Suffix automaton

Suffix automaton

In computer science, a suffix automaton is an efficient data structure for representing the substring index of a given string which allows the storage, processing, and retrieval of compressed information about all its substrings. The suffix automaton of a string S {\displaystyle S} is the smallest directed acyclic graph with a dedicated initial vertex and a set of "final" vertices, such that paths from the initial vertex to final vertices represent the suffixes of the string. In terms of automata theory, a suffix automaton is the minimal partial deterministic finite automaton that recognizes the set of suffixes of a given string S = s 1 s 2 … s n {\displaystyle S=s_{1}s_{2}\dots s_{n}} . The state graph of a suffix automaton is called a directed acyclic word graph (DAWG), a term that is also sometimes used for any deterministic acyclic finite state automaton. Suffix automata were introduced in 1983 by a group of scientists from the University of Denver and the University of Colorado Boulder. They suggested a linear time online algorithm for its construction and showed that the suffix automaton of a string S {\displaystyle S} having length at least two characters has at most 2 | S | − 1 {\textstyle 2|S|-1} states and at most 3 | S | − 4 {\textstyle 3|S|-4} transitions. Further works have shown a close connection between suffix automata and suffix trees, and have outlined several generalizations of suffix automata, such as compacted suffix automaton obtained by compression of nodes with a single outgoing arc. Suffix automata provide efficient solutions to problems such as substring search and computation of the largest common substring of two and more strings. == History == The concept of suffix automaton was introduced in 1983 by a group of scientists from University of Denver and University of Colorado Boulder consisting of Anselm Blumer, Janet Blumer, Andrzej Ehrenfeucht, David Haussler and Ross McConnell, although similar concepts had earlier been studied alongside suffix trees in the works of Peter Weiner, Vaughan Pratt and Anatol Slissenko. In their initial work, Blumer et al. showed a suffix automaton built for the string S {\displaystyle S} of length greater than 1 {\displaystyle 1} has at most 2 | S | − 1 {\displaystyle 2|S|-1} states and at most 3 | S | − 4 {\displaystyle 3|S|-4} transitions, and suggested a linear algorithm for automaton construction. In 1983, Mu-Tian Chen and Joel Seiferas independently showed that Weiner's 1973 suffix-tree construction algorithm while building a suffix tree of the string S {\displaystyle S} constructs a suffix automaton of the reversed string S R {\textstyle S^{R}} as an auxiliary structure. In 1987, Blumer et al. applied the compressing technique used in suffix trees to a suffix automaton and invented the compacted suffix automaton, which is also called the compacted directed acyclic word graph (CDAWG). In 1997, Maxime Crochemore and Renaud Vérin developed a linear algorithm for direct CDAWG construction. In 2001, Shunsuke Inenaga et al. developed an algorithm for construction of CDAWG for a set of words given by a trie. == Definitions == Usually when speaking about suffix automata and related concepts, some notions from formal language theory and automata theory are used, in particular: "Alphabet" is a finite set Σ {\displaystyle \Sigma } that is used to construct words. Its elements are called "characters"; "Word" is a finite sequence of characters ω = ω 1 ω 2 … ω n {\displaystyle \omega =\omega _{1}\omega _{2}\dots \omega _{n}} . "Length" of the word ω {\displaystyle \omega } is denoted as | ω | = n {\displaystyle |\omega |=n} ; "Formal language" is a set of words over given alphabet; "Language of all words" is denoted as Σ ∗ {\displaystyle \Sigma ^{}} (where the "" character stands for Kleene star), "empty word" (the word of zero length) is denoted by the character ε {\displaystyle \varepsilon } ; "Concatenation of words" α = α 1 α 2 … α n {\displaystyle \alpha =\alpha _{1}\alpha _{2}\dots \alpha _{n}} and β = β 1 β 2 … β m {\displaystyle \beta =\beta _{1}\beta _{2}\dots \beta _{m}} is denoted as α ⋅ β {\displaystyle \alpha \cdot \beta } or α β {\displaystyle \alpha \beta } and corresponds to the word obtained by writing β {\displaystyle \beta } to the right of α {\displaystyle \alpha } , that is, α β = α 1 α 2 … α n β 1 β 2 … β m {\displaystyle \alpha \beta =\alpha _{1}\alpha _{2}\dots \alpha _{n}\beta _{1}\beta _{2}\dots \beta _{m}} ; "Concatenation of languages" A {\displaystyle A} and B {\displaystyle B} is denoted as A ⋅ B {\displaystyle A\cdot B} or A B {\displaystyle AB} and corresponds to the set of pairwise concatenations A B = { α β : α ∈ A , β ∈ B } {\displaystyle AB=\{\alpha \beta :\alpha \in A,\beta \in B\}} ; If the word ω ∈ Σ ∗ {\displaystyle \omega \in \Sigma ^{}} may be represented as ω = α γ β {\displaystyle \omega =\alpha \gamma \beta } , where α , β , γ ∈ Σ ∗ {\displaystyle \alpha ,\beta ,\gamma \in \Sigma ^{}} , then words α {\displaystyle \alpha } , β {\displaystyle \beta } and γ {\displaystyle \gamma } are called "prefix", "suffix" and "subword" (substring) of the word ω {\displaystyle \omega } correspondingly; If T = T 1 … T n {\displaystyle T=T_{1}\dots T_{n}} and T l T l + 1 … T r = S {\displaystyle T_{l}T_{l+1}\dots T_{r}=S} (with 1 ≤ l ≤ r ≤ n {\displaystyle 1\leq l\leq r\leq n} ) then S {\displaystyle S} is said to "occur" in T {\displaystyle T} as a subword. Here l {\displaystyle l} and r {\displaystyle r} are called left and right positions of occurrence of S {\displaystyle S} in T {\displaystyle T} correspondingly. == Automaton structure == Formally, deterministic finite automaton is determined by 5-tuple A = ( Σ , Q , q 0 , F , δ ) {\displaystyle {\mathcal {A}}=(\Sigma ,Q,q_{0},F,\delta )} , where: Σ {\displaystyle \Sigma } is an "alphabet" that is used to construct words, Q {\displaystyle Q} is a set of automaton "states", q 0 ∈ Q {\displaystyle q_{0}\in Q} is an "initial" state of automaton, F ⊂ Q {\displaystyle F\subset Q} is a set of "final" states of automaton, δ : Q × Σ ↦ Q {\displaystyle \delta :Q\times \Sigma \mapsto Q} is a partial "transition" function of automaton, such that δ ( q , σ ) {\displaystyle \delta (q,\sigma )} for q ∈ Q {\displaystyle q\in Q} and σ ∈ Σ {\displaystyle \sigma \in \Sigma } is either undefined or defines a transition from q {\displaystyle q} over character σ {\displaystyle \sigma } . Most commonly, deterministic finite automaton is represented as a directed graph ("diagram") such that: Set of graph vertices corresponds to the state of states Q {\displaystyle Q} , Graph has a specific marked vertex corresponding to initial state q 0 {\displaystyle q_{0}} , Graph has several marked vertices corresponding to the set of final states F {\displaystyle F} , Set of graph arcs corresponds to the set of transitions δ {\displaystyle \delta } , Specifically, every transition δ ( q 1 , σ ) = q 2 {\textstyle \delta (q_{1},\sigma )=q_{2}} is represented by an arc from q 1 {\displaystyle q_{1}} to q 2 {\displaystyle q_{2}} marked with the character σ {\displaystyle \sigma } . This transition also may be denoted as q 1 σ ⟶ q 2 {\textstyle q_{1}{\begin{smallmatrix}{\sigma }\\[-5pt]{\longrightarrow }\end{smallmatrix}}q_{2}} . In terms of its diagram, the automaton recognizes the word ω = ω 1 ω 2 … ω m {\displaystyle \omega =\omega _{1}\omega _{2}\dots \omega _{m}} only if there is a path from the initial vertex q 0 {\displaystyle q_{0}} to some final vertex q ∈ F {\displaystyle q\in F} such that concatenation of characters on this path forms ω {\displaystyle \omega } . The set of words recognized by an automaton forms a language that is set to be recognized by the automaton. In these terms, the language recognized by a suffix automaton of S {\displaystyle S} is the language of its (possibly empty) suffixes. === Automaton states === "Right context" of the word ω {\displaystyle \omega } with respect to language L {\displaystyle L} is a set [ ω ] R = { α : ω α ∈ L } {\displaystyle [\omega ]_{R}=\{\alpha :\omega \alpha \in L\}} that is a set of words α {\displaystyle \alpha } such that their concatenation with ω {\displaystyle \omega } forms a word from L {\displaystyle L} . Right contexts induce a natural equivalence relation [ α ] R = [ β ] R {\displaystyle [\alpha ]_{R}=[\beta ]_{R}} on the set of all words. If language L {\displaystyle L} is recognized by some deterministic finite automaton, there exists unique up to isomorphism automaton that recognizes the same language and has the minimum possible number of states. Such an automaton is called a minimal automaton for the given language L {\displaystyle L} . Myhill–Nerode theorem allows it to define it explicitly in terms of right contexts: In these terms, a "suffix automaton" is the minimal deterministic finite automaton recognizing the language of suffixes of the word S = s 1 s 2 … s n {\displaystyle S=s_{1}s_{2}\dots s_{n}} . The right context of the word ω {\displaystyle \omeg

Biomedical data science

Biomedical data science is a multidisciplinary field which leverages large volumes of data to promote biomedical innovation and discovery. Biomedical data science draws from various fields including Biostatistics, Biomedical informatics, and machine learning, with the goal of understanding biological and medical data. It can be viewed as the study and application of data science to solve biomedical problems. Modern biomedical datasets often have specific features which make their analyses difficult, including: Large numbers of feature (sometimes billions), typically far larger than the number of samples (typically tens or hundreds) Noisy and missing data Privacy concerns (e.g., electronic health record confidentiality) Requirement of interpretability from decision makers and regulatory bodies Many biomedical data science projects apply machine learning to such datasets. These characteristics, while also present in many data science applications more generally, make biomedical data science a specific field. Examples of biomedical data science research include: Computational genomics Computational imaging Electronic health records data mining Biomedical network science Clinical Natural Language Processing (NLP) == Computational Imaging and Deep Learning == Computational imaging is a cornerstone of biomedical data science, focusing on the development of algorithms to enhance, analyze, and interpret medical imagery. In recent years, the field has been transformed by the integration of deep learning, particularly through the use of Convolutional Neural Networks. Deep learning started from researchers manually defining characteristics like edge detection or texture representation learning. In a more modern approach of computational imaging, models automatically learn a hierarchy of features directly from raw pixel data. This overlap between data science and deep learning is applied across several key tasks: Classification: Identifying the presence of specific diseases, such as distinguishing between benign and malignant tumors in histopathology slides or detecting pneumonia in chest X-rays. Segmentation: The precise delineation of anatomical structures or lesions. A notable example is the U-Net architecture, which is widely used for biomedical image segmentation to help clinicians quantify organ volume or track tumor growth. Detection: Automating the localization of small objects, such as identifying microcalcifications in mammograms or polyps during colonoscopies. Registration: The process of aligning multiple images to provide a comprehensive view of the patient's anatomy. Even with all of these enhancements, the application of deep learning in medical imaging requires accomplishing vigorous challenges. An example of these changes is building large, annotated datasets and creating the imperative for model interpretability in clinical decision-making. == Electronic Health Records == Electronic Health Records (EHRs) are a digital alternative to patient paper charts, usually including individual records or population health information. EHRs can be used in a wide variety of applications, including research and analysation as they often include demographics, diagnoses, medications, test results, and personal statistics. === History === ==== 1960s ==== The earliest precursor is considered Dr. Lawrence Weed's problem-oriented medical record (POMR) published in the 1968 which sorts and groups medical records by medical diagnoses and symptoms. The POMR was the first system to organize based off of patient information rather than the source (doctors, nurses, attendings, etc.). In 1969, the Regenstrief Institute developed and published the Regenstrief Medical Record System which established electronic writing, storage, and retrieval of records which served as the basis for modern EHR systems. ==== 2000s ==== In 2009, the Health Information Technology for Economic and Clinical Health Act (HITECH Act) was passed in the United States. This act standardized privacy and distribution of EHRs and increased the acceptance and utilization of EHRs within medical and academic settings. == Artificial Intelligence and Machine Learning Applications == Machine Learning and Artificial Intelligence have become central tools in biomedical data science. Recent advances in large language models (LLMs) have expanded their role beyond text, with models trained directly on genomic sequences enabling tasks such as gene function prediction, variant effect analysis, and drug discovery. In clinical settings, Natural Language Processing (NLP) models are applied to electronic health records to extract structured insights from unstructured clinical notes and data, supporting diagnosis and treatment planning. Beyond genomics, AI models have been applied to protein structure prediction. AlphaFold, developed by Google DeepMind, uses deep learning to predict three-dimensional protein structures from amino acid sequences with high accuracy. These predictions have been used to support drug target identification and the study of disease mechanisms. == Knowledge Graphs == Knowledge graphs (KGs) are widely used in biomedical data science to represent and analyze complex relationships among biological and medical entities. By structuring data as nodes (e.g., genes, diseases, drugs) and edges (relationships), KGs enable computational methods to extract insights and support decision-making. These biomedical relationships can be efficiently modeled and queried using technologies such as Neo4j. === Biomedical Research Applications === KGs provide biomedical researchers with a way to model complex biological systems. They have been used to identify the relationships between diseases and biomolecules, support drug repurposing, and to uncover new biological insights. Additional applications include: Identification of novel antibiotic resistance genes through graph-based link prediction. Finding associations between miRNA and diseases. Prediction of protein-protein interactions. === Clinical Applications === In clinical settings, KGs can be used to make visual representations of a patient's electronic health records. The data obtained from these graphs can assist healthcare providers in improving patient diagnoses and prescribing more effective drugs. Additionally, embeddings derived from resources like the Unified Medical Language System (UMLS) enable natural language processing of clinical text and similarity analysis between medical concepts. === Limitations === Despite their advantages, knowledge graphs face several challenges. Some of these include: High algorithmic complexity and large biological datasets make the process computationally expensive. KG construction can be a time-consuming process that requires careful attention to assign appropriate node types and vocabularies. Using data from a wide range of datasets in one KG requires them to be effectively integrated. == Privacy == A primary challenge in biomedical data science is maintaining medical privacy. Conducting research requires that data be collected on a number of people for training and testing purposes and is stored within biomedical datasets. This poses a risk for violating patient confidentiality and may dissuade people from participating in studies. The main sources of health statistics are surveys administrative and medical records health care claims data, vital records surveillance disease registries grey literature and peer-reviewed literature. Large data collection is a useful tool for researching various medical conditions. Researchers use these large datasets of information to identify factors that may make people more susceptible to certain diseases. Large amounts of collected data can help researchers identify patterns for disease probabilities. The findings can show a person is more likely for a condition, or identify environmental, social, and personal habits that may lead to adverse health issues. Institutions researching using personal medical information come with a moral and legal responsibility to protect the use of that information. Protection of the collected information has become a big concern. Sophisticated and coordinated attacks on certain medical systems happen more frequently. Medical companies, medical insurance and private businesses have invested a great deal into the protection of personal data. Despite this, data breaches continue to be documented. The chart below shows the top healthcare breaches in 2025. For these reasons, many people have reservations about giving up their personal data. Aside from the legitimate use of personal data there have been instances where companies have found methods to profit from brokering medical information. Concerns exist regarding unauthorized use of sensitive information within these data companies. If a person is identified within a dataset, then sensitive data can be used to discriminate against them. For example, insurance companies may charge a hi

Data exploration

Data exploration is an approach similar to initial data analysis, whereby a data analyst uses visual exploration to understand what is in a dataset and the characteristics of the data, rather than through traditional data management systems. These characteristics can include size or amount of data, completeness of the data, correctness of the data, possible relationships amongst data elements or files/tables in the data. Data exploration is typically conducted using a combination of automated and manual activities. Automated activities can include data profiling or data visualization or tabular reports to give the analyst an initial view into the data and an understanding of key characteristics. This is often followed by manual drill-down or filtering of the data to identify anomalies or patterns identified through the automated actions. Data exploration can also require manual scripting and queries into the data (e.g. using languages such as SQL or R) or using spreadsheets or similar tools to view the raw data. All of these activities are aimed at creating a mental model and understanding of the data in the mind of the analyst, and defining basic metadata (statistics, structure, relationships) for the data set that can be used in further analysis. Once this initial understanding of the data is had, the data can be pruned or refined by removing unusable parts of the data (data cleansing), correcting poorly formatted elements and defining relevant relationships across datasets. This process is also known as determining data quality. Data exploration can also refer to the ad hoc querying or visualization of data to identify potential relationships or insights that may be hidden in the data and does not require to formulate assumptions beforehand. Traditionally, this had been a key area of focus for statisticians, with John Tukey being a key evangelist in the field. Today, data exploration is more widespread and is the focus of data analysts and data scientists; the latter being a relatively new role within enterprises and larger organizations. == Interactive Data Exploration == This area of data exploration has become an area of interest in the field of machine learning. This is a relatively new field and is still evolving. As its most basic level, a machine-learning algorithm can be fed a data set and can be used to identify whether a hypothesis is true based on the dataset. Common machine learning algorithms can focus on identifying specific patterns in the data. Many common patterns include regression and classification or clustering, but there are many possible patterns and algorithms that can be applied to data via machine learning. By employing machine learning, it is possible to find patterns or relationships in the data that would be difficult or impossible to find via manual inspection, trial and error or traditional exploration techniques. == Software == Trifacta – a data preparation and analysis platform Paxata – self-service data preparation software Alteryx – data blending and advanced data analytics software Microsoft Power BI - interactive visualization and data analysis tool OpenRefine - a standalone open source desktop application for data clean-up and data transformation Tableau software – interactive data visualization software

Rule induction

Rule induction is an area of machine learning in which formal rules are extracted from a set of observations. The rules extracted may represent a full scientific model of the data, or merely represent local patterns in the data. Data mining in general and rule induction in detail are trying to create algorithms without human programming but with analyzing existing data structures. In the easiest case, a rule is expressed with “if-then statements” and was created with the ID3 algorithm for decision tree learning. Rule learning algorithm are taking training data as input and creating rules by partitioning the table with cluster analysis. A possible alternative over the ID3 algorithm is genetic programming which evolves a program until it fits to the data. Creating different algorithm and testing them with input data can be realized in the WEKA software. Additional tools are machine learning libraries for Python, like scikit-learn. == Paradigms == Some major rule induction paradigms are: Association rule learning algorithms (e.g., Agrawal) Decision rule algorithms (e.g., Quinlan 1987) Hypothesis testing algorithms (e.g., RULEX) Horn clause induction Version spaces Rough set rules Inductive Logic Programming Boolean decomposition (Feldman) == Algorithms == Some rule induction algorithms are: Charade Rulex Progol CN2

Wetware computer

A wetware computer is an organic computer (which can also be known as an artificial organic brain or a neurocomputer) composed of organic material "wetware" such as "living" neurons. Wetware computers composed of neurons are different than conventional computers because they use biological materials, and offer the possibility of substantially more energy-efficient computing. While a wetware computer is still largely conceptual, there has been limited success with construction and prototyping, which has acted as a proof of the concept's realistic application to computing in the future. The most notable prototypes have stemmed from the research completed by biological engineer William Ditto during his time at the Georgia Institute of Technology. His work constructing a simple neurocomputer capable of basic addition from leech neurons in 1999 was a significant discovery for the concept. This research was a primary example driving interest in creating these artificially constructed, but still organic brains. == Origins and theoretical foundations == The term wetware came from cyberpunk fiction, notably through Gibson's Neuromancer, but was quickly taken up in scientific literature to explain computation by biological material. Theories of early biological computation borrowed from Alan Turing's morphogenesis model, which showed that chemical interactions could produce complex patterns without centralized control. Hopfield's associative memory networks also provided a foundation for biological information systems with fault tolerance and self-organization. == Major characteristics and processes == Biological wetware systems demonstrate dynamic reconfigurability underpinned by neuroplasticity and enable continuous learning and adaptation. Reaction-diffusion-based computing and molecular logic gates allow spatially parallel information processing unachievable in conventional systems. These systems also show fault tolerance and self-repair at the cellular and network level. The development of cerebral organoids—miniature lab-grown brains—demonstrates spontaneous learning behavior and suggests biological tissue as a viable computational substrate. == Overview == The concept of wetware is an application of specific interest to the field of computer manufacturing. Moore's law, which states that the number of transistors which can be placed on a silicon chip is doubled roughly every two years, has acted as a goal for the industry for decades, but as the size of computers continues to decrease, the ability to meet this goal has become more difficult, threatening to reach a plateau. Due to the difficulty in reducing the size of computers because of size limitations of transistors and integrated circuits, wetware provides an unconventional alternative. A wetware computer composed of neurons is an ideal concept because, unlike conventional materials which operate in binary (on/off), a neuron can shift between thousands of states, constantly altering its chemical conformation, and redirecting electrical pulses through over 200,000 channels in any of its many synaptic connections. Because of this large difference in the possible settings for any one neuron, compared to the binary limitations of conventional computers, the space limitations are far fewer. == Background == The concept of wetware is distinct and unconventional and draws slight resonance with both hardware and software from conventional computers. While hardware is understood as the physical architecture of traditional computational devices, comprising integrated circuits and supporting infrastructure, software represents the encoded architecture of storage and instructions. Wetware is a separate concept that uses the formation of organic molecules, mostly complex cellular structures (such as neurons), to create a computational device such as a computer. In wetware, the ideas of hardware and software are intertwined and interdependent. The molecular and chemical composition of the organic or biological structure would represent not only the physical structure of the wetware but also the software, being continually reprogrammed by the discrete shifts in electrical pulses and chemical concentration gradients as the molecules change their structures to communicate signals. The responsiveness of a cell, proteins, and molecules to changing conformations, both within their structures and around them, ties the idea of internal programming and external structure together in a way that is alien to the current model of conventional computer architecture. The structure of wetware represents a model where the external structure and internal programming are interdependent and unified; meaning that changes to the programming or internal communication between molecules of the device would represent a physical change in the structure. The dynamic nature of wetware borrows from the function of complex cellular structures in biological organisms. The combination of "hardware" and "software" into one dynamic, and interdependent system which uses organic molecules and complexes to create an unconventional model for computational devices is a specific example of applied biorobotics. === The cell as a model of wetware === Cells in many ways can be seen as their form of naturally occurring wetware, similar to the concept that the human brain is the preexisting model system for complex wetware. In his book Wetware: A Computer in Every Living Cell (2009) Dennis Bray explains his theory that cells, which are the most basic form of life, are just a highly complex computational structure, like a computer. To simplify one of his arguments a cell can be seen as a type of computer, using its structured architecture. In this architecture, much like a traditional computer, many smaller components operate in tandem to receive input, process the information, and compute an output. In an overly simplified, non-technical analysis, cellular function can be broken into the following components: Information and instructions for execution are stored as DNA in the cell, RNA acts as a source for distinctly encoded input, processed by ribosomes and other transcription factors to access and process the DNA and to output a protein. Bray's argument in favor of viewing cells and cellular structures as models of natural computational devices is important when considering the more applied theories of wetware to biorobotics. === Biorobotics === Wetware and biorobotics are closely related concepts, which both borrow from similar overall principles. A biorobotic structure can be defined as a system modeled from a preexisting organic complex or model such as cells (neurons) or more complex structures like organs (brain) or whole organisms. Unlike wetware, the concept of biorobotics is not always a system composed of organic molecules, but instead could be composed of conventional material which is designed and assembled in a structure similar or derived from a biological model. Biorobotics have many applications and are used to address the challenges of conventional computer architecture. Conceptually, designing a program, robot, or computational device after a preexisting biological model such as a cell, or even a whole organism, provides the engineer or programmer the benefits of incorporating into the structure the evolutionary advantages of the model. == Effects on users == Wetware technologies such as BCIs and neuromorphic chips offer new possibilities for user autonomy. For those with disabilities, such systems could restore motor or sensory functions and enhance quality of life. However, these technologies raise ethical questions: cognitive privacy, consent over biological data, and risk of exploitation. Without proper oversight, wetware technologies may also widen inequality, favoring those with access to cognitive enhancements. Open governance frameworks and ethical AI design grounded in neuro ethics will be essential. With the development of wetware devices, disparities in access could exacerbate social inequalities, benefiting those who have resources to enhance cognitive or physical abilities. It is necessary to create strong ethical frameworks, inclusive development practices, and open systems of governance to reduce risks and make sure that wetware advances are beneficial to all segments of society. == Applications and goals == === Basic neurocomputer composed of leech neurons === In 1999 William Ditto and his team of researchers at Georgia Institute of Technology and Emory University created a basic form of a wetware computer capable of simple addition by harnessing leech neurons. Leeches were used as a model organism due to the large size of their neuron, and the ease associated with their collection and manipulation. However, these results have never been published in a peer-reviewed journal, prompting questions about the validity of the claims. The computer was able to complete basic addition through electrical probes

Pixel binning

Pixel binning, also known as binning, is a process image sensors of digital cameras use to combine adjacent pixels throughout an image, by summing or averaging their values, during or after readout. It improves low-light performance while still allowing for highly detailed photographs in good light. Charge from adjacent pixels in CCD or charge-coupled device image sensors and some other image sensors can be combined during readout, increasing the line rate or frame rate. In the context of image processing, binning is the procedure of combining clusters of adjacent pixels, throughout an image, into single pixels. For example, in 2×2 binning, an array of 4 pixels becomes a single larger pixel, reducing the number of pixels to 1/4 and halving the image resolution in each dimension. The result can be the sum, average, median, minimum, or maximum value of the cluster. Some systems use more advanced algorithms such as considering the values of nearby pixels, edge detection, self-claimed "AI", etc. to increase the perceived visual quality of the final downsized image. This aggregation, although associated with loss of information, reduces the amount of data to be processed, facilitating analysis. The binned image has lower resolution, but the relative noise level in each pixel is generally reduced. == History == Normally, an increase in megapixel count on a constant image sensor size would lead to a sacrifice of the surface size of the individual pixels, which would result in each pixel being able to catch less light in the same time, thus leading to a darker and/or noisier image in low light (given the same exposure time). In the past, camera manufacturers had to compromise between low-light performance and the amount of detail in good light, by dropping the megapixel count like HTC did in 2013 with their four-megapixel "UltraPixel" camera. However, this results in less detailed images in daylight where enough light is available. With pixel binning, the camera has "the best of both worlds", meaning both the benefit of high detail in good light and the benefit of high brightness in low light. In low light, the surfaces of four or more pixels can act as one large pixel that catches far more light. For example, some smartphones such as the Samsung Galaxy A15 are able to capture photographs with up to fifty megapixels in daylight. However, in low light, the individual pixels would be too small to capture the light needed for a bright image with the short exposure time available for handheld shooting. Therefore, with pixel binning activated, the 50-megapixel image sensor acts as a 12.5-megapixel image sensor, a quarter of its original resolution, with an accordingly larger surface area per pixel.

SUPS

In computational neuroscience, SUPS (for Synaptic Updates Per Second) or formerly CUPS (Connections Updates Per Second) is a measure of a neuronal network performance, useful in fields of neuroscience, cognitive science, artificial intelligence, and computer science. == Computing == For a processor or computer designed to simulate a neural network SUPS is measured as the product of simulated neurons N {\displaystyle N} and average connectivity c {\displaystyle c} (synapses) per neuron per second: S U P S = c × N {\displaystyle SUPS=c\times N} Depending on the type of simulation it is usually equal to the total number of synapses simulated. In an "asynchronous" dynamic simulation if a neuron spikes at υ {\displaystyle \upsilon } Hz, the average rate of synaptic updates provoked by the activity of that neuron is υ c N {\displaystyle \upsilon cN} . In a synchronous simulation with step Δ t {\displaystyle \Delta t} the number of synaptic updates per second would be c N Δ t {\displaystyle {\frac {cN}{\Delta t}}} . As Δ t {\displaystyle \Delta t} has to be chosen much smaller than the average interval between two successive afferent spikes, which implies Δ t < 1 υ N {\displaystyle \Delta t<{\frac {1}{\upsilon N}}} , giving an average of synaptic updates equal to υ c N 2 {\displaystyle \upsilon cN^{2}} . Therefore, spike-driven synaptic dynamics leads to a linear scaling of computational complexity O(N) per neuron, compared with the O(N2) in the "synchronous" case. == Records == Developed in the 1980s Adaptive Solutions' CNAPS-1064 Digital Parallel Processor chip is a full neural network (NNW). It was designed as a coprocessor to a host and has 64 sub-processors arranged in a 1D array and operating in a SIMD mode. Each sub-processor can emulate one or more neurons and multiple chips can be grouped together. At 25 MHz it is capable of 1.28 GMAC. After the presentation of the RN-100 (12 MHz) single neuron chip at Seattle 1991 Ricoh developed the multi-neuron chip RN-200. It had 16 neurons and 16 synapses per neuron. The chip has on-chip learning ability using a proprietary backdrop algorithm. It came in a 257-pin PGA encapsulation and drew 3.0 W at a maximum. It was capable of 3 GCPS (1 GCPS at 32 MHz). In 1991–97, Siemens developed the MA-16 chip, SYNAPSE-1 and SYNAPSE-3 Neurocomputer. The MA-16 was a fast matrix-matrix multiplier that can be combined to form systolic arrays. It could process 4 patterns of 16 elements each (16-bit), with 16 neuron values (16-bit) at a rate of 800 MMAC or 400 MCPS at 50 MHz. The SYNAPSE3-PC PCI card contained 2 MA-16 with a peak performance of 2560 MOPS (1.28 GMAC); 7160 MOPS (3.58 GMAC) when using three boards. In 2013, the K computer was used to simulate a neural network of 1.73 billion neurons with a total of 10.4 trillion synapses (1% of the human brain). The simulation ran for 40 minutes to simulate 1 s of brain activity at a normal activity level (4.4 on average). The simulation required 1 Petabyte of storage.