler, the transmission makes the speaker "sound like Donald Duck". Despite the term, the technique operates on the passband of the information and so can be applied to any information being transmitted. == Forms and details == There are various forms of voice inversion which offer differing levels of security. Overall, voice inversion scrambling offers little true security as software and even hobbyist kits are available from kit makers for scrambling and descrambling. The cadence of the speech is not changed. It is often easy to guess what is happening in the conversation by listening for other audio cues like questions, short responses and other language cadences. In the simplest form of voice inversion, the frequency p {\displaystyle p} of each component is replaced with s − p {\displaystyle s-p} , where s {\displaystyle s} is the frequency of a carrier wave. This can be done by amplitude modulating the speech signal with the carrier, then applying a low-pass filter to select the lower sideband. This will make the low tones of the voice sound like high ones and vice versa. This process also occurs naturally if a radio receiver is tuned to a single sideband transmission but set to decode the wrong sideband. There are more advanced forms of voice inversion which are more complex and require more effort to descramble. One method is to use a random code to choose the carrier frequency and then change this code in real time. This is called Rolling Code voice inversion and one can often hear the "ticks" in the transmission which signal the changing of the inversion point. Another method is split band voice inversion. This is where the band is split and then each band is inverted separately. A rolling code can also be added to this method for variable split band inversion (VSB). Common carrier frequencies are: 2.632 kHz, 2.718 kHz, 2.868 kHz, 3.023 kHz, 3.107 kHz, 3.196 kHz, 3.333 kHz, 3.339 kHz, 3.496 kHz, 3.729 kHz and 4.096 kHz. Voice inversion offers no security at all and software is available to restore the original voice, which is why it is no longer used to protect conversations today. However, voice inversion is still found in low-end Chinese walkie talkies.

Social media background check

A social media background check is an investigative technique that involves scrutinizing the social media profiles and activities of individuals, primarily for pre-employment screening and other official verifications. These checks are performed to review people's online behavioral history on social media websites such as Facebook, Twitter, and LinkedIn. Social media background checks have become a common part of recruitment processes, among other verification procedures. == History == In the early 21st century, with the rapid expansion of social media platforms such as Facebook, Twitter, and LinkedIn, employers began to use these channels to gather additional information about prospective employees. Initially, social media background checks were an informal aspect of recruitment, but they have gradually gained formal recognition as a crucial element in candidate screening. Proponents of social media background checks argue that such reviews provide insight into a candidate's professional interests and networks, though the reliability of such assessments remains contested among researchers. == Rise in society == The practice of social media background checks has seen a significant surge in the last decade. This rise can be attributed to the exponential increase in social media users and the growing awareness among organizations regarding the importance of hiring individuals who align with their values and culture. Various platforms provide services explicitly designed to conduct social media background checks efficiently, simplifying the process for businesses. Companies providing social media background check services, such as Ferretly and Certn, have received venture capital funding, reflecting investor interest in the sector. The incorporation of artificial intelligence into conducting AI-powered social media background checks also illustrates its continued popularity and that businesses are looking to ramp up and even automate their use. High-profile cases in which individuals faced employment or admission consequences for past social media posts have raised awareness of social media background checking practices. For example, director James Gunn faced termination from Marvel Studios in 2018 over past offensive tweets, though he was later rehired. Additionally, multiple college admissions officers have acknowledged reviewing applicants' social media profiles, though such practices vary by institution. == Evolution of ethical considerations == Social media background checks are not without controversy, raising significant ethical considerations that have evolved in recent years. Privacy advocates argue that social media background checks raise concerns about data use and discrimination, particularly given the use of personal information that may not reflect job-relevant behavior. Legal scholars debate whether reviewing publicly posted information constitutes a privacy violation under U.S. law. Researchers and critics note that social media profiles often present curated representations of users' lives and may not reflect workplace behavior or professional competence. Moreover, the accuracy of social media background checks has been called into question, with critics pointing out that these checks may not always yield reliable or comprehensive results. Critics also warn about potential misuse of information obtained from social media, including cyberbullying and harassment. A 2023 study by found that approximately 90% of employers incorporate social media into hiring processes, with over half of those surveyed reporting they had rejected candidates based on social media content. This informal approach operates largely outside federal compliance frameworks. Critics argue that without regulation, candidates lack dispute mechanisms available under regulatory frameworks like the Fair Credit Reporting Act (FCRA), which requires compliance when background checks formally influence employment decisions. In a hiring environment where the practice is already performed often on an individual basis, the introduction of systematic, regulated screening practices that meet federal compliance standards can present a better, fairer alternative for both employers and candidates. == Business considerations == From a business perspective, social media background checks can be a valuable tool in protecting an organization's reputation and maintaining a safe and respectful workplace environment. A well-conducted social media background check can identify potential red flags, helping to prevent instances of workplace harassment or other negative behaviors. However, businesses also face potential legal repercussions if social media background checks are conducted improperly, such as non-compliance with the Fair Credit Reporting Act (FCRA) in the United States. Critics argue that over-reliance on social media data may exclude qualified candidates whose professional competence is not reflected in their online presence. The proliferation of social media screening services has prompted legal and industry experts to emphasize the importance of compliance with the Fair Credit Reporting Act and relevant state privacy laws when conducting such checks.

Language model benchmark

A language model benchmark is a standardized test designed to evaluate the performance of language models on various natural language processing tasks. These tests are intended for comparing different models' capabilities in areas such as language understanding, generation, and reasoning. Benchmarks generally consist of a dataset and corresponding evaluation metrics. The dataset provides text samples and annotations, while the metrics measure a model's performance on tasks like answering questions, text classification, and machine translation. These benchmarks are developed and maintained by academic institutions, research organizations, and industry players to track progress in the field. In addition to accuracy, the metrics can include throughput, energy efficiency, bias, trust, and sustainability. == Overview == === Types === Benchmarks may be described by the following adjectives, not mutually exclusive: Classical: These tasks are studied in natural language processing, even before the advent of deep learning. Examples include the Penn Treebank for testing syntactic and semantic parsing, as well as bilingual translation benchmarked by BLEU scores. Question answering: These tasks have a text question and a text answer, often multiple-choice. They can be open-book or closed-book. Open-book QA resembles reading comprehension questions, with relevant passages included as annotation in the question, in which the answer appears. Closed-book QA includes no relevant passages. Closed-book QA is also called open-domain question-answering. Before the era of large language models, open-book QA was more common, and understood as testing information retrieval methods. Closed-book QA became common since GPT-2 as a method to measure knowledge stored within model parameters. Omnibus: An omnibus benchmark combines many benchmarks, often previously published. It is intended as an all-in-one benchmarking solution. Reasoning: These tasks are usually in the question-answering format, but are intended to be more difficult than standard question answering. Multimodal: These tasks require processing not only text, but also other modalities, such as images and sound. Examples include OCR and transcription. Agency: These tasks are for a language-model–based software agent that operates a computer for a user, such as editing images, browsing the web, etc. Adversarial: A benchmark is "adversarial" if the items in the benchmark are picked specifically so that certain models do badly on them. Adversarial benchmarks are often constructed after state of the art (SOTA) models have saturated (achieved 100% performance) a benchmark, to renew the benchmark. A benchmark is "adversarial" only at a certain moment in time, since what is adversarial may cease to be adversarial as newer SOTA models appear. Public/Private: A benchmark might be partly or entirely private, meaning that some or all of the questions are not publicly available. The idea is that if a question is publicly available, then it might be used for training, which would be "training on the test set" and invalidate the result of the benchmark. Usually, only the guardians of the benchmark have access to the private subsets, and to score a model on such a benchmark, one must send the model weights, or provide API access, to the guardians. The boundary between a benchmark and a dataset is not sharp. Generally, a dataset contains three "splits": training, test, and validation. Both the test and validation splits are essentially benchmarks. In general, a benchmark is distinguished from a test/validation dataset in that a benchmark is typically intended to be used to measure the performance of many different models that are not trained specifically for doing well on the benchmark, while a test/validation set is intended to be used to measure the performance of models trained specifically on the corresponding training set. In other words, a benchmark may be thought of as a test/validation set without a corresponding training set. Conversely, certain benchmarks may be used as a training set, such as the English Gigaword or the One Billion Word Benchmark, which in modern language is just the negative log-likelihood loss on a pretraining set with 1 billion words. Indeed, the distinction between benchmark and dataset in language models became sharper after the rise of the pretraining paradigm, whereby a model is first trained on massive, unlabeled datasets to learn general language patterns, syntax, and knowledge (pretraining), and the base model is then adapted to specific, downstream tasks using smaller, labeled datasets (fine-tuning). === Lifecycle === Generally, the life cycle of a benchmark consists of the following steps: Inception: A benchmark is published. It can be simply given as a demonstration of the power of a new model (implicitly) that others then picked up as a benchmark, or as a benchmark that others are encouraged to use (explicitly). Growth: More papers and models use the benchmark, and the performance on the benchmark grows. Maturity, degeneration or deprecation: A benchmark may be saturated, after which researchers move on to other benchmarks. Progress on the benchmark may also be neglected as the field moves to focus on other benchmarks. Renewal: A saturated benchmark can be upgraded to make it no longer saturated, allowing further progress. === Construction === Like datasets, benchmarks are typically constructed by several methods, individually or in combination: Web scraping: Ready-made question-answer pairs may be scraped online, such as from websites that teach mathematics and programming. Conversion: Items may be constructed programmatically from scraped web content, such as by blanking out named entities from sentences, and asking the model to fill in the blank. This was used for making the CNN/Daily Mail Reading Comprehension Task. Crowd sourcing: Items may be constructed by paying people to write them, such as on Amazon Mechanical Turk. This was used for making the MCTest. === Evaluation === Generally, benchmarks are fully automated. This limits the questions that can be asked. For example, with mathematical questions, "proving a claim" would be difficult to automatically check, while "calculate an answer with a unique integer answer" would be automatically checkable. With programming tasks, the answer can generally be checked by running unit tests, with an upper limit on runtime. The benchmark scores are of the following kinds: For multiple choice or cloze questions, common scores are accuracy (frequency of correct answer), precision, recall, F1 score, etc. pass@n: The model is given n {\displaystyle n} attempts to solve each problem. If any attempt is correct, the model earns a point. The pass@n score is the model's average score over all problems. k@n: The model makes n {\displaystyle n} attempts to solve each problem, but only k {\displaystyle k} attempts out of them are selected for submission. If any submission is correct, the model earns a point. The k@n score is the model's average score over all problems. cons@n: The model is given n {\displaystyle n} attempts to solve each problem. If the most common answer is correct, the model earns a point. The cons@n score is the model's average score over all problems. Here "cons" stands for "consensus" or "majority voting". The pass@n score can be estimated more accurately by making N > n {\displaystyle N>n} attempts, and use the unbiased estimator 1 − ( N − c n ) ( N n ) {\displaystyle 1-{\frac {\binom {N-c}{n}}{\binom {N}{n}}}} , where c {\displaystyle c} is the number of correct attempts. For less well-formed tasks, where the output can be any sentence, there are the following commonly used scores including BLEU ROUGE, METEOR, NIST, word error rate, LEPOR, CIDEr, and SPICE. === Issues === error: Some benchmark answers may be wrong. ambiguity: Some benchmark questions may be ambiguously worded. subjective: Some benchmark questions may not have an objective answer at all. This problem generally prevents creative writing benchmarks. Similarly, this prevents benchmarking writing proofs in natural language, though benchmarking proofs in a formal language is possible. open-ended: Some benchmark questions may not have a single answer of a fixed size. This problem generally prevents programming benchmarks from using more natural tasks such as "write a program for X", and instead uses tasks such as "write a function that implements specification X". inter-annotator agreement: Some benchmark questions may be not fully objective, such that even people would not agree with 100% on what the answer should be. This is common in natural language processing tasks, such as syntactic annotation. shortcut: Some benchmark questions may be easily solved by an "unintended" shortcut. For example, in the SNLI benchmark, having a negative word like "not" in the second sentence is a strong signal for the "Contradiction" category, regardless of what the se

Bitmap index

A bitmap index is a special kind of database index that uses bitmaps. Bitmap indexes have traditionally been considered to work well for low-cardinality columns, which have a modest number of distinct values, either absolutely, or relative to the number of records that contain the data. The extreme case of low cardinality is Boolean data (e.g., does a resident in a city have internet access?), which has two values, True and False. Bitmap indexes use bit arrays (commonly called bitmaps) and answer queries by performing bitwise logical operations on these bitmaps. Bitmap indexes have a significant space and performance advantage over other structures for query of such data. Their drawback is they are less efficient than the traditional B-tree indexes for columns whose data is frequently updated: consequently, they are more often employed in read-only systems that are specialized for fast query - e.g., data warehouses, and generally unsuitable for online transaction processing applications. Some researchers argue that bitmap indexes are also useful for moderate or even high-cardinality data (e.g., unique-valued data) which is accessed in a read-only manner, and queries access multiple bitmap-indexed columns using the AND, OR or XOR operators extensively. Bitmap indexes are also useful in data warehousing applications for joining a large fact table to smaller dimension tables such as those arranged in a star schema. == Example == Continuing the internet access example, a bitmap index may be logically viewed as follows: On the left, Identifier refers to the unique number assigned to each resident, HasInternet is the data to be indexed, the content of the bitmap index is shown as two columns under the heading bitmaps. Each column in the left illustration under the Bitmaps header is a bitmap in the bitmap index. In this case, there are two such bitmaps, one for "has internet" Yes and one for "has internet" No. It is easy to see that each bit in bitmap Y shows whether a particular row refers to a person who has internet access. This is the simplest form of bitmap index. Most columns will have more distinct values. For example, the sales amount is likely to have a much larger number of distinct values. Variations on the bitmap index can effectively index this data as well. We briefly review three such variations. Note: Many of the references cited here are reviewed at (John Wu (2007)). For those who might be interested in experimenting with some of the ideas mentioned here, many of them are implemented in open source software such as FastBit, the Lemur Bitmap Index C++ Library, the Roaring Bitmap Java library and the Apache Hive Data Warehouse system. == Compression == For historical reasons, bitmap compression and inverted list compression were developed as separate lines of research, and only later were recognized as solving essentially the same problem. Software can compress each bitmap in a bitmap index to save space. There has been considerable amount of work on this subject. Though there are exceptions such as Roaring bitmaps, Bitmap compression algorithms typically employ run-length encoding, such as the Byte-aligned Bitmap Code, the Word-Aligned Hybrid code, the Partitioned Word-Aligned Hybrid (PWAH) compression, the Position List Word Aligned Hybrid, the Compressed Adaptive Index (COMPAX), Enhanced Word-Aligned Hybrid (EWAH) and the COmpressed 'N' Composable Integer SEt (CONCISE). These compression methods require very little effort to compress and decompress. More importantly, bitmaps compressed with BBC, WAH, COMPAX, PLWAH, EWAH and CONCISE can directly participate in bitwise operations without decompression. This gives them considerable advantages over generic compression techniques such as LZ77. BBC compression and its derivatives are used in a commercial database management system. BBC is effective in both reducing index sizes and maintaining query performance. BBC encodes the bitmaps in bytes, while WAH encodes in words, better matching current CPUs. "On both synthetic data and real application data, the new word aligned schemes use only 50% more space, but perform logical operations on compressed data 12 times faster than BBC." PLWAH bitmaps were reported to take 50% of the storage space consumed by WAH bitmaps and offer up to 20% faster performance on logical operations. Similar considerations can be done for CONCISE and Enhanced Word-Aligned Hybrid. The performance of schemes such as BBC, WAH, PLWAH, EWAH, COMPAX and CONCISE is dependent on the order of the rows. A simple lexicographical sort can divide the index size by 9 and make indexes several times faster. The larger the table, the more important it is to sort the rows. Reshuffling techniques have also been proposed to achieve the same results of sorting when indexing streaming data. == Encoding == Basic bitmap indexes use one bitmap for each distinct value. It is possible to reduce the number of bitmaps used by using a different encoding method. For example, it is possible to encode C distinct values using log(C) bitmaps with binary encoding. This reduces the number of bitmaps, further saving space, but to answer any query, most of the bitmaps have to be accessed. This makes it potentially not as effective as scanning a vertical projection of the base data, also known as a materialized view or projection index. Finding the optimal encoding method that balances (arbitrary) query performance, index size and index maintenance remains a challenge. Without considering compression, Chan and Ioannidis analyzed a class of multi-component encoding methods and came to the conclusion that two-component encoding sits at the kink of the performance vs. index size curve and therefore represents the best trade-off between index size and query performance. == Binning == For high-cardinality columns, it is useful to bin the values, where each bin covers multiple values and build the bitmaps to represent the values in each bin. This approach reduces the number of bitmaps used regardless of encoding method. However, binned indexes can only answer some queries without examining the base data. For example, if a bin covers the range from 0.1 to 0.2, then when the user asks for all values less than 0.15, all rows that fall in the bin are possible hits and have to be checked to verify whether they are actually less than 0.15. The process of checking the base data is known as the candidate check. In most cases, the time used by the candidate check is significantly longer than the time needed to work with the bitmap index. Therefore, binned indexes exhibit irregular performance. They can be very fast for some queries, but much slower if the query does not exactly match a bin. == History == The concept of bitmap index was first introduced by Professor Israel Spiegler and Rafi Maayan in their research "Storage and Retrieval Considerations of Binary Data Bases", published in 1985. The first commercial database product to implement a bitmap index was Computer Corporation of America's Model 204. Patrick O'Neil published a paper about this implementation in 1987. This implementation is a hybrid between the basic bitmap index (without compression) and the list of Row Identifiers (RID-list). Overall, the index is organized as a B+tree. When the column cardinality is low, each leaf node of the B-tree would contain long list of RIDs. In this case, it requires less space to represent the RID-lists as bitmaps. Since each bitmap represents one distinct value, this is the basic bitmap index. As the column cardinality increases, each bitmap becomes sparse and it may take more disk space to store the bitmaps than to store the same content as RID-lists. In this case, it switches to use the RID-lists, which makes it a B+tree index. == In-memory bitmaps == One of the strongest reasons for using bitmap indexes is that the intermediate results produced from them are also bitmaps and can be efficiently reused in further operations to answer more complex queries. Many programming languages support this as a bit array data structure. For example, Java has the BitSet class and .NET have the BitArray class. Some database systems that do not offer persistent bitmap indexes use bitmaps internally to speed up query processing. For example, PostgreSQL versions 8.1 and later implement a "bitmap index scan" optimization to speed up arbitrarily complex logical operations between available indexes on a single table. For tables with many columns, the total number of distinct indexes to satisfy all possible queries (with equality filtering conditions on either of the fields) grows very fast, being defined by this formula: C n [ n 2 ] ≡ n ! ( n − [ n 2 ] ) ! [ n 2 ] ! {\displaystyle \mathbf {C} _{n}^{\left[{\frac {n}{2}}\right]}\equiv {\frac {n!}{\left(n-\left[{\frac {n}{2}}\right]\right)!\left[{\frac {n}{2}}\right]!}}} . A bitmap index scan combines expressions on different indexes, thus requiring only one index per column t