OpenAI Five

OpenAI Five

OpenAI Five is a computer program by OpenAI that plays the five-on-five video game Dota 2. Its first public appearance occurred in 2017, where it was demonstrated in a live one-on-one game against the professional player Dendi, who lost to it. The following year, the system had advanced to the point of performing as a full team of five, and began playing against and showing the capability to defeat professional teams. By choosing a game as complex as Dota 2 to study machine learning, OpenAI thought they could more accurately capture the unpredictability and continuity seen in the real world, thus constructing more general problem-solving systems. The algorithms and code used by OpenAI Five were eventually borrowed by another neural network in development by the company, one which controlled a physical robotic hand. OpenAI Five has been compared to other similar cases of artificial intelligence (AI) playing against and defeating humans, such as AlphaStar in the video game StarCraft II, AlphaGo in the board game Go, Deep Blue in chess, and Watson on the television game show Jeopardy!. == History == Development on the algorithms used for the bots began in November 2016. OpenAI decided to use Dota 2, a competitive five-on-five video game, as a base due to it being popular on the live streaming platform Twitch, having native support for Linux, and had an application programming interface (API) available. Before becoming a team of five, the first public demonstration occurred at The International 2017 in August, the annual premiere championship tournament for the game, where Dendi, a Ukrainian professional player, lost against an OpenAI bot in a live one-on-one matchup. After the match, CTO Greg Brockman explained that the bot had learned by playing against itself for two weeks of real time, and that the learning software was a step in the direction of creating software that can handle complex tasks "like being a surgeon". OpenAI used a methodology called reinforcement learning, as the bots learn over time by playing against itself hundreds of times a day for months, in which they are rewarded for actions such as killing an enemy and destroying towers. By June 2018, the ability of the bots expanded to play together as a full team of five and were able to defeat teams of amateur and semi-professional players. At The International 2018, OpenAI Five played in two games against professional teams, one against the Brazilian-based paiN Gaming and the other against an all-star team of former Chinese players. Although the bots lost both matches, OpenAI still considered it a successful venture, stating that playing against some of the best players in Dota 2 allowed them to analyze and adjust their algorithms for future games. The bots' final public demonstration occurred in April 2019, where they won a best-of-three series against The International 2018 champions OG at a live event in San Francisco. A four-day online event to play against the bots, open to the public, occurred the same month. There, the bots played in 42,729 public games, winning 99.4% of those games. == Architecture == Each OpenAI Five bot is a neural network containing a single layer with a 4096-unit LSTM that observes the current game state extracted from the Dota developer's API. The neural network conducts actions via numerous possible action heads (no human data involved), and every head has meaning. For instance, the number of ticks to delay an action, what action to select – the X or Y coordinate of this action in a grid around the unit. In addition, action heads are computed independently. The AI system observes the world as a list of 20,000 numbers and takes an action by conducting a list of eight enumeration values. Also, it selects different actions and targets to understand how to encode every action and observe the world. OpenAI Five has been developed as a general-purpose reinforcement learning training system on the "Rapid" infrastructure. Rapid consists of two layers: it spins up thousands of machines and helps them 'talk' to each other and a second layer runs software. By 2018, OpenAI Five had played around 180 years worth of games in reinforcement learning running on 256 GPUs and 128,000 CPU cores, using Proximal Policy Optimization, a policy gradient method. == Comparisons with other game AI systems == Prior to OpenAI Five, other AI versus human experiments and systems have been successfully used before, such as Jeopardy! with Watson, chess with Deep Blue, and Go with AlphaGo. In comparison with other games that have used AI systems to play against human players, Dota 2 differs as explained below: Long run view: The bots run at 30 frames per second for an average match time of 45 minutes, which results in 80,000 ticks per game. OpenAI Five observes every fourth frame, generating 20,000 moves. By comparison, chess usually ends before 40 moves, while Go ends before 150 moves. Partially observed state of the game: Players and their allies can only see the map directly around them. The rest of it is covered in a fog of war which hides enemies units and their movements. Thus, playing Dota 2 requires making inferences based on this incomplete data, as well as predicting what their opponent could be doing at the same time. By comparison, Chess and Go are "full-information games", as they do not hide elements from the opposing player. Continuous action space: Each playable character in a Dota 2 game, known as a hero, can take dozens of actions that target either another unit or a position. The OpenAI Five developers allow the space into 170,000 possible actions per hero. Without counting the perpetual aspects of the game, there are an average of ~1,000 valid actions each tick. By comparison, the average number of actions in chess is 35 and 250 in Go. Continuous observation space: Dota 2 is played on a large map with ten heroes, five on each team, along with dozens of buildings and non-player character (NPC) units. The OpenAI system observes the state of a game through developers' bot API, as 20,000 numbers that constitute all information a human is allowed to get access to. A chess board is represented as about 70 lists, whereas a Go board has about 400 enumerations. == Reception == OpenAI Five have received acknowledgement from the AI, tech, and video game community at large. Microsoft founder Bill Gates called it a "big deal", as their victories "required teamwork and collaboration". Chess champion Garry Kasparov, who lost against the Deep Blue AI in 1997, stated that despite their losing performance at The International 2018, the bots would eventually "get there, and sooner than expected". In a conversation with MIT Technology Review, AI experts also considered OpenAI Five system as a significant achievement, as they noted that Dota 2 was an "extremely complicated game", so even beating non-professional players was impressive. PC Gamer wrote that their wins against professional players was a significant event in machine learning. In contrast, Motherboard wrote that the victory was "basically cheating" due to the simplified hero pools on both sides, as well as the fact that bots were given direct access to the API, as opposed to using computer vision to interpret pixels on the screen. The Verge wrote that the bots were evidence that the company's approach to reinforcement learning and its general philosophy about AI was "yielding milestones". In 2019, DeepMind unveiled a similar bot for StarCraft II, AlphaStar. Like OpenAI Five, AlphaStar used reinforcement learning and self-play. The Verge reported that "the goal with this type of AI research is not just to crush humans in various games just to prove it can be done. Instead, it's to prove that — with enough time, effort, and resources — sophisticated AI software can best humans at virtually any competitive cognitive challenge, be it a board game or a modern video game." They added that the DeepMind and OpenAI victories were also a testament to the power of certain uses of reinforcement learning. It was OpenAI's hope that the technology could have applications outside of the digital realm. In 2018, they were able to reuse the same reinforcement learning algorithms and training code from OpenAI Five for Dactyl, a human-like robot hand with a neural network built to manipulate physical objects. In 2019, Dactyl solved the Rubik's Cube.

Dataset shift

Dataset shift is a phenomenon in machine learning and statistics in which the joint distribution of input variables and target labels is different in the training phase and the deployment or test phase (i.e., P t r a i n ( X , Y ) ≠ P t e s t ( X , Y ) {\displaystyle P_{train}(X,Y)\neq P_{test}(X,Y)} ). This happens when the statistical properties of data used to train a model are no longer representative of the data encountered in real-world use, often resulting in degraded predictive performance and diminished generalization ability. Dataset shift is a generic term for a number of particular types of distributional change. Covariate shift is when the distribution of the input features changes, but the conditional relationship between inputs and outputs remains constant . Prior probability shift (or label shift) happens when the distribution of target labels changes, but the conditional distribution of inputs given labels stays the same. Concept shift (also known as concept drift) is the change of the conditional relationship between inputs and outputs that renders previously learned patterns invalid over time. A key challenge for deploying machine learning systems is dataset shift, in particular in dynamic environments where the data distributions change over time. Detecting and mitigating such shifts is an active area of research, e.g., drift detection, domain adaptation, continual learning.

Softplus

In mathematics and machine learning, the softplus function is f ( x ) = ln ⁡ ( 1 + e x ) . {\displaystyle f(x)=\ln(1+e^{x}).} It is a smooth approximation (in fact, an analytic function) to the ramp function, which is known as the rectifier or ReLU (rectified linear unit) in machine learning. For large negative x {\displaystyle x} it is ln ⁡ ( 1 + e x ) = ln ⁡ ( 1 + ϵ ) ⪆ ln ⁡ 1 = 0 {\displaystyle \ln(1+e^{x})=\ln(1+\epsilon )\gtrapprox \ln 1=0} , so just above 0, while for large positive x {\displaystyle x} it is ln ⁡ ( 1 + e x ) ⪆ ln ⁡ ( e x ) = x {\displaystyle \ln(1+e^{x})\gtrapprox \ln(e^{x})=x} , so just above x {\displaystyle x} . The names softplus and SmoothReLU are used in machine learning. The name "softplus" (2000), by analogy with the earlier softmax (1989) is presumably because it is a smooth (soft) approximation of the positive part of x, which is sometimes denoted with a superscript plus, x + := max ( 0 , x ) {\displaystyle x^{+}:=\max(0,x)} . == Alternative forms == This function can be approximated as: ln ⁡ ( 1 + e x ) ≈ { ln ⁡ 2 , x = 0 , x 1 − e − x / ln ⁡ 2 , x ≠ 0 {\displaystyle \ln \left(1+e^{x}\right)\approx {\begin{cases}\ln 2,&x=0,\\[6pt]{\frac {x}{1-e^{-x/\ln 2}}},&x\neq 0\end{cases}}} By making the change of variables x = y ln ⁡ ( 2 ) {\displaystyle x=y\ln(2)} , this is equivalent to log 2 ⁡ ( 1 + 2 y ) ≈ { 1 , y = 0 , y 1 − e − y , y ≠ 0. {\displaystyle \log _{2}(1+2^{y})\approx {\begin{cases}1,&y=0,\\[6pt]{\frac {y}{1-e^{-y}}},&y\neq 0.\end{cases}}} A sharpness parameter k {\displaystyle k} may be included: f ( x ) = ln ⁡ ( 1 + e k x ) k , f ′ ( x ) = e k x 1 + e k x = 1 1 + e − k x . {\displaystyle f(x)={\frac {\ln(1+e^{kx})}{k}},\qquad \qquad f'(x)={\frac {e^{kx}}{1+e^{kx}}}={\frac {1}{1+e^{-kx}}}.} Additionally, the softplus function is equivalent to the log of the sigmoid function in the following way: − ln ⁡ ( sigmoid ( − x ) ) = − ln ⁡ ( 1 1 + e x ) = ln ⁡ ( 1 + e x ) = softplus ( x ) {\displaystyle -\ln({\text{sigmoid}}(-x))=-\ln \left({\frac {1}{1+e^{x}}}\right)=\ln \left(1+e^{x}\right)={\text{softplus}}(x)} == Related functions == The derivative of softplus is the standard logistic function: f ′ ( x ) = e x 1 + e x = 1 1 + e − x {\displaystyle f'(x)={\frac {e^{x}}{1+e^{x}}}={\frac {1}{1+e^{-x}}}} The logistic function or the sigmoid function is a smooth approximation of the rectifier, the Heaviside step function. === LogSumExp === The multivariable generalization of single-variable softplus is the LogSumExp with the first argument set to zero: L S E 0 + ⁡ ( x 1 , … , x n ) := LSE ⁡ ( 0 , x 1 , … , x n ) = ln ⁡ ( 1 + e x 1 + ⋯ + e x n ) . {\displaystyle \operatorname {LSE_{0}} ^{+}(x_{1},\dots ,x_{n}):=\operatorname {LSE} (0,x_{1},\dots ,x_{n})=\ln(1+e^{x_{1}}+\cdots +e^{x_{n}}).} The LogSumExp function is LSE ⁡ ( x 1 , … , x n ) = ln ⁡ ( e x 1 + ⋯ + e x n ) , {\displaystyle \operatorname {LSE} (x_{1},\dots ,x_{n})=\ln(e^{x_{1}}+\cdots +e^{x_{n}}),} and its gradient is the softmax; the softmax with the first argument set to zero is the multivariable generalization of the logistic function. Both LogSumExp and softmax are used in machine learning. === Convex conjugate === The convex conjugate (specifically, the Legendre transformation) of the softplus function is the negative binary entropy function (with base e). This is because (following the definition of the Legendre transformation: the derivatives are inverse functions) the derivative of softplus is the logistic function, whose inverse function is the logit, which is the derivative of negative binary entropy. Softplus can be interpreted as logistic loss (as a positive number), so, by duality, minimizing logistic loss corresponds to maximizing entropy. This justifies the principle of maximum entropy as loss minimization.

Bootstrap aggregating

Bootstrap aggregating, also called bagging (from bootstrap aggregating) or bootstrapping, is a machine learning (ML) ensemble meta-algorithm designed to improve the stability and accuracy of ML classification and regression algorithms. It also reduces variance and overfitting. Although it is usually applied to decision tree methods, it can be used with any type of method. Bagging is a special case of the ensemble averaging approach. == Description of the technique == Given a standard training set D {\displaystyle D} of size n {\displaystyle n} , bagging generates m {\displaystyle m} new training sets D i {\displaystyle D_{i}} , each of size n ′ {\displaystyle n'} , by sampling from D {\displaystyle D} uniformly and with replacement. By sampling with replacement, some observations may be repeated in each D i {\displaystyle D_{i}} . If n ′ = n {\displaystyle n'=n} , then for large n {\displaystyle n} the set D i {\displaystyle D_{i}} is expected to have the fraction (1 - 1/e) (~63.2%) of the unique samples of D {\displaystyle D} , the rest being duplicates. This kind of sample is known as a bootstrap sample. Sampling with replacement ensures each bootstrap is independent from its peers, as it does not depend on previous chosen samples when sampling. Then, m {\displaystyle m} models are fitted using the above bootstrap samples and combined by averaging the output (for regression) or voting (for classification). Bagging leads to "improvements for unstable procedures", which include, for example, artificial neural networks, classification and regression trees, and subset selection in linear regression. Bagging was shown to improve preimage learning. On the other hand, it can mildly degrade the performance of stable methods such as k-nearest neighbors. == Process of the algorithm == === Key Terms === There are three types of datasets in bootstrap aggregating. These are the original, bootstrap, and out-of-bag datasets. Each section below will explain how each dataset is made except for the original dataset. The original dataset is whatever information is given. === Creating the bootstrap dataset === The bootstrap dataset is made by randomly picking objects from the original dataset. Also, it must be the same size as the original dataset. However, the difference is that the bootstrap dataset can have duplicate objects. Here is a simple example to demonstrate how it works along with the illustration below: Suppose the original dataset is a group of 12 people. Their names are Emily, Jessie, George, Constantine, Lexi, Theodore, John, James, Rachel, Anthony, Ellie, and Jamal. By randomly picking a group of names, let us say our bootstrap dataset had James, Ellie, Constantine, Lexi, John, Constantine, Theodore, Constantine, Anthony, Lexi, Constantine, and Theodore. In this case, the bootstrap sample contained four duplicates for Constantine, and two duplicates for Lexi, and Theodore. === Creating the out-of-bag dataset === The out-of-bag dataset represents the remaining people who were not in the bootstrap dataset. It can be calculated by taking the difference between the original and the bootstrap datasets. In this case, the remaining samples who were not selected are Emily, Jessie, George, Rachel, and Jamal. Keep in mind that since both datasets are sets, when taking the difference the duplicate names are ignored in the bootstrap dataset. The illustration below shows how the math is done: === Application === Creating the bootstrap and out-of-bag datasets is crucial since it is used to test the accuracy of ensemble learning algorithms like random forest. For example, a model that produces 50 trees using the bootstrap/out-of-bag datasets will have a better accuracy than if it produced 10 trees. Since the algorithm generates multiple trees and therefore multiple datasets the chance that an object is left out of the bootstrap dataset is low. The next few sections talk about how the random forest algorithm works in more detail. === Creation of Decision Trees === The next step of the algorithm involves the generation of decision trees from the bootstrapped dataset. To achieve this, the process examines each gene/feature and determines for how many samples the feature's presence or absence yields a positive or negative result. This information is then used to compute a confusion matrix, which lists the true positives, false positives, true negatives, and false negatives of the feature when used as a classifier. These features are then ranked according to various classification metrics based on their confusion matrices. Some common metrics include estimate of positive correctness (calculated by subtracting false positives from true positives), measure of "goodness", and information gain. These features are then used to partition the samples into two sets: those that possess the top feature, and those that do not. The diagram below shows a decision tree of depth two being used to classify data. For example, a data point that exhibits Feature 1, but not Feature 2, will be given a "No". Another point that does not exhibit Feature 1, but does exhibit Feature 3, will be given a "Yes". This process is repeated recursively for successive levels of the tree until the desired depth is reached. At the very bottom of the tree, samples that test positive for the final feature are generally classified as positive, while those that lack the feature are classified as negative. These trees are then used as predictors to classify new data. === Random Forests === The next part of the algorithm involves introducing yet another element of variability amongst the bootstrapped trees. In addition to each tree only examining a bootstrapped set of samples, only a small but consistent number of unique features are considered when ranking them as classifiers. This means that each tree only knows about the data pertaining to a small constant number of features, and a variable number of samples that is less than or equal to that of the original dataset. Consequently, the trees are more likely to return a wider array of answers, derived from more diverse knowledge. This results in a random forest, which possesses numerous benefits over a single decision tree generated without randomness. In a random forest, each tree "votes" on whether or not to classify a sample as positive based on its features. The sample is then classified based on majority vote. An example of this is given in the diagram below, where the four trees in a random forest vote on whether or not a patient with mutations A, B, F, and G has cancer. Since three out of four trees vote yes, the patient is then classified as cancer positive. Because of their properties, random forests are considered one of the most accurate data mining algorithms, are less likely to overfit their data, and run quickly and efficiently even for large datasets. They are primarily useful for classification as opposed to regression, which attempts to draw observed connections between statistical variables in a dataset. This makes random forests particularly useful in such fields as banking, healthcare, the stock market, and e-commerce where it is important to be able to predict future results based on past data. One of their applications would be as a useful tool for predicting cancer based on genetic factors, as seen in the above example. There are several important factors to consider when designing a random forest. If the trees in the random forests are too deep, overfitting can still occur due to over-specificity. If the forest is too large, the algorithm may become less efficient due to an increased runtime. Random forests also do not generally perform well when given sparse data with little variability. However, they still have numerous advantages over similar data classification algorithms such as neural networks, as they are much easier to interpret and generally require less data for training. As an integral component of random forests, bootstrap aggregating is very important to classification algorithms, and provides a critical element of variability that allows for increased accuracy when analyzing new data, as discussed below. == Improving Random Forests and Bagging == While the techniques described above utilize random forests and bagging (otherwise known as bootstrapping), there are certain techniques that can be used in order to improve their execution and voting time, their prediction accuracy, and their overall performance. The following are key steps in creating an efficient random forest: Specify the maximum depth of trees: Instead of allowing the random forest to continue until all nodes are pure, it is better to cut it off at a certain point in order to further decrease chances of overfitting. Prune the dataset: Using an extremely large dataset may create results that are less indicative of the data provided than a smaller set that more accurately represents what is being focused on. Continue pruning the data at each

Locality-sensitive hashing

In computer science, locality-sensitive hashing (LSH) is a fuzzy hashing technique that hashes similar input items into the same "buckets" with high probability. The number of buckets is much smaller than the universe of possible input items. Since similar items end up in the same buckets, this technique can be used for data clustering and nearest neighbor search. It differs from conventional hashing techniques in that hash collisions are maximized, not minimized. Alternatively, the technique can be seen as a way to reduce the dimensionality of high-dimensional data; high-dimensional input items can be reduced to low-dimensional versions while preserving relative distances between items. Hashing-based approximate nearest-neighbor search algorithms generally use one of two main categories of hashing methods: either data-independent methods, such as locality-sensitive hashing (LSH); or data-dependent methods, such as locality-preserving hashing (LPH). Locality-preserving hashing was initially devised as a way to facilitate data pipelining in implementations of massively parallel algorithms that use randomized routing and universal hashing to reduce memory contention and network congestion. == Definitions == A finite family F {\displaystyle {\mathcal {F}}} of functions h : M → S {\displaystyle h\colon M\to S} is defined to be an LSH family for a metric space M = ( M , d ) {\displaystyle {\mathcal {M}}=(M,d)} , a threshold r > 0 {\displaystyle r>0} , an approximation factor c > 1 {\displaystyle c>1} , and probabilities p 1 > p 2 {\displaystyle p_{1}>p_{2}} if it satisfies the following condition. For any two points a , b ∈ M {\displaystyle a,b\in M} and a hash function h {\displaystyle h} chosen uniformly at random from F {\displaystyle {\mathcal {F}}} : If d ( a , b ) ≤ r {\displaystyle d(a,b)\leq r} , then h ( a ) = h ( b ) {\displaystyle h(a)=h(b)} (i.e., a and b collide) with probability at least p 1 {\displaystyle p_{1}} , If d ( a , b ) ≥ c r {\displaystyle d(a,b)\geq cr} , then h ( a ) = h ( b ) {\displaystyle h(a)=h(b)} with probability at most p 2 {\displaystyle p_{2}} . Such a family F {\displaystyle {\mathcal {F}}} is called ( r , c r , p 1 , p 2 ) {\displaystyle (r,cr,p_{1},p_{2})} -sensitive. === LSH with respect to a similarity measure === Alternatively it is possible to define an LSH family on a universe of items U endowed with a similarity function ϕ : U × U → [ 0 , 1 ] {\displaystyle \phi \colon U\times U\to [0,1]} . In this setting, a LSH scheme is a family of hash functions H coupled with a probability distribution D over H such that a function h ∈ H {\displaystyle h\in H} chosen according to D satisfies P r [ h ( a ) = h ( b ) ] = ϕ ( a , b ) {\displaystyle Pr[h(a)=h(b)]=\phi (a,b)} for each a , b ∈ U {\displaystyle a,b\in U} . === Amplification === Given a ( d 1 , d 2 , p 1 , p 2 ) {\displaystyle (d_{1},d_{2},p_{1},p_{2})} -sensitive family F {\displaystyle {\mathcal {F}}} , we can construct new families G {\displaystyle {\mathcal {G}}} by either the AND-construction or OR-construction of F {\displaystyle {\mathcal {F}}} . To create an AND-construction, we define a new family G {\displaystyle {\mathcal {G}}} of hash functions g, where each function g is constructed from k random functions h 1 , … , h k {\displaystyle h_{1},\ldots ,h_{k}} from F {\displaystyle {\mathcal {F}}} . We then say that for a hash function g ∈ G {\displaystyle g\in {\mathcal {G}}} , g ( x ) = g ( y ) {\displaystyle g(x)=g(y)} if and only if all h i ( x ) = h i ( y ) {\displaystyle h_{i}(x)=h_{i}(y)} for i = 1 , 2 , … , k {\displaystyle i=1,2,\ldots ,k} . Since the members of F {\displaystyle {\mathcal {F}}} are independently chosen for any g ∈ G {\displaystyle g\in {\mathcal {G}}} , G {\displaystyle {\mathcal {G}}} is a ( d 1 , d 2 , p 1 k , p 2 k ) {\displaystyle (d_{1},d_{2},p_{1}^{k},p_{2}^{k})} -sensitive family. To create an OR-construction, we define a new family G {\displaystyle {\mathcal {G}}} of hash functions g, where each function g is constructed from k random functions h 1 , … , h k {\displaystyle h_{1},\ldots ,h_{k}} from F {\displaystyle {\mathcal {F}}} . We then say that for a hash function g ∈ G {\displaystyle g\in {\mathcal {G}}} , g ( x ) = g ( y ) {\displaystyle g(x)=g(y)} if and only if h i ( x ) = h i ( y ) {\displaystyle h_{i}(x)=h_{i}(y)} for one or more values of i. Since the members of F {\displaystyle {\mathcal {F}}} are independently chosen for any g ∈ G {\displaystyle g\in {\mathcal {G}}} , G {\displaystyle {\mathcal {G}}} is a ( d 1 , d 2 , 1 − ( 1 − p 1 ) k , 1 − ( 1 − p 2 ) k ) {\displaystyle (d_{1},d_{2},1-(1-p_{1})^{k},1-(1-p_{2})^{k})} -sensitive family. == Applications == LSH has been applied to several problem domains, including: Near-duplicate detection Hierarchical clustering Genome-wide association study Image similarity identification VisualRank Gene expression similarity identification Audio similarity identification Nearest neighbor search Audio fingerprint Digital video fingerprinting Shared memory organization in parallel computing Physical data organization in database management systems Training fully connected neural networks Computer security Machine learning == Methods == === Bit sampling for Hamming distance === One of the easiest ways to construct an LSH family is by bit sampling. This approach works for the Hamming distance over d-dimensional vectors { 0 , 1 } d {\displaystyle \{0,1\}^{d}} . Here, the family F {\displaystyle {\mathcal {F}}} of hash functions is simply the family of all the projections of points on one of the d {\displaystyle d} coordinates, i.e., F = { h : { 0 , 1 } d → { 0 , 1 } ∣ h ( x ) = x i for some i ∈ { 1 , … , d } } {\displaystyle {\mathcal {F}}=\{h\colon \{0,1\}^{d}\to \{0,1\}\mid h(x)=x_{i}{\text{ for some }}i\in \{1,\ldots ,d\}\}} , where x i {\displaystyle x_{i}} is the i {\displaystyle i} th coordinate of x {\displaystyle x} . A random function h {\displaystyle h} from F {\displaystyle {\mathcal {F}}} simply selects a random bit from the input point. This family has the following parameters: P 1 = 1 − R / d {\displaystyle P_{1}=1-R/d} , P 2 = 1 − c R / d {\displaystyle P_{2}=1-cR/d} . That is, any two vectors x , y {\displaystyle x,y} with Hamming distance at most R {\displaystyle R} collide under a random h {\displaystyle h} with probability at least P 1 {\displaystyle P_{1}} . Any x , y {\displaystyle x,y} with Hamming distance at least c R {\displaystyle cR} collide with probability at most P 2 {\displaystyle P_{2}} . === Min-wise independent permutations === Suppose U is composed of subsets of some ground set of enumerable items S and the similarity function of interest is the Jaccard index J. If π is a permutation on the indices of S, for A ⊆ S {\displaystyle A\subseteq S} let h ( A ) = min a ∈ A { π ( a ) } {\displaystyle h(A)=\min _{a\in A}\{\pi (a)\}} . Each possible choice of π defines a single hash function h mapping input sets to elements of S. Define the function family H to be the set of all such functions and let D be the uniform distribution. Given two sets A , B ⊆ S {\displaystyle A,B\subseteq S} the event that h ( A ) = h ( B ) {\displaystyle h(A)=h(B)} corresponds exactly to the event that the minimizer of π over A ∪ B {\displaystyle A\cup B} lies inside A ∩ B {\displaystyle A\cap B} . As h was chosen uniformly at random, P r [ h ( A ) = h ( B ) ] = J ( A , B ) {\displaystyle Pr[h(A)=h(B)]=J(A,B)\,} and ( H , D ) {\displaystyle (H,D)\,} define an LSH scheme for the Jaccard index. Because the symmetric group on n elements has size n!, choosing a truly random permutation from the full symmetric group is infeasible for even moderately sized n. Because of this fact, there has been significant work on finding a family of permutations that is "min-wise independent" — a permutation family for which each element of the domain has equal probability of being the minimum under a randomly chosen π. It has been established that a min-wise independent family of permutations is at least of size lcm ⁡ { 1 , 2 , … , n } ≥ e n − o ( n ) {\displaystyle \operatorname {lcm} \{\,1,2,\ldots ,n\,\}\geq e^{n-o(n)}} , and that this bound is tight. Because min-wise independent families are too big for practical applications, two variant notions of min-wise independence are introduced: restricted min-wise independent permutations families, and approximate min-wise independent families. Restricted min-wise independence is the min-wise independence property restricted to certain sets of cardinality at most k. Approximate min-wise independence differs from the property by at most a fixed ε. === Open source methods === ==== Nilsimsa Hash ==== Nilsimsa is a locality-sensitive hashing algorithm used in anti-spam efforts. The goal of Nilsimsa is to generate a hash digest of an email message such that the digests of two similar messages are similar to each other. The paper suggests that the Nilsimsa satisfies three requirements: The digest identifying each message should not

Virtual assistant

A virtual assistant (VA) is a software agent that can perform a range of tasks or services for a user based on user input, such as commands or questions, including verbal ones. Such technologies often incorporate chatbot capabilities to streamline task execution. The interaction may be via text, graphical interface, or voice, as some virtual assistants are able to interpret human speech and respond via synthesized voices. In many cases, users can ask their virtual assistants questions, control home automation devices and media playback, and manage other basic tasks such as email, to-do lists, and calendars – all with verbal commands. In recent years, prominent virtual assistants for direct consumer use have included Apple Siri, Amazon Alexa, Google Assistant (Gemini), Microsoft Copilot and Samsung Bixby. Also, companies in various industries often incorporate some kind of virtual assistant technology into their customer service or support. Into the 2020s, the emergence of artificial intelligence based chatbots, such as ChatGPT, has brought increased capability and interest to the field of virtual assistant products and services. == History == === Experimental decades: 1910s–1980s === Radio Rex was the first voice-activated toy, patented in 1916 and released in 1922. It was a wooden toy in the shape of a dog that would come out of its house when its name is called. In 1952, Bell Labs presented "Audrey", the Automatic Digit Recognition machine. It occupied a six-foot-high relay rack, consumed substantial power, had streams of cables and exhibited the myriad maintenance problems associated with complex vacuum-tube circuitry. It could recognize the fundamental units of speech, phonemes. It was limited to the accurate recognition of digits spoken by designated talkers. It could therefore be used for voice dialing, but in most cases, push-button dialing was cheaper and faster, rather than speaking the consecutive digits. Another early tool which was enabled to perform digital speech recognition was the IBM Shoebox voice-activated calculator, presented to the general public during the 1962 Seattle World's Fair after its initial market launch in 1961. This early computer, developed almost 20 years before the introduction of the first IBM Personal Computer in 1981, was able to recognize 16 spoken words and the digits 0 to 9. The first natural language processing computer program or the chatbot ELIZA was developed by MIT professor Joseph Weizenbaum in the 1960s. It was created to "demonstrate that the communication between man and machine was superficial". ELIZA used pattern matching and substitution methodology into scripted responses to simulate conversation, which gave an illusion of understanding on the part of the program. Weizenbaum's own secretary reportedly asked Weizenbaum to leave the room so that she and ELIZA could have a real conversation. Weizenbaum was surprised by this, later writing: "I had not realized ... that extremely short exposures to a relatively simple computer program could induce powerful delusional thinking in quite normal people. This gave name to the ELIZA effect, the tendency to unconsciously assume computer behaviors are analogous to human behaviors; that is, anthropomorphisation, a phenomenon present in human interactions with virtual assistants. The next milestone in the development of voice recognition technology was achieved in the 1970s at the Carnegie Mellon University in Pittsburgh, Pennsylvania with substantial support of the United States Department of Defense and its DARPA agency, funded five years of a Speech Understanding Research program, aiming to reach a minimum vocabulary of 1,000 words. Companies and academia including IBM, Carnegie Mellon University (CMU) and Stanford Research Institute took part in the program. The result was "Harpy", it mastered about 1000 words, the vocabulary of a three-year-old and it could understand sentences. It could process speech that followed pre-programmed vocabulary, pronunciation, and grammar structures to determine which sequences of words made sense together, and thus reducing speech recognition errors. In 1986, Tangora was an upgrade of the Shoebox, it was a voice recognizing typewriter. Named after the world's fastest typist at the time, it had a vocabulary of 20,000 words and used prediction to decide the most likely result based on what was said in the past. IBM's approach was based on a hidden Markov model, which adds statistics to digital signal processing techniques. The method makes it possible to predict the most likely phonemes to follow a given phoneme. Still each speaker had to individually train the typewriter to recognize their voice, and pause between each word. In 1983, Gus Searcy invented the "Butler in a Box", an electronic voice home controller system. === Birth of smart virtual assistants: 1990s–2010s === In the 1990s, digital speech recognition technology became a feature of the personal computer with IBM, Philips and Lernout & Hauspie fighting for customers. Much later the market launch of the first smartphone IBM Simon in 1994 laid the foundation for smart virtual assistants as we know them today. In 1997, Dragon's NaturallySpeaking software could recognize and transcribe natural human speech without pauses between each word into a document at a rate of 100 words per minute. A version of Naturally Speaking is still available for download and it is still used today, for instance, by many doctors in the US and the UK to document their medical records. In 2001 Colloquis publicly launched SmarterChild, on platforms like AIM and MSN Messenger. While entirely text-based SmarterChild was able to play games, check the weather, look up facts, and converse with users to an extent. The first modern digital virtual assistant installed on a smartphone was Siri, which was introduced as a feature of the iPhone 4S on 4 October 2011. Apple Inc. developed Siri following the 2010 acquisition of Siri Inc., a spin-off of SRI International, which is a research institute financed by DARPA and the United States Department of Defense. Its aim was to aid in tasks such as sending a text message, making phone calls, checking the weather or setting up an alarm. Over time, it has developed to provide restaurant recommendations, search the internet, and provide driving directions. In November 2014, Amazon announced Alexa alongside the Echo. In 2016, Salesforce debuted Einstein, developed from a set of technologies underlying the Salesforce platform. Einstein was replaced by Agentforce, an agentic AI, in September 2024. In April 2017 Amazon released a service for building conversational interfaces for any type of virtual assistant or interface. === Large Language Models: 2020s-present === In the 2020s, artificial intelligence (AI) systems like ChatGPT have gained popularity for their ability to generate human-like responses to text-based conversations. In February 2020, Microsoft introduced its Turing Natural Language Generation (T-NLG), which was then the "largest language model ever published at 17 billion parameters." On November 30, 2022, ChatGPT was launched as a prototype and quickly garnered attention for its detailed responses and articulate answers across many domains of knowledge. The advent of ChatGPT and its introduction to the wider public increased interest and competition in the space. In February 2023, Google began introducing an experimental service called "Bard" which is based on its LaMDA program to generate text responses to questions asked based on information gathered from the web. While ChatGPT and other generalized chatbots based on the latest generative AI are capable of performing various tasks associated with virtual assistants, there are also more specialized forms of such technology that are designed to target more specific situations or needs. == Method of interaction == Virtual assistants work via: Text, including: online chat (especially in an instant messaging application or other application ), SMS text, e-mail or other text-based communication channel, for example Conversica's intelligent virtual assistants for business. Voice: for example with Amazon Alexa on Amazon Echo devices, Siri on an iPhone, Google Assistant on Google-enabled Android devices, or Bixby on Samsung devices. Images: some assistants, such as Google Assistant (which includes Google Lens) and Bixby on the Samsung Galaxy series, have the added capability of performing image processing to recognize objects in images. Many virtual assistants are accessible via multiple methods, offering versatility in how users can interact with them, whether through chat, voice commands, or other integrated technologies. Virtual assistants use natural language processing (NLP) to match user text or voice input to executable commands. Some continually learn using artificial intelligence techniques including machine learning and ambient intelligence. To activate a virtual assistant u

K-nearest neighbors algorithm

In statistics, the k-nearest neighbors algorithm (k-NN) is a non-parametric supervised learning method. It was first developed by Evelyn Fix and Joseph Hodges in 1951, and later expanded by Thomas Cover. In classification, a new example is assigned a label based on the labels of its k nearest training examples; in regression, the prediction is computed from the values of those neighbors. Most often, it is used for classification, as a k-NN classifier, the output of which is a class membership. An object is classified by a plurality vote of its neighbors, with the object being assigned to the class most common among its k nearest neighbors (k is a positive integer, typically small). If k = 1, then the object is simply assigned to the class of that single nearest neighbor. The k-NN algorithm can also be generalized for regression. In k-NN regression, also known as nearest neighbor smoothing, the output is the property value for the object. This value is the average of the values of k nearest neighbors. If k = 1, then the output is simply assigned to the value of that single nearest neighbor, also known as nearest neighbor interpolation. For both classification and regression, a useful technique can be to assign weights to the contributions of the neighbors, so that nearer neighbors contribute more to the average than distant ones. For example, a common weighting scheme consists of giving each neighbor a weight of 1/d, where d is the distance to the neighbor. The input consists of the k closest training examples in a data set. The neighbors are taken from a set of objects for which the class (for k-NN classification) or the object property value (for k-NN regression) is known. This can be thought of as the training set for the algorithm, though no explicit training step is required. A peculiarity (sometimes even a disadvantage) of the k-NN algorithm is its sensitivity to the local structure of the data. In k-NN classification the function is only approximated locally and all computation is deferred until function evaluation. Since this algorithm relies on distance, if the features represent different physical units or come in vastly different scales, then feature-wise normalizing of the training data can greatly improve its accuracy. == Statistical setting == Suppose we have pairs ( X 1 , Y 1 ) , ( X 2 , Y 2 ) , … , ( X n , Y n ) {\displaystyle (X_{1},Y_{1}),(X_{2},Y_{2}),\dots ,(X_{n},Y_{n})} taking values in R d × { 1 , 2 } {\displaystyle \mathbb {R} ^{d}\times \{1,2\}} , where Y is the class label of X, so that X | Y = r ∼ P r {\displaystyle X|Y=r\sim P_{r}} for r = 1 , 2 {\displaystyle r=1,2} (and probability distributions P r {\displaystyle P_{r}} ). Given some norm ‖ ⋅ ‖ {\displaystyle \|\cdot \|} on R d {\displaystyle \mathbb {R} ^{d}} and a point x ∈ R d {\displaystyle x\in \mathbb {R} ^{d}} , let ( X ( 1 ) , Y ( 1 ) ) , … , ( X ( n ) , Y ( n ) ) {\displaystyle (X_{(1)},Y_{(1)}),\dots ,(X_{(n)},Y_{(n)})} be a reordering of the training data such that ‖ X ( 1 ) − x ‖ ≤ ⋯ ≤ ‖ X ( n ) − x ‖ {\displaystyle \|X_{(1)}-x\|\leq \dots \leq \|X_{(n)}-x\|} . == Algorithm == The training examples are vectors in a multidimensional feature space, each with a class label. The training phase of the algorithm consists only of storing the feature vectors and class labels of the training samples. In the classification phase, k is a user-defined constant, and an unlabeled vector (a query or test point) is classified by assigning the label which is most frequent among the k training samples nearest to that query point. A commonly used distance metric for continuous variables is Euclidean distance. For discrete variables, such as for text classification, another metric can be used, such as the overlap metric (or Hamming distance). In the context of gene expression microarray data, for example, k-NN has been employed with correlation coefficients, such as Pearson and Spearman, as a metric. Often, the classification accuracy of k-NN can be improved significantly if the distance metric is learned with specialized algorithms such as large margin nearest neighbor or neighborhood components analysis. A drawback of the basic "majority voting" classification occurs when the class distribution is skewed. That is, examples of a more frequent class tend to dominate the prediction of the new example, because they tend to be common among the k nearest neighbors due to their large number. One way to overcome this problem is to weight the classification, taking into account the distance from the test point to each of its k nearest neighbors. The class (or value, in regression problems) of each of the k nearest points is multiplied by a weight proportional to the inverse of the distance from that point to the test point. Another way to overcome skew is by abstraction in data representation. For example, in a self-organizing map (SOM), each node is a representative (a center) of a cluster of similar points, regardless of their density in the original training data. k-NN can then be applied to the SOM. == Parameter selection == The best choice of k depends upon the data; generally, larger values of k reduces effect of the noise on the classification, but make boundaries between classes less distinct. A good k can be selected by various heuristic techniques (see hyperparameter optimization). The special case where the class is predicted to be the class of the closest training sample (i.e. when k = 1) is called the nearest neighbor algorithm. The accuracy of the k-NN algorithm can be severely degraded by the presence of noisy or irrelevant features, or if the feature scales are not consistent with their importance. Much research effort has been put into selecting or scaling features to improve classification. A particularly popular approach is the use of evolutionary algorithms to optimize feature scaling. Another popular approach is to scale features by the mutual information of the training data with the training classes. In binary (two class) classification problems, it is helpful to choose k to be an odd number as this avoids tied votes. One popular way of choosing the empirically optimal k in this setting is via bootstrap method. == The 1-nearest neighbor classifier == The most intuitive nearest neighbour type classifier is the one nearest neighbour classifier that assigns a point x to the class of its closest neighbour in the feature space, that is C n 1 n n ( x ) = Y ( 1 ) {\displaystyle C_{n}^{1nn}(x)=Y_{(1)}} . As the size of training data set approaches infinity, the one nearest neighbour classifier guarantees an error rate of no worse than twice the Bayes error rate (the minimum achievable error rate given the distribution of the data). == The weighted nearest neighbour classifier == The k-nearest neighbour classifier can be viewed as assigning the k nearest neighbours a weight 1 / k {\displaystyle 1/k} and all others 0 weight. This can be generalised to weighted nearest neighbour classifiers. That is, where the ith nearest neighbour is assigned a weight w n i {\displaystyle w_{ni}} , with ∑ i = 1 n w n i = 1 {\textstyle \sum _{i=1}^{n}w_{ni}=1} . An analogous result on the strong consistency of weighted nearest neighbour classifiers also holds. Let C n w n n {\displaystyle C_{n}^{wnn}} denote the weighted nearest classifier with weights { w n i } i = 1 n {\displaystyle \{w_{ni}\}_{i=1}^{n}} . Subject to regularity conditions, which in asymptotic theory are conditional variables which require assumptions to differentiate among parameters with some criteria. On the class distributions the excess risk has the following asymptotic expansion R R ( C n w n n ) − R R ( C Bayes ) = ( B 1 s n 2 + B 2 t n 2 ) { 1 + o ( 1 ) } , {\displaystyle {\mathcal {R}}_{\mathcal {R}}(C_{n}^{wnn})-{\mathcal {R}}_{\mathcal {R}}(C^{\text{Bayes}})=\left(B_{1}s_{n}^{2}+B_{2}t_{n}^{2}\right)\{1+o(1)\},} for constants B 1 {\displaystyle B_{1}} and B 2 {\displaystyle B_{2}} where s n 2 = ∑ i = 1 n w n i 2 {\displaystyle s_{n}^{2}=\sum _{i=1}^{n}w_{ni}^{2}} and t n = n − 2 / d ∑ i = 1 n w n i { i 1 + 2 / d − ( i − 1 ) 1 + 2 / d } {\displaystyle t_{n}=n^{-2/d}\sum _{i=1}^{n}w_{ni}\left\{i^{1+2/d}-(i-1)^{1+2/d}\right\}} . The optimal weighting scheme { w n i ∗ } i = 1 n {\displaystyle \{w_{ni}^{}\}_{i=1}^{n}} , that balances the two terms in the display above, is given as follows: set k ∗ = ⌊ B n 4 d + 4 ⌋ {\displaystyle k^{}=\lfloor Bn^{\frac {4}{d+4}}\rfloor } , w n i ∗ = 1 k ∗ [ 1 + d 2 − d 2 k ∗ 2 / d { i 1 + 2 / d − ( i − 1 ) 1 + 2 / d } ] {\displaystyle w_{ni}^{}={\frac {1}{k^{}}}\left[1+{\frac {d}{2}}-{\frac {d}{2{k^{}}^{2/d}}}\{i^{1+2/d}-(i-1)^{1+2/d}\}\right]} for i = 1 , 2 , … , k ∗ {\displaystyle i=1,2,\dots ,k^{}} and w n i ∗ = 0 {\displaystyle w_{ni}^{}=0} for i = k ∗ + 1 , … , n {\displaystyle i=k^{}+1,\dots ,n} . With optimal weights the dominant term in the asymptotic expansion of the excess risk is O ( n − 4 d + 4 ) {\displaystyle {\mathcal {O}}(n^{-{\frac {4}{d+4}}})}