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  • Transfer learning

    Transfer learning

    Transfer learning (TL) is a technique in machine learning (ML) in which knowledge learned from a task is re-used in order to boost performance on a related task. For example, for image classification, knowledge gained while learning to recognize cars could be applied when trying to recognize trucks. This topic is related to the psychological literature on transfer of learning, although practical ties between the two fields are limited. Reusing or transferring information from previously learned tasks to new tasks has the potential to significantly improve learning efficiency. Since transfer learning makes use of training with multiple objective functions it is related to cost-sensitive machine learning and multi-objective optimization. == History == In 1976, Bozinovski and Fulgosi published a paper addressing transfer learning in neural network training. The paper gives a mathematical and geometrical model of the topic. In 1981, a report considered the application of transfer learning to a dataset of images representing letters of computer terminals, experimentally demonstrating positive and negative transfer learning. In 1992, Lorien Pratt formulated the discriminability-based transfer (DBT) algorithm. By 1998, the field had advanced to include multi-task learning, along with more formal theoretical foundations. Influential publications on transfer learning include the book Learning to Learn in 1998, a 2009 survey and a 2019 survey. Ng said in his NIPS 2016 tutorial that TL would become the next driver of machine learning commercial success after supervised learning. In the 2020 paper, "Rethinking Pre-Training and self-training", Zoph et al. reported that pre-training can hurt accuracy, and advocate self-training instead. == Definition == The definition of transfer learning is given in terms of domains and tasks. A domain D {\displaystyle {\mathcal {D}}} consists of: a feature space X {\displaystyle {\mathcal {X}}} and a marginal probability distribution P ( X ) {\displaystyle P(X)} , where X = { x 1 , . . . , x n } ∈ X {\displaystyle X=\{x_{1},...,x_{n}\}\in {\mathcal {X}}} . Given a specific domain, D = { X , P ( X ) } {\displaystyle {\mathcal {D}}=\{{\mathcal {X}},P(X)\}} , a task consists of two components: a label space Y {\displaystyle {\mathcal {Y}}} and an objective predictive function f : X → Y {\displaystyle f:{\mathcal {X}}\rightarrow {\mathcal {Y}}} . The function f {\displaystyle f} is used to predict the corresponding label f ( x ) {\displaystyle f(x)} of a new instance x {\displaystyle x} . This task, denoted by T = { Y , f ( x ) } {\displaystyle {\mathcal {T}}=\{{\mathcal {Y}},f(x)\}} , is learned from the training data consisting of pairs { x i , y i } {\displaystyle \{x_{i},y_{i}\}} , where x i ∈ X {\displaystyle x_{i}\in {\mathcal {X}}} and y i ∈ Y {\displaystyle y_{i}\in {\mathcal {Y}}} . Given a source domain D S {\displaystyle {\mathcal {D}}_{S}} and learning task T S {\displaystyle {\mathcal {T}}_{S}} , a target domain D T {\displaystyle {\mathcal {D}}_{T}} and learning task T T {\displaystyle {\mathcal {T}}_{T}} , where D S ≠ D T {\displaystyle {\mathcal {D}}_{S}\neq {\mathcal {D}}_{T}} , or T S ≠ T T {\displaystyle {\mathcal {T}}_{S}\neq {\mathcal {T}}_{T}} , transfer learning aims to help improve the learning of the target predictive function f T ( ⋅ ) {\displaystyle f_{T}(\cdot )} in D T {\displaystyle {\mathcal {D}}_{T}} using the knowledge in D S {\displaystyle {\mathcal {D}}_{S}} and T S {\displaystyle {\mathcal {T}}_{S}} . == Applications == Algorithms for transfer learning are available in Markov logic networks and Bayesian networks. Transfer learning has been applied to cancer subtype discovery, building utilization, general game playing, text classification, digit recognition, medical imaging and spam filtering. In 2020, it was discovered that, due to their similar physical natures, transfer learning is possible between electromyographic (EMG) signals from the muscles and classifying the behaviors of electroencephalographic (EEG) brainwaves, from the gesture recognition domain to the mental state recognition domain. It was noted that this relationship worked in both directions, showing that electroencephalographic can likewise be used to classify EMG. The experiments noted that the accuracy of neural networks and convolutional neural networks were improved through transfer learning both prior to any learning (compared to standard random weight distribution) and at the end of the learning process (asymptote). That is, results are improved by exposure to another domain. Moreover, the end-user of a pre-trained model can change the structure of fully-connected layers to improve performance.

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  • Tree (abstract data type)

    Tree (abstract data type)

    In computer science, a tree is a widely used abstract data type that represents a hierarchical tree structure with a set of connected nodes. Each node in the tree can be connected to many children (depending on the type of tree), but must be connected to exactly one parent, except for the root node, which has no parent (i.e., the root node as the top-most node in the tree hierarchy). These constraints mean there are no cycles or "loops" (no node can be its own ancestor), and also that each child can be treated like the root node of its own subtree, making recursion a useful technique for tree traversal. In contrast to linear data structures, many trees cannot be represented by relationships between neighboring nodes (parent and children nodes of a node under consideration, if they exist) in a single straight line (called edge or link between two adjacent nodes). Binary trees are a commonly used type, which constrain the number of children for each parent to at most two. When the order of the children is specified, this data structure corresponds to an ordered tree in graph theory. A value or pointer to other data may be associated with every node in the tree, or sometimes only with the leaf nodes, which have no children nodes. The abstract data type (ADT) can be represented in a number of ways, including a list of parents with pointers to children, a list of children with pointers to parents, or a list of nodes and a separate list of parent-child relations (a specific type of adjacency list). Representations might also be more complicated, for example using indexes or ancestor lists for performance. Trees as used in computing are similar to but can be different from mathematical constructs of trees in graph theory, trees in set theory, and trees in descriptive set theory. == Terminology == A node is a structure which may contain data and connections to other nodes, sometimes called edges or links. Each node in a tree has zero or more child nodes, which are below it in the tree (by convention, trees are drawn with descendants going downwards). A node that has a child is called the child's parent node (or superior). All nodes have exactly one parent, except the topmost root node, which has none. A node might have many ancestor nodes, such as the parent's parent. Child nodes with the same parent are sibling nodes. Typically siblings have an order, with the first one conventionally drawn on the left. Some definitions allow a tree to have no nodes at all, in which case it is called empty. An internal node (also known as an inner node, inode for short, or branch node) is any node of a tree that has child nodes. Similarly, an external node (also known as an outer node, leaf node, or terminal node) is any node that does not have child nodes. The height of a node is the length of the longest downward path to a leaf from that node. The height of the root is the height of the tree. The depth of a node is the length of the path to its root (i.e., its root path). Thus the root node has depth zero, leaf nodes have height zero, and a tree with only a single node (hence both a root and leaf) has depth and height zero. Conventionally, an empty tree (tree with no nodes, if such are allowed) has height −1. Each non-root node can be treated as the root node of its own subtree, which includes that node and all its descendants. Other terms used with trees: Neighbor Parent or child. Ancestor A node reachable by repeated proceeding from child to parent. Descendant A node reachable by repeated proceeding from parent to child. Also known as subchild. Degree For a given node, its number of children. A leaf, by definition, has degree zero. Degree of tree The degree of a tree is the maximum degree of a node in the tree. Distance The number of edges along the shortest path between two nodes. Level The level of a node is the number of edges along the unique path between it and the root node. This is the same as depth. Width The number of nodes in a level. Breadth The number of leaves. Complete tree A tree with every level filled, except the last. Forest A set of one or more disjoint trees. Ordered tree A rooted tree in which an ordering is specified for the children of each vertex. Size of a tree Number of nodes in the tree. == Common operations == Enumerating all the items Enumerating a section of a tree Searching for an item Adding a new item at a certain position on the tree Deleting an item Pruning: Removing a whole section of a tree Grafting: Adding a whole section to a tree Finding the root for any node Finding the lowest common ancestor of two nodes === Traversal and search methods === Stepping through the items of a tree, by means of the connections between parents and children, is called walking the tree, and the action is a walk of the tree. Often, an operation might be performed when a pointer arrives at a particular node. A walk in which each parent node is traversed before its children is called a pre-order walk; a walk in which the children are traversed before their respective parents are traversed is called a post-order walk; a walk in which a node's left subtree, then the node itself, and finally its right subtree are traversed is called an in-order traversal. (This last scenario, referring to exactly two subtrees, a left subtree and a right subtree, assumes specifically a binary tree.) A level-order walk effectively performs a breadth-first search over the entirety of a tree; nodes are traversed level by level, where the root node is visited first, followed by its direct child nodes and their siblings, followed by its grandchild nodes and their siblings, etc., until all nodes in the tree have been traversed. == Representations == There are many different ways to represent trees. In working memory, nodes are typically dynamically allocated records with pointers to their children, their parents, or both, as well as any associated data. If of a fixed size, the nodes might be stored in a list. Nodes and relationships between nodes might be stored in a separate special type of adjacency list. In relational databases, nodes are typically represented as table rows, with indexed row IDs facilitating pointers between parents and children. Nodes can also be stored as items in an array, with relationships between them determined by their positions in the array (as in a binary heap). A binary tree can be implemented as a list of lists: the head of a list (the value of the first term) is the left child (subtree), while the tail (the list of second and subsequent terms) is the right child (subtree). This can be modified to allow values as well, as in Lisp S-expressions, where the head (value of first term) is the value of the node, the head of the tail (value of second term) is the left child, and the tail of the tail (list of third and subsequent terms) is the right child. Ordered trees can be naturally encoded by finite sequences, for example with natural numbers. == Examples of trees and non-trees == == Type theory == As an abstract data type, the abstract tree type T with values of some type E is defined, using the abstract forest type F (list of trees), by the functions: value: T → E children: T → F nil: () → F node: E × F → T with the axioms: value(node(e, f)) = e children(node(e, f)) = f In terms of type theory, a tree is an inductive type defined by the constructors nil (empty forest) and node (tree with root node with given value and children). == Mathematical terminology == Viewed as a whole, a tree data structure is an ordered tree, generally with values attached to each node. Concretely, it is (if required to be non-empty): A rooted tree with the "away from root" direction (a more narrow term is an "arborescence"), meaning: A directed graph, whose underlying undirected graph is a tree (any two vertices are connected by exactly one simple path), with a distinguished root (one vertex is designated as the root), which determines the direction on the edges (arrows point away from the root; given an edge, the node that the edge points from is called the parent and the node that the edge points to is called the child), together with: an ordering on the child nodes of a given node, and a value (of some data type) at each node. Often trees have a fixed (more properly, bounded) branching factor (outdegree), particularly always having two child nodes (possibly empty, hence at most two non-empty child nodes), hence a "binary tree". Allowing empty trees makes some definitions simpler, some more complicated: a rooted tree must be non-empty, hence if empty trees are allowed the above definition instead becomes "an empty tree or a rooted tree such that ...". On the other hand, empty trees simplify defining fixed branching factor: with empty trees allowed, a binary tree is a tree such that every node has exactly two children, each of which is a tree (possibly empty). == Applications == Trees are commonly used to represent or manipulate hierarchical data in ap

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  • VP-Expert

    VP-Expert

    VP-Expert is an artificial intelligence development tool that gained popularity in the late 1980s and early 1990s. Published by Paperback Software, VP-Expert was designed to facilitate the creation of rule-based expert systems, primarily for applications in business and industry. It was the best-selling expert-system software for microcomputers in the late 1980s. == History == VP-Expert was created by Brian Sawyer and published by Paperback Software in 1987. VP-Expert was widely adopted during the late 1980s. By April 1989, InfoWorld described it as "the best-selling expert-system software for personal computers." In June 1991, ownership of VP-Expert transferred from Paperback Software to WordTech Systems, Inc. following Paperback Software’s liquidation after a legal dispute with Lotus Development Corporation regarding its VP-Planner spreadsheet. VP-Expert continued to receive positive reviews with InfoWorld stating in 1992 "for automatically creating simple expert systems and being able to edit them into more sophisticated applications, hardly a better product exists than VP-Expert". == Features == VP-Expert used an inference engine based on backward chaining to reach conclusions through English-like if/then rules. It operated through a text interface and included an explanation facility that showed the reasoning steps used to justify its conclusions. == Applications == VP-Expert found applications across various domains. In environmental analysis, researchers used VP-Expert to develop a knowledge-based system for analyzing the impact of particulate matter air pollution on human health. In engineering design, VP-Expert was utilized in the creation of a prototype expert system to assist in fishway design. In aviation management, the tool was employed to develop an expert system aimed at maximizing airport capacity while adhering to noise-mitigation plans. == Limitations == While VP-Expert offered certain advantages, it also had limitations. Its rule-based approach could become challenging to manage for large and complex knowledge bases, and the process of eliciting and encoding knowledge from experts could be time-consuming and difficult.

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  • Andrew Ng

    Andrew Ng

    Andrew Yan-Tak Ng (Chinese: 吳恩達; born April 18, 1976) is a British-American computer scientist and technology entrepreneur focusing on machine learning and artificial intelligence (AI). Ng was a cofounder and head of Google Brain and was the former Chief Scientist at Baidu. Ng is an adjunct professor at Stanford University (formerly associate professor and Director of its Stanford AI Lab or SAIL). Ng has also worked in online education, cofounding Coursera and DeepLearning.AI. He has spearheaded many efforts to "democratize deep learning" teaching over 8 million students through his online courses. Ng is renowned globally in computer science, recognized in Time magazine's 100 Most Influential People in 2012 and Fast Company's Most Creative People in 2014. His influence extends to being named in the Time100 AI Most Influential People in 2023. In 2018, he launched and currently heads the AI Fund, initially a $175-million investment fund for backing artificial intelligence startups. He has founded Landing AI, which provides AI-powered SaaS products. On April 11, 2024, Amazon announced Ng's appointment to its board of directors. == Early life and education == Andrew Yan-Tak Ng was born in London, in 1976 to Ronald Paul Ng, a hematologist and lecturer at UCL Medical School, and Tisa Ho, an arts administrator working at the London Film Festival. His parents were both immigrants from Hong Kong. His family moved back to Hong Kong and he spent his early childhood there. In 1984 he and his family moved to Singapore. Ng attended and graduated from Raffles Institution. In 1997, he earned his undergraduate degree with a triple major in computer science, statistics, and economics from Carnegie Mellon University in Pittsburgh, Pennsylvania. Between 1996 and 1998 he also conducted research on reinforcement learning, model selection, and feature selection at the AT&T Bell Labs. In 1998, Ng earned his master's degree in Electrical Engineering and Computer Science from the Massachusetts Institute of Technology (MIT) in Cambridge, Massachusetts. At MIT, he built the first publicly available, automatically indexed web-search engine for research papers on the web. It was a precursor to CiteSeerX/ResearchIndex, but specialized in machine learning. In 2002, he received his Doctor of Philosophy (Ph.D.) in Computer Science from the University of California, Berkeley, under the supervision of Michael I. Jordan. His thesis is titled "Shaping and policy search in reinforcement learning" and is well-cited to this day. == Career == === Academia and teaching === Ng started working as an assistant professor at Stanford University in 2002 and as an associate professor in 2009. Ng is a professor at Stanford University departments of Computer Science and electrical engineering. He served as the director of the Stanford Artificial Intelligence Laboratory (SAIL), where he taught students and undertook research related to data mining, big data, and machine learning. His machine learning course CS229 at Stanford is the most popular course offered on campus with over 1,000 students enrolling some years. As of 2020, three of the most popular courses on Coursera are Ng's: Machine Learning (#1), AI for Everyone (#5), Neural Networks and Deep Learning (#6). In 2008, his group at Stanford was one of the first in the US to start advocating the use of GPUs in deep learning. The rationale was that an efficient computation infrastructure could speed up statistical model training by orders of magnitude, ameliorating some of the scaling issues associated with big data. At the time it was a controversial and risky decision, but since then and following Ng's lead, GPUs have become a cornerstone in the field. Since 2017, Ng has been advocating the shift to high-performance computing (HPC) for scaling up deep learning and accelerating progress in the field. In 2012, along with Stanford computer scientist Daphne Koller he cofounded and was CEO of Coursera, a website that offers free online courses to everyone. It took off with over 100,000 students registered for Ng's popular CS229A course. Today, several million people have enrolled in Coursera courses, making the site one of the leading massive open online courses (MOOCs) in the world. === Industry === From 2011 to 2012, he worked at Google, where he founded and directed the Google Brain Deep Learning Project with Jeff Dean, Greg Corrado, and Rajat Monga. In 2014, he joined Baidu as chief scientist, and carried out research related to big data and AI. There he set up several research teams for things like facial recognition and Melody, an AI chatbot for healthcare. He also developed for the company the AI platform called DuerOS and other technologies that positioned Baidu ahead of Google in the discourse and development of AI. In March 2017, he announced his resignation from Baidu. He soon afterward launched DeepLearning.AI, an online series of deep learning courses (including the AI for Good Specialization). Then Ng launched LandingAI, which provides AI-powered SaaS products. In January 2018, Ng unveiled the AI Fund, raising $175 million to invest in new startups. In November 2021, LandingAI secured a $57 million round of series A funding led by McRock Capital, to help enterprises adopt AI. In October 2024, Ng's AI Fund made its first investment in India, backing AI healthcare startup Jivi, which uses AI for diagnoses, treatment recommendations, and administrative tasks. The investment highlights the growth of India's AI sector, expected to reach $22 billion by 2027. === Research === Ng researches primarily in machine learning, deep learning, machine perception, computer vision, and natural language processing; and is one of the world's most famous and influential computer scientists. He's frequently won best paper awards at academic conferences and has had a huge impact on the field of AI, computer vision, and robotics. During graduate school, together with David M. Blei and Michael I. Jordan, Ng co-authored the influential paper that introduced latent Dirichlet allocation (LDA) for his thesis on reinforcement learning for drones. His early work includes the Stanford Autonomous Helicopter project, which developed one of the most capable autonomous helicopters in the world. He was the leading scientist and principal investigator on the STAIR (Stanford Artificial Intelligence Robot) project, which resulted in Robot Operating System (ROS), a widely used open source software robotics platform. His vision to build an AI robot and put a robot in every home inspired Scott Hassan to back him and create Willow Garage. He is also one of the founding team members for the Stanford WordNet project, which uses machine learning to expand the Princeton WordNet database created by Christiane Fellbaum. In 2011, Ng founded the Google Brain project at Google, which developed large-scale artificial neural networks using Google's distributed computing infrastructure. Among its notable results was a neural network trained using deep learning algorithms on 16,000 CPU cores, which learned to recognize cats after watching only YouTube videos, and without ever having been told what a "cat" is. The project's technology is also currently used in the Android operating system's speech recognition system. === Views on AI === Ng thinks that the real threat is contemplating the future of work: "Rather than being distracted by evil killer robots, the challenge to labor caused by these machines is a conversation that academia and industry and government should have." He has emphasized the importance of expanding access to AI education, stating that empowering people around the world to use AI tools is essential to building AI applications. In a December 2023 Financial Times interview, Ng highlighted concerns regarding the impact of potential regulations on open-source AI, emphasizing how reporting, licensing, and liability risks could unfairly burden smaller firms and stifle innovation. He argued that regulating basic technologies like open-source models could hinder progress without markedly enhancing safety. Ng advocated for carefully designed regulations to prevent obstacles to the development and distribution of beneficial AI technologies. In a June 2024 interview with the Financial Times, Ng expressed concerns about proposed AI legislation in California that would have required developers to implement safety mechanisms such as a "kill switch" for advanced models. He described the bill as creating "massive liabilities for science-fiction risks" and said it "stokes fear in anyone daring to innovate." Other critics argued the bill would impose burdens on open-source developers and smaller AI companies. The bill was ultimately vetoed by Governor Gavin Newsom in September 2024. == Online education: massive open online course == In 2011, Stanford launched a total of three massive open online course (MOOCs) on machine learning (CS229a), databases, and AI, taught by Ng

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  • Cloud-to-cloud integration

    Cloud-to-cloud integration

    Cloud-to-Cloud Integration ( C2I ) allows users to connect disparate cloud computing platforms. While Paas (Platform as a service) and Saas (Software as a service) continue to gain momentum, different vendors have different implementations for cloud computing, e.g. Database, REST, SOAP API. Another name for Cloud-to-Cloud Integration is Cloud-Surfing. See also Cloud-based integration

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  • Predictive Model Markup Language

    Predictive Model Markup Language

    The Predictive Model Markup Language (PMML) is an XML-based predictive model interchange format conceived by Robert Lee Grossman, then the director of the National Center for Data Mining at the University of Illinois at Chicago. PMML provides a way for analytic applications to describe and exchange predictive models produced by data mining and machine learning algorithms. It supports common models such as logistic regression and other feedforward neural networks. Version 0.9 was published in 1998. Subsequent versions have been developed by the Data Mining Group. Since PMML is an XML-based standard, the specification comes in the form of an XML schema. PMML itself is a mature standard with over 30 organizations having announced products supporting PMML. == PMML components == A PMML file can be described by the following components: Header: contains general information about the PMML document, such as copyright information for the model, its description, and information about the application used to generate the model such as name and version. It also contains an attribute for a timestamp which can be used to specify the date of model creation. Data Dictionary: contains definitions for all the possible fields used by the model. It is here that a field is defined as continuous, categorical, or ordinal (attribute optype). Depending on this definition, the appropriate value ranges are then defined as well as the data type (such as, string or double). Data Transformations: transformations allow for the mapping of user data into a more desirable form to be used by the mining model. PMML defines several kinds of simple data transformations. Normalization: map values to numbers, the input can be continuous or discrete. Discretization: map continuous values to discrete values. Value mapping: map discrete values to discrete values. Functions (custom and built-in): derive a value by applying a function to one or more parameters. Aggregation: used to summarize or collect groups of values. Model: contains the definition of the data mining model. E.g., A multi-layered feedforward neural network is represented in PMML by a "NeuralNetwork" element which contains attributes such as: Model Name (attribute modelName) Function Name (attribute functionName) Algorithm Name (attribute algorithmName) Activation Function (attribute activationFunction) Number of Layers (attribute numberOfLayers) This information is then followed by three kinds of neural layers which specify the architecture of the neural network model being represented in the PMML document. These attributes are NeuralInputs, NeuralLayer, and NeuralOutputs. Besides neural networks, PMML allows for the representation of many other types of models including support vector machines, association rules, Naive Bayes classifier, clustering models, text models, decision trees, and different regression models. Mining Schema: a list of all fields used in the model. This can be a subset of the fields as defined in the data dictionary. It contains specific information about each field, such as: Name (attribute name): must refer to a field in the data dictionary Usage type (attribute usageType): defines the way a field is to be used in the model. Typical values are: active, predicted, and supplementary. Predicted fields are those whose values are predicted by the model. Outlier Treatment (attribute outliers): defines the outlier treatment to be use. In PMML, outliers can be treated as missing values, as extreme values (based on the definition of high and low values for a particular field), or as is. Missing Value Replacement Policy (attribute missingValueReplacement): if this attribute is specified then a missing value is automatically replaced by the given values. Missing Value Treatment (attribute missingValueTreatment): indicates how the missing value replacement was derived (e.g. as value, mean or median). Targets: allows for post-processing of the predicted value in the format of scaling if the output of the model is continuous. Targets can also be used for classification tasks. In this case, the attribute priorProbability specifies a default probability for the corresponding target category. It is used if the prediction logic itself did not produce a result. This can happen, e.g., if an input value is missing and there is no other method for treating missing values. Output: this element can be used to name all the desired output fields expected from the model. These are features of the predicted field and so are typically the predicted value itself, the probability, cluster affinity (for clustering models), standard error, etc. The latest release of PMML, PMML 4.1, extended Output to allow for generic post-processing of model outputs. In PMML 4.1, all the built-in and custom functions that were originally available only for pre-processing became available for post-processing too. == PMML 4.0, 4.1, 4.2 and 4.3 == PMML 4.0 was released on June 16, 2009. Examples of new features included: Improved Pre-Processing Capabilities: Additions to built-in functions include a range of Boolean operations and an If-Then-Else function. Time Series Models: New exponential Smoothing models; also place holders for ARIMA, Seasonal Trend Decomposition, and Spectral density estimation, which are to be supported in the near future. Model Explanation: Saving of evaluation and model performance measures to the PMML file itself. Multiple Models: Capabilities for model composition, ensembles, and segmentation (e.g., combining of regression and decision trees). Extensions of Existing Elements: Addition of multi-class classification for Support Vector Machines, improved representation for Association Rules, and the addition of Cox Regression Models. PMML 4.1 was released on December 31, 2011. New features included: New model elements for representing Scorecards, k-Nearest Neighbors (KNN) and Baseline Models. Simplification of multiple models. In PMML 4.1, the same element is used to represent model segmentation, ensemble, and chaining. Overall definition of field scope and field names. A new attribute that identifies for each model element if the model is ready or not for production deployment. Enhanced post-processing capabilities (via the Output element). PMML 4.2 was released on February 28, 2014. New features include: Transformations: New elements for implementing text mining New built-in functions for implementing regular expressions: matches, concat, and replace Simplified outputs for post-processing Enhancements to Scorecard and Naive Bayes model elements PMML 4.3 was released on August 23, 2016. New features include: New Model Types: Gaussian Process Bayesian Network New built-in functions Usage clarifications Documentation improvements Version 4.4 was released in November 2019. == Release history == == Data Mining Group == The Data Mining Group is a consortium managed by the Center for Computational Science Research, Inc., a nonprofit founded in 2008. The Data Mining Group also developed a standard called Portable Format for Analytics, or PFA, which is complementary to PMML.

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  • ICAD (software)

    ICAD (software)

    ICAD (Corporate history: ICAD, Inc., Concentra (name change at IPO in 1995), KTI (name change in 1998), Dassault Systèmes (purchase in 2001) () is a knowledge-based engineering (KBE) system that enables users to encode design knowledge using a semantic representation that can be evaluated for Parasolid output. ICAD has an open architecture that can utilize all the power and flexibility of the underlying language. KBE, as implemented via ICAD, received a lot of attention due to the remarkable results that appeared to take little effort. ICAD allowed one example of end-user computing that in a sense is unparalleled. Most ICAD developers were degreed engineers. Systems developed by ICAD users were non-trivial and consisted of highly complicated code. In the sense of end-user computing, ICAD was the first to allow the power of a domain tool to be in the hands of the user, at the same time being open to allow extensions as identified and defined by the domain expert or subject-matter expert (SME). A COE article looked at the resulting explosion of expectations (see AI winter), which were not sustainable. However, such a bubble burst does not diminish the existence of ability that would exist were expectations and use reasonable or properly managed. == History == The original implementation of ICAD was on a Lisp machine (Symbolics). Some of the principals involved with the development were Larry Rosenfeld, Avrum Belzer, Patrick M. O'Keefe, Philip Greenspun, and David F. Place. The time frame was 1984–85. ICAD started on special-purpose Symbolics Lisp hardware and was then ported to Unix when Common Lisp became portable to general-purpose workstations. The original domain for ICAD was mechanical design with many application successes. However, ICAD has found use in other domains, such as electrical design, shape modeling, etc. An example project could be wind tunnel design or the development of a support tool for aircraft multidisciplinary design. Further examples can be found in the presentations at the annual IIUG (International ICAD Users Group) that have been published in the KTI Vault (1999 through 2002). Boeing and Airbus used ICAD extensively to develop various components in the 1990s and early 21st century. As of 2003, ICAD was featured strongly in several areas as evidenced by the Vision & Strategy Product Vision and Strategy presentation. After 2003, ICAD use diminished. At the end of 2001, the KTI Company faced financial difficulties and laid off most of its best staff. They were eventually bought out by Dassault who effectively scuppered the ICAD product. See IIUG at COE, 2003 (first meeting due to Dassault by KTI) The ICAD system was very expensive, relatively, and was in the price range of high-end systems. Market dynamics couldn't support this as there may not have been sufficient differentiating factors between ICAD and the lower-end systems (or the promises from Dassault). KTI was absorbed by Dassault Systèmes and ICAD is no longer considered the go-forward tool for knowledge-based engineering (KBE) applications by that company. Dassault Systèmes is promoting a suite of tools oriented around version 5 of their popular CATIA CAD application, with Knowledgeware the replacement for ICAD. As of 2005, things were still a bit unclear. ICAD 8.3 was delivered. The recent COE Aerospace Conference had a discussion about the futures of KBE. One issue involves the stacking of 'meta' issues within a computer model. How this is resolved, whether by more icons or the availability of an external language, remains to be seen. The Genworks GDL product (including kernel technology from the Gendl Project) is the nearest functional equivalent to ICAD currently available. == Particulars == ICAD provided a declarative language (IDL) using New Flavors (never converted to Common Lisp Object System (CLOS)) that supported a mechanism for relating parts (defpart) via a hierarchical set of relationships. Technically, the ICAD Defpart was a Lisp macro; the ICAD defpart list was a set of generic classes that can be instantiated with specific properties depending upon what was represented. This defpart list was extendible via composited parts that represented domain entities. Along with the part-subpart relations, ICAD supported generic relations via the object modeling abilities of Lisp. Example applications of ICAD range from a small collection of defparts that represents a part or component to a larger collection that represents an assembly. In terms of power, an ICAD system, when fully specified, can generate thousands of instances of parts on a major assembly design. One example of an application driving thousands of instances of parts is that of an aircraft wing – where fastener type and placement may number in the thousands, each instance requiring evaluation of several factors driving the design parameters. == Futures (KBE, etc.) == One role for ICAD may be serving as the defining prototype for KBE which would require that we know more about what occurred the past 15 years (much information is tied up behind corporate firewalls and under proprietary walls). With the rise of functional programming languages (an example is Haskell) in the markets, perhaps some of the power attributable to Lisp may be replicated.

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  • Linguistic value

    Linguistic value

    In artificial intelligence, fuzzy logic operations research, and related fields, a linguistic value is a natural language term which is derived using quantitative or qualitative reasoning such as with probability and statistics or fuzzy sets and systems. Variables that take linguistic values are called linguistic variables. == Examples of linguistic variables and values == For example, "age" may be a linguistic variable if its values are not numerical, e.g. very young, quite young, not young, old, not very old etc. These values could be derived from the numeric values for age. As another example, if a shuttle heat shield is deemed of having a linguistic value of a "very low" percentage of damage in re-entry, based upon knowledge from experts in the field, that probability would be given a value of say, 5%. From there on out, if it were to be used in an equation, the variable of percentage of damage will be at 5% if it deemed very low percentage.

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  • Evntlive

    Evntlive

    Evntlive was an interactive digital concert venue that allowed music fans worldwide to stream concerts to their computer, tablet, or phone. Based in Redwood City, CA, EVNTLIVE Beta launched on April 15, 2013. EVNTLIVE provided users with the ability to switch camera angles, view All Access interviews and clips from artists, buy music, and chat with other online concert-goers in the in-app feature. Users could watch live and on-demand concerts with both free and pay-per-view concerts offered. In its first two months, EVNTLIVE streamed live performances of popular artists ranging from Bon Jovi to Wale, as well as music festivals such as Taste of Country and Mountain Jam; including performances by The Lumineers, Gary Clark Jr., Phil Lesh & Friends, Primus, and more. On December 6, 2013, Evntlive was acquired and absorbed by Yahoo!. The site ceased operations and redirected viewers to Yahoo! Music and Yahoo! Screen promptly afterwards. == About the Platform == EvntLive is an HTML5, web-based platform available on laptops, iPads, and mobile devices. Users must register for a free account on Evntlive’s website in order to reserve tickets and access live and on-demand content. Once they reserve tickets, they can view All Access features from their favorite artists or bands, purchase music, and interact with other online audience members using Buzz. Users can also switch between alternate camera angles as though they are on the concert floor - sharing the experience with their friends online in real-time. EvntLive was acquired by Yahoo in December 2013 == Artists == Bon Jovi Wale Escape the Fate The Parlotones === Taste of Country Music Festival === Trace Adkins Willie Nelson Justin Moore Montgomery Gentry Craig Campbell Blackberry Smoke Gloriana Dustin Lynch LoCash Cowboys Rachel Farley Parmalee Joe Nichols === Mountain Jam Music Festival === Source: The Lumineers Primus Widespread Panic Gov't Mule Phil Lesh The Avett Brothers Dispatch Rubblebucket Michael Franti Jackie Greene Deer Tick Gary Clark Jr. ALO The London Souls Nicki Bluhm Amy Helm The Lone Bellow The Revivalists Swear and Shake Roadkill Ghost Choir Michael Bernard Fitzgerald Michele Clark 's Sunset Sessions Semi Precious Weapons Dale Earnhardt Jr. Jr. DigiTour Media Pentatonix Allstar Weekend Tyler Ward === Launch Music Festival ===

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  • MindSpore

    MindSpore

    MindSpore is an open-source software framework for deep learning, machine learning and artificial intelligence developed by Huawei. == Overview == MindSpore provides support for Python by allowing users to define models, control flow, and custom operators using native Python syntax. Unlike graph-based frameworks that require users to learn DSL or complex APIs, MindSpore adopts a source-to-source (S2S) automatic differentiation approach, allowing Python code to be automatically transformed into optimized computational graphs. It has support for custom OpenHarmony-based HarmonyOS NEXT single core framework system built for HarmonyOS, includes an AI system stack that comes with Huawei's built LLM model called PanGu-Σ with full MindSpore framework support. Alongside, OpenHarmony Native device-side AI support for training interface and ArkTS programming interface for its NNRt (Neural Network Runtime) backend configurations via MindSpore Lite AI framework codebase introduced in API 11 Beta 1 of OpenHarmony 4.1. MindSpore platform runs on Ascend AI chips and Kirin alongside other HiSilicon NPU chips. CANN (Compute Architecture of Neural Networks), heterogeneous computing architecture for AI developed by Huawei. With CANN backend in OpenCV DNN, giving developers ability to run created AI models on the Ascend, Kirin and other HiSilicon NPU enabled chips. It supports cross platform development such as Android, iOS, Windows, global OpenHarmony-based distro, Eclipse Oniro, Linux-based EulerOS alongside OpenEuler Huawei's server OS platforms, macOS and Linux. == History == On April 24, 2024, Huawei's MindSpore 2.3.RC1 was released to open source community with Foundation Model Training, Full-Stack Upgrade of Foundation Model Inference, Static Graph Optimization, IT Features and new MindSpore Elec MT (MindSpore-powered magnetotelluric) Intelligent Inversion Model.

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  • AlphaStar (software)

    AlphaStar (software)

    AlphaStar is an artificial intelligence (AI) software developed by DeepMind for playing the video game StarCraft II. It was unveiled to the public by name in January 2019. AlphaStar attained "Grandmaster" status in August 2019, considered a milestone for AI in video games at the time. == Background == Games created for humans are considered to have external validity as benchmarks of progress in artificial intelligence. IBM's chess engine Deep Blue (1997) and DeepMind's AlphaGo (2016) were considered major milestones; some argue that StarCraft would also be a major milestone, due to the game's "real-time play, partial observability, no single dominant strategy, complex rules that make it hard to build a fast forward model, and a particularly large and varied action space." Though difficult, StarCraft may still be tractable with current technology because "its rules are known and the world is discrete with only a few types of objects". StarCraft II is a popular fast-paced online real-time strategy game developed by Blizzard Entertainment. == History == DeepMind Technologies was founded in the UK in 2010. As early as 2011, founder Demis Hassabis called StarCraft "the next step up" after games like Go. DeepMind became a subsidiary of Google in 2014, after demonstrating self-learning bots with superhuman ability at a variety of Atari 2600 games. In February 2015, computer scientist Zachary Mason predicted Deepmind's research "leads to StarCraft in five or ten years". In March 2016, following AlphaGo's victory over Lee Sedol, a world champion Go player, Hassabis publicly mulled building an AI for StarCraft, citing it as a strategic game with incomplete information where, unlike Go, much of the "board" is invisible. A formal collaboration was announced at BlizzCon in November 2016, alongside a plan to release an open development environment for bots in Q1 of 2017. By 2017, DeepMind was experimenting with feeding StarCraft data into its software. In August 2017, DeepMind and Blizzard released development tools to assist in bot development, as well as data from 65,000 historical games. At the time, computer scientist and StarCraft tournament manager David Churchill estimated it would take five years for a bot to beat a human, but made the caveat that AlphaGo had beaten expectations. In Wired, tech journalist Tom Simonite stated "No one expects the robot to win anytime soon. But when it does, it will be a far greater achievement than DeepMind's conquest of Go." In December 2018, DeepMind's bot defeated professional player Grzegorz "MaNa" Komincz, 5-0. DeepMind announced the bot, named "AlphaStar", in January 2019. A journalist at Ars Technica and others argued that AlphaStar still had unfair advantages: "AlphaStar has the ability to make its clicks with surgical precision using an API, whereas human players are constrained by the mechanical limits of computer mice". AlphaStar also had a global view rather than being limited by the in-game camera. Furthermore, while there was a cap on the number of actions over a five-second window, AlphaStar was free to allocate its action quota unevenly across the window in order to launch superhuman bursts of activity at critical moments. DeepMind quickly retrained AlphaStar under more realistic constraints, and then lost a rematch with Komincz. Starting in July 2019, the new, constrained version of AlphaStar anonymously competed against players who "opted in" on the public 1v1 European multiplayer ladder. By the end of August 2019, AlphaStar had attained Grandmaster level, ranking among the top 0.2% of human players. == Algorithms == Unlike AlphaZero, AlphaStar initially learns to imitate the moves of the best players in its database of human vs. human games; this step is necessary to solve what DeepMind's Dave Silver calls "the exploration problem": discovering new strategies would otherwise be like finding a "needle in a haystack". Agents then play each other and deploy deep reinforcement learning. These main agents also learn by playing against suboptimal "exploiter agents" whose purpose is to expose weaknesses in the main agents. == Reactions == After his 5-0 defeat in December 2018, Komincz stated "I wasn't expecting the AI to be that good". Stuart Russell assessed that AlphaStar's 2018 victory required "a fair amount of problem-specific effort" and that general-purpose methods were "not quite ready for StarCraft". An article in Wired UK judged AlphaStar's new constraints, adopted for the July 2019 matches, to be "fair" this time around. StarCraft professional Raza "RazerBlader" Sekha stated AlphaStar was "impressive" but had its quirks, succumbing in one game to an unorthodox army composition made up of only air units. The UK's top player, Joshua "RiSky" Hayward, expressed some disappointment, saying AlphaStar "often didn't make the most efficient, strategic decisions". Professional Diego "Kelazhur" Schwimer called AlphaStar's play "unimaginably unusual; it really makes you question how much of StarCraft's diverse possibilities pro players have really explored". AlphaStar's opponents often did not realize they were playing a bot. Ian Sample, of The Guardian, called AlphaStar a "landmark achievement" for the field of AI. Churchill stated that he had previously seen bots that master one or two elements of StarCraft, but that AlphaStar was the first that can handle the game in its entirety. Gary Marcus expressed his continuing skepticism about deep learning, stating: "So far the field has struggled to take techniques like this out of the laboratory and game environments and into the real world, and I don't immediately see this result as progress in that direction". AI researcher Jon Dodge was surprised by AlphaStar, stating that he did not expect such a "superhuman" performance for "another couple of years"; in contrast, Churchill states "StarCraft is nowhere near being 'solved', and AlphaStar is not yet even close to playing at a world champion level". == Legacy == DeepMind argues that insights from AlphaStar might benefit robots, self-driving cars, and virtual assistants, which need to operate with "imperfectly observed information". Silver has indicated his lab "may rest at this point", rather than try to substantially improve AlphaStar. Silver himself argues that "AlphaStar has become the first AI system to reach the top tier of human performance in any professionally played e-sport on the full unrestricted game under professionally approved conditions... Ever since computers cracked Go, chess, and poker, the game of StarCraft has emerged, essentially by consensus from the community, as the next grand challenge for AI." Computer scientist Noel Sharkey argues, disapprovingly, that "military analysts will certainly be eyeing the successful AlphaStar real-time strategies as a clear example of the advantages of AI for battlefield planning". In contrast, Silver argues: "To say that this has any kind of military use is saying no more than to say an AI for chess could be used to lead to military applications".

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  • Connectionism

    Connectionism

    Connectionism is an approach to the study of human mental processes and cognition that utilizes mathematical models known as connectionist networks or artificial neural networks. Connectionism has had many "waves" since its beginnings. The first wave appeared 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach, and Frank Rosenblatt who published the 1958 paper "The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain" in Psychological Review, while working at the Cornell Aeronautical Laboratory. The first wave ended with the 1969 book Perceptrons about limitations of the original perceptron idea, written by Marvin Minsky and Seymour Papert, which contributed to discouraging major funding agencies in the US from investing in connectionist research. With a few noteworthy deviations, most connectionist research entered a period of inactivity until the mid-1980s. The term connectionist model was reintroduced in a 1982 paper in the journal Cognitive Science by Jerome Feldman and Dana Ballard. The second wave blossomed in the late 1980s, following a 1987 book Parallel Distributed Processing by James L. McClelland, David E. Rumelhart, et al., which introduced a couple of improvements to the simple perceptron idea, such as intermediate processors (now known as "hidden layers") alongside input and output units, and used a sigmoid activation function instead of the old "all-or-nothing" function. Their work built upon that of John Hopfield, who was a key figure investigating the mathematical characteristics of sigmoid activation functions. From the late 1980s to the mid-1990s, connectionism took on an almost revolutionary tone when Schneider, Terence Horgan and Tienson posed the question of whether connectionism represented a fundamental shift in psychology and so-called "good old-fashioned AI", or GOFAI. Some advantages of the second wave connectionist approach included its applicability to a broad array of functions, structural approximation to biological neurons, low requirements for innate structure, and capacity for graceful degradation. Its disadvantages included the difficulty in deciphering how ANNs process information or account for the compositionality of mental representations, and a resultant difficulty explaining phenomena at a higher level. The current (third) wave has been marked by advances in deep learning, which have made possible the creation of large language models. The success of deep-learning networks in the past decade has greatly increased the popularity of this approach, but the complexity and scale of such networks has brought with them increased interpretability problems. == Basic principle == The central connectionist principle is that mental phenomena can be described by interconnected networks of simple and often uniform units. The form of the connections and the units can vary from model to model. For example, units in the network could represent neurons and the connections could represent synapses, as in the human brain. This principle has been seen as an alternative to GOFAI and the classical theories of mind based on symbolic computation, but the extent to which the two approaches are compatible has been the subject of much debate since their inception. === Activation function === Internal states of any network change over time due to neurons sending a signal to a succeeding layer of neurons in the case of a feedforward network, or to a previous layer in the case of a recurrent network. Discovery of non-linear activation functions has enabled the second wave of connectionism. === Memory and learning === Neural networks follow two basic principles: Any mental state can be described as a n-dimensional vector of numeric activation values over neural units in a network. Memory and learning are created by modifying the 'weights' of the connections between neural units, generally represented as an n×m matrix. The weights are adjusted according to some learning rule or algorithm, such as Hebbian learning. Most of the variety among the models comes from: Interpretation of units: Units can be interpreted as neurons or groups of neurons. Definition of activation: Activation can be defined in a variety of ways. For example, in a Boltzmann machine, the activation is interpreted as the probability of generating an action potential spike, and is determined via a logistic function on the sum of the inputs to a unit. Learning algorithm: Different networks modify their connections differently. In general, any mathematically defined change in connection weights over time is referred to as the "learning algorithm". === Biological realism === Connectionist work in general does not need to be biologically realistic. One area where connectionist models are thought to be biologically implausible is with respect to error-propagation networks that are needed to support learning, but error propagation can explain some of the biologically-generated electrical activity seen at the scalp in event-related potentials such as the N400 and P600, and this provides some biological support for one of the key assumptions of connectionist learning procedures. Many recurrent connectionist models also incorporate dynamical systems theory. Many researchers, such as the connectionist Paul Smolensky, have argued that connectionist models will evolve toward fully continuous, high-dimensional, non-linear, dynamic systems approaches. == Precursors == Precursors of the connectionist principles can be traced to early work in psychology, such as that of William James. Psychological theories based on knowledge about the human brain were fashionable in the late 19th century. As early as 1869, the neurologist John Hughlings Jackson argued for multi-level, distributed systems. Following from this lead, Herbert Spencer's Principles of Psychology, 3rd edition (1872), and Sigmund Freud's Project for a Scientific Psychology (composed 1895) propounded connectionist or proto-connectionist theories. These tended to be speculative theories. But by the early 20th century, Edward Thorndike was writing about human learning that posited a connectionist type network. Hopfield networks had precursors in the Ising model due to Wilhelm Lenz (1920) and Ernst Ising (1925), though the Ising model conceived by them did not involve time. Monte Carlo simulations of Ising model required the advent of computers in the 1950s. == The first wave == The first wave begun in 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach. McCulloch and Pitts showed how neural systems could implement first-order logic: Their classic paper "A Logical Calculus of Ideas Immanent in Nervous Activity" (1943) is important in this development here. They were influenced by the work of Nicolas Rashevsky in the 1930s and symbolic logic in the style of Principia Mathematica. Hebb contributed greatly to speculations about neural functioning, and proposed a learning principle, Hebbian learning. Lashley argued for distributed representations as a result of his failure to find anything like a localized engram in years of lesion experiments. Friedrich Hayek independently conceived the model, first in a brief unpublished manuscript in 1920, then expanded into a book in 1952. The Perceptron machines were proposed and built by Frank Rosenblatt, who published the 1958 paper “The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain” in Psychological Review, while working at the Cornell Aeronautical Laboratory. He cited Hebb, Hayek, Uttley, and Ashby as main influences. Another form of connectionist model was the relational network framework developed by the linguist Sydney Lamb in the 1960s. The research group led by Widrow empirically searched for methods to train two-layered ADALINE networks (MADALINE), with limited success. A method to train multilayered perceptrons with arbitrary levels of trainable weights was published by Alexey Grigorevich Ivakhnenko and Valentin Lapa in 1965, called the Group Method of Data Handling. This method employs incremental layer by layer training based on regression analysis, where useless units in hidden layers are pruned with the help of a validation set. The first multilayered perceptrons trained by stochastic gradient descent was published in 1967 by Shun'ichi Amari. In computer experiments conducted by Amari's student Saito, a five layer MLP with two modifiable layers learned useful internal representations to classify non-linearily separable pattern classes. In 1972, Shun'ichi Amari produced an early example of self-organizing network. == The neural network winter == There was some conflict among artificial intelligence researchers as to what neural networks are useful for. Around late 1960s, there was a widespread lull in research a

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  • Nextcloud

    Nextcloud

    Nextcloud is a modular workspace platform designed to provide teams and businesses with a comprehensive environment for digital collaboration. Beyond central data management, it integrates office suites like Collabora Online and EuroOffice office suites. for seamless, cooperative workflows. The platform features built-in tools for chat, videoconferencing, and a privacy-focused AI assistant capable of running entirely on local LLMs. Supported by a rich ecosystem of apps, it can be hosted in the cloud or on premises and can scale up to millions of users. It has been translated into over 100 languages. == Features == Nextcloud files are stored in conventional directory structures, accessible via WebDAV if necessary. A SQLite, MySQL/MariaDB or PostgreSQL database is required to provide additional functionality like permissions, shares, and comments. Nextcloud can synchronize with local clients running Windows (Windows 8.1 and above), macOS (10.14 or later), Linux and FreeBSD. Nextcloud permits user and group administration locally or via different backends like OpenID or LDAP. Content can be shared inside the system by defining granular read/write permissions between users and groups. Nextcloud users can create public URLs when sharing files. Logging of file-related actions, as well as disallowing access based on file access rules is also available. Security options like brute-force protection and multi-factor authentication using TOTP, WebAuthn, Oauth2, and OpenID Connect are available. Nextcloud has planned new features such as monitoring capabilities, full-text search and Kerberos authentication, as well as audio/video conferencing, expanded federation and smaller user interface improvements. == History == In April 2016 Frank Karlitschek and most core contributors left ownCloud Inc. These included some of ownCloud's staff according to sources near to the ownCloud community. Karlitschek and many of these contributors went on to fork ownCloud, creating Nextcloud. The fork was preceded by a blog post of Karlitschek announcing his departure and raising questions about the management of the ownCloud, its community, and priorities between growth, money, and sustainability. There have been no official statements about the reason for the fork. However, Karlitschek mentioned the fork several times in a talk at the 2018 FOSDEM conference and in two appearances on the FLOSS Weekly podcast, emphasizing cultural mismatch between open source developers and business oriented people not used to the open source community. On June 2, within 12 hours of the announcement of the fork, the American entity "ownCloud Inc." announced that it is shutting down with immediate effect, stating that "[...] main lenders in the US have cancelled our credit. Following American law, we are forced to close the doors of ownCloud, Inc. with immediate effect and terminate the contracts of 8 employees." ownCloud Inc. accused Karlitschek of poaching developers, while Nextcloud developers such as Arthur Schiwon stated that he "decided to quit because not everything in the ownCloud Inc. company world evolved as I imagined". ownCloud GmbH continued operations, secured financing from new investors and took over the business of ownCloud Inc. In April 2018 Informationstechnikzentrum Bund (ITZBund) reported Nextcloud won the tender for "Bundescloud" (Germany government cloud) project. In August 2019 it was announced that the governments of France, Sweden and the Netherlands would use Nextcloud for file transfer. In January 2020 Nextcloud 18 "Nextcloud Hub" was released. The major change was direct integration with an Office suite (OnlyOffice) and Nextcloud announced that their goal was to compete with Office 365 and Google Docs. A partnership with Ionos was revealed – its hosting location in Germany and compliance with GDPR should support the goal of data sovereignty. In spring 2020 remote work and web conferencing usage increased due to the COVID-19 pandemic and Nextcloud released version 19 with chat and videoconferencing Talk app integrated into the application core. Communication with an optional "high performance back-end" allows self-hosting of web conferences with more than 10 participants. Collabora Online was introduced as another integrated office suite. In August 2021 Nextcloud was chosen as a collaboration platform for European cloud software GAIA-X. In a September 2021 European Commission report it was mentioned as "the most widely deployed Open Source content collaboration platform" Following the 2025 United States tariffs against the European Union, fear of overreliance on US cloud providers such as Microsoft 365 and Google Workspace increased, with Nextcloud being one of the foremost contenders to replace them. Some governmental organisations including the European Data Protection Supervisor and the German state of Schleswig-Holstein have since switched from Microsoft's Sharepoint to Nextcloud. According to Nextcloud, during the first 5 months of 2025, customer interest in the software had tripled.

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  • Leela Zero

    Leela Zero

    Leela Zero is a free and open-source computer Go program released on 25 October 2017. It is developed by Belgian programmer Gian-Carlo Pascutto, the author of chess engine Sjeng and Go engine Leela. Leela Zero's algorithm is based on DeepMind's 2017 paper about AlphaGo Zero. Unlike the original Leela, which has a lot of human knowledge and heuristics programmed into it, the program code in Leela Zero only knows the basic rules and nothing more. The knowledge that makes Leela Zero a strong player is contained in a neural network, which is trained based on the results of previous games that the program played. Leela Zero is trained by a distributed effort, which is coordinated at the Leela Zero website. Members of the community provide computing resources by running the client, which generates self-play games and submits them to the server. The self-play games are used to train newer networks. Generally, over 500 clients have connected to the server to contribute resources. The community has provided high quality code contributions as well. == Version history == Leela Zero finished third at the BerryGenomics Cup World AI Go Tournament in Fuzhou, Fujian, China on 28 April 2018. The New Yorker at the end of 2018 characterized Leela and Leela Zero as "the world’s most successful open-source Go engines". In early 2018, another team branched Leela Chess Zero from the same code base, also to verify the methods in the AlphaZero paper as applied to the game of chess. AlphaZero's use of Google TPUs was replaced by a crowd-sourcing infrastructure and the ability to use graphics card GPUs via the OpenCL library. Even so, it is expected to take a year of crowd-sourced training to make up for the dozen hours that AlphaZero was allowed to train for its chess match in the paper. The distributed training server was shut down on 2021-02-15, marking the end of Leela Zero project. The page now directs visitors to KataGo and SAI. The model sizes increased steadily over time. The first released model has hash name d645af97, size 1x8 (1 layer, 8 channels), and released at 2017-11-10 13:04. The last released model has hash name 0e9ea880, size 40x256, and was released at 2021-02-15 09:04. == Technology == Leela Zero is an (almost) exact replication of AlphaGo Zero in both training process and architecture. The training process is Monte-Carlo Tree Search with self-play, exactly the same as AlphaGo Zero. The architecture is the same as AlphaGo Zero (with one difference). Consider the last released model, 0e9ea880. It has 47 million parameters, and the following architecture: The stem of the network takes as input a 18x19x19 tensor representation of the Go board. 8 channels are the positions of the current player's stones from the last eight time steps. (1 if there is a stone, 0 otherwise. If the time step go before the beginning of the game, then 0 in all positions.) 8 channels are the positions of the other player's stones from the last eight time steps. 1 channel is all 1 if black is to move, and 0 otherwise. 1 channel is all 1 if white is to move, and 0 otherwise. (This channel is not present in the original AlphaGo Zero) The body is a ResNet with 40 residual blocks and 256 channels. There are two heads, a policy head and a value head. Policy head outputs a logit array of size 19 × 19 + 1 {\displaystyle 19\times 19+1} , representing the logit of making a move in one of the points, plus the logit of passing. Value head outputs a number in the range ( − 1 , + 1 ) {\displaystyle (-1,+1)} , representing the expected score for the current player. -1 represents current player losing, and +1 winning.

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  • China brain

    China brain

    In the philosophy of mind, the China brain thought experiment (also known as the Chinese Nation, Chinese Gym, or China-body) considers what would happen if each person in the entire population of China were asked to simulate the action of one neuron in the brain, using telephones or walkie-talkies to simulate the axons and dendrites that connect neurons. The question this thought experiment attempts to answer is whether this arrangement would have a mind or consciousness in the same way that the human brain exhibits. Early versions of this scenario were put forward in 1961 by Anatoly Dneprov, in 1974 by Lawrence Davis, and again in 1978 by Ned Block. Block argues that the China brain would not have a mind, whereas Daniel Dennett argues that it would. The China brain problem is a special case of the more general problem of whether minds could exist within other, larger minds. The Chinese room scenario analyzed by John Searle is a similar thought experiment in philosophy of mind that relates to artificial intelligence. Instead of people who each model a single neuron of the brain, in the Chinese room, clerks who do not speak Chinese accept notes in Chinese and return an answer in Chinese according to a set of rules, without the people in the room ever understanding what those notes mean. In fact, the original short story The Game (1961) by Dneprov contains both the China brain and the Chinese room scenarios. == Background == Many theories of mental states are materialist, that is, they describe the mind as the behavior of a physical object like the brain. One formerly prominent example is the identity theory, which says that mental states are brain states. One criticism is the problem of multiple realizability. The physicalist theory that responds to this is functionalism, which states that a mental state can be whatever functions as a mental state. That is, the mind can be composed of neurons, or it could be composed of wood, rocks or toilet paper, as long as it provides mental functionality. == Description == Suppose that the whole nation of China were reordered to simulate the workings of a single brain (that is, to act as a mind according to functionalism). Each Chinese person acts as (say) a neuron, and communicates by special two-way radio in corresponding way to the other people. The current mental state of the China brain is displayed on satellites that may be seen from anywhere in China. The China brain would then be connected via radio to a body, one that provides the sensory inputs and behavioral outputs of the China brain. Thus, the China brain possesses all the elements of a functional description of mind: sensory inputs, behavioral outputs, and internal mental states causally connected to other mental states. If the nation of China can be made to act in this way, then, according to functionalism, this system would have a mind. Block's goal is to show how unintuitive it is to think that such an arrangement could create a mind capable of thoughts and feelings. == Consciousness == The China brain argues that consciousness is a problem for functionalism. Block's Chinese nation presents a version of what is known as the absent qualia objection to functionalism because it purports to show that it is possible for something to be functionally equivalent to a human being and yet have no conscious experience. A creature that functions like a human being but does not feel anything is known as a "philosophical zombie". So the absent qualia objection to functionalism could also be called the "zombie objection". == Criticisms == Some philosophers, like Daniel Dennett, have concluded that the China brain does create a mental state. Functionalist philosophers of mind endorse the idea that something like the China brain can realise a mind, and that neurons are, in principle, not the only material that can create a mental state.

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