AI And Analytics Course

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  • Generative art

    Generative art

    Generative art is post-conceptual art that has been created (in whole or in part) with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator. "Generative art" often refers to algorithmic art (algorithmically determined computer generated artwork) and synthetic media (general term for any algorithmically generated media), but artists can also make generative art using systems of chemistry, biology, mechanics and robotics, smart materials, manual randomization, mathematics, data mapping, symmetry, and tiling. Generative algorithms, algorithms programmed to produce artistic works through predefined rules, stochastic methods, or procedural logic, often yielding dynamic, unique, and contextually adaptable outputs—are central to many of these practices. == History == The use of the word "generative" in the discussion of art has developed over time. The use of "Artificial DNA" defines a generative approach to art focused on the construction of a system able to generate unpredictable events, all with a recognizable common character. The use of autonomous systems, required by some contemporary definitions, focuses a generative approach where the controls are strongly reduced. This approach is also named "emergent". Margaret Boden and Ernest Edmonds have noted the use of the term "generative art" in the broad context of automated computer graphics in the 1960s, beginning with artwork exhibited by Georg Nees and Frieder Nake in 1965: A. Michael Noll did his initial computer art, combining randomness with order, in 1962, and exhibited it along with works by Bell Julesz in 1965. The terms "generative art" and "computer art" have been used in tandem, and more or less interchangeably, since the very earliest days. The first such exhibition showed the work of Nees in February 1965, which some claim was titled "Generative Computergrafik". While Nees does not himself remember, this was the title of his doctoral thesis published a few years later. The correct title of the first exhibition and catalog was "computer-grafik". "Generative art" and related terms was in common use by several other early computer artists around this time, including Manfred Mohr and Ken Knowlton. Vera Molnár (born 1924) is a French media artist of Hungarian origin. Molnar is widely considered to be a pioneer of generative art, and is also one of the first women to use computers in her art practice. The term "Generative Art" with the meaning of dynamic artwork-systems able to generate multiple artwork-events was clearly used the first time for the "Generative Art" conference in Milan in 1998. The term has also been used to describe geometric abstract art where simple elements are repeated, transformed, or varied to generate more complex forms. Thus defined, generative art was practiced by the Argentinian artists Eduardo Mac Entyre and Miguel Ángel Vidal in the late 1960s. In 1972 the Romanian-born Paul Neagu created the Generative Art Group in Britain. It was populated exclusively by Neagu using aliases such as "Hunsy Belmood" and "Edward Larsocchi". In 1972 Neagu gave a lecture titled 'Generative Art Forms' at the Queen's University, Belfast Festival. In 1970 the School of the Art Institute of Chicago created a department called Generative Systems. As described by Sonia Landy Sheridan the focus was on art practices using the then new technologies for the capture, inter-machine transfer, printing and transmission of images, as well as the exploration of the aspect of time in the transformation of image information. Also noteworthy is John Dunn, first a student and then a collaborator of Sheridan. In 1988 Clauser identified the aspect of systemic autonomy as a critical element in generative art: It should be evident from the above description of the evolution of generative art that process (or structuring) and change (or transformation) are among its most definitive features, and that these features and the very term 'generative' imply dynamic development and motion. (the result) is not a creation by the artist but rather the product of the generative process - a self-precipitating structure. In 1989 Celestino Soddu defined the Generative Design approach to Architecture and Town Design in his book Citta' Aleatorie. In 1989 Franke referred to "generative mathematics" as "the study of mathematical operations suitable for generating artistic images." From the mid-1990s Brian Eno popularized the terms generative music and generative systems, making a connection with earlier experimental music by Terry Riley, Steve Reich and Philip Glass. From the end of the 20th century, communities of generative artists, designers, musicians and theoreticians began to meet, forming cross-disciplinary perspectives. The first meeting about generative Art was in 1998, at the inaugural International Generative Art conference at Politecnico di Milano University, Italy. In Australia, the Iterate conference on generative systems in the electronic arts followed in 1999. On-line discussion has centered around the eu-gene mailing list, which began late 1999, and has hosted much of the debate which has defined the field. These activities have more recently been joined by the Generator.x conference in Berlin starting in 2005. In 2012 the new journal GASATHJ, Generative Art Science and Technology Hard Journal was founded by Celestino Soddu and Enrica Colabella jointing several generative artists and scientists in the editorial board. Some have argued that as a result of this engagement across disciplinary boundaries, the community has converged on a shared meaning of the term. As Boden and Edmonds put it in 2011: Today, the term "Generative Art" is still current within the relevant artistic community. Since 1998 a series of conferences have been held in Milan with that title (Generativeart.com), and Brian Eno has been influential in promoting and using generative art methods (Eno, 1996). Both in music and in visual art, the use of the term has now converged on work that has been produced by the activation of a set of rules and where the artist lets a computer system take over at least some of the decision-making (although, of course, the artist determines the rules). In the call of the Generative Art conferences in Milan (annually starting from 1998), the definition of Generative Art by Celestino Soddu: Generative Art is the idea realized as genetic code of artificial events, as construction of dynamic complex systems able to generate endless variations. Each Generative Project is a concept-software that works producing unique and non-repeatable events, like music or 3D Objects, as possible and manifold expressions of the generating idea strongly recognizable as a vision belonging to an artist / designer / musician / architect /mathematician. Discussion on the eu-gene mailing list was framed by the following definition by Adrian Ward from 1999: Generative art is a term given to work which stems from concentrating on the processes involved in producing an artwork, usually (although not strictly) automated by the use of a machine or computer, or by using mathematic or pragmatic instructions to define the rules by which such artworks are executed. A similar definition is provided by Philip Galanter: Generative art refers to any art practice where the artist creates a process, such as a set of natural language rules, a computer program, a machine, or other procedural invention, which is then set into motion with some degree of autonomy contributing to or resulting in a completed work of art. Around the 2020s, generative AI models learned to imitate the distinct style of particular authors. For example, a generative image model such as Stable Diffusion is able to model the stylistic characteristics of an artist like Pablo Picasso (including his particular brush strokes, use of colour, perspective, and so on), and a user can engineer a prompt such as "an astronaut riding a horse, by Picasso" to cause the model to generate a novel image applying the artist's style to an arbitrary subject. Generative image models have received significant backlash from artists who object to their style being imitated without their permission, arguing that this harms their ability to profit from their own work. The emergence of text-to-image generative AI systems has expanded debates over authorship, copyright, and artistic labor. The main issues in these debates include the eligibility of AI-generated outputs for copyright protection and the legal and ethical questions of using existing copyrighted works as training data for generative AI systems. == Types == === Music === Johann Kirnberger's Mu

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  • Structured kNN

    Structured kNN

    Structured k-nearest neighbours (SkNN) is a machine learning algorithm that generalizes k-nearest neighbors (k-NN). k-NN supports binary classification, multiclass classification, and regression, whereas SkNN allows training of a classifier for general structured output. For instance, a data sample might be a natural language sentence, and the output could be an annotated parse tree. Training a classifier consists of showing many instances of ground truth sample-output pairs. After training, the SkNN model is able to predict the corresponding output for new, unseen sample instances; that is, given a natural language sentence, the classifier can produce the most likely parse tree. == Training == As a training set, SkNN accepts sequences of elements with class labels. The type of element does not matter; the only requirement is a defined metric function that gives a distance between each pair of elements of a set. SkNN is based on idea of creating a graph, with each node representing a class label. There is an edge between a pair of nodes if there is a sequence of two elements in the training set with corresponding classes. The first step of SkNN training is the construction of such a graph from training sequences. There are two special nodes in the graph corresponding to sentence beginnings and ends: if a sequence starts with class C, the edge between node START and node C should be created. Like regular k-NN, the second part of SkNN training consists of storing the elements of a training sequence in a certain way. Each element of the training sequences is stored in the node related to the class of the previous element in the sequence. Every first element is stored in the START node. == Inference == Labelling input sequences by SkNN consists of finding the sequence of transitions in the graph, starting from node START. Each transition corresponds to a single element of the input sequence. As a result, the label of each element is determined as the target node label of the transition. The cost of the path is defined as the sum of all transitions, with the cost of transition from node A to node B being the distance from the current input sequence element to the nearest element of class B, stored in node A. Determining an optimal path may be performed using a modified Viterbi algorithm (where the sum of the distances is minimized, unlike the original algorithm which maximizes the product of probabilities).

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  • Sigmoid function

    Sigmoid function

    A sigmoid function is any mathematical function whose graph has a characteristic S-shaped or sigmoid curve. A common example of a sigmoid function is the logistic function. Other sigmoid functions are given in the Examples section. In some fields, most notably in the context of artificial neural networks, the term "sigmoid function" is used as a synonym for "logistic function". Special cases of sigmoid functions include the Gompertz curve (used in modeling systems that saturate at large values of x) and the ogee curve (used in the spillway of some dams). Sigmoid functions have domain of all real numbers, with return (response) value commonly monotonically increasing but could be decreasing. Sigmoid functions most often show a return value (y axis) in the range 0 to 1. Another commonly used range is from −1 to 1. There is also the Heaviside step function, which instantaneously transitions between 0 and 1. A wide variety of sigmoid functions including the logistic and hyperbolic tangent functions have been used as the activation function of artificial neurons. Sigmoid curves are also common in statistics as cumulative distribution functions (which go from 0 to 1), such as the integrals of the logistic density, the normal density, and Student's t probability density functions. The logistic sigmoid function is invertible, and its inverse is the logit function. == Theory == In mathematics, a unitary sigmoid function is a bounded sigmoid-type function normalized to the unit range, typically with lower and upper asymptotes at 0 and 1. The theory proposed by Grebenc distinguishes three kinds of unitary sigmoid functions according to their asymptotic behavior and the presence or absence of oscillation near the asymptotes. A general form of a unitary sigmoid function is y = A S ( f ( x ) ) + B , {\displaystyle y=A\,S(f(x))+B,} where S {\displaystyle S} is an increasing sigmoid function, f ( x ) {\displaystyle f(x)} is a transformation of the independent variable, and A {\displaystyle A} and B {\displaystyle B} are constants controlling scaling and translation. === Classification === ==== 1st kind ==== A unitary sigmoid function of the first kind is a bounded increasing function that approaches its lower and upper asymptotes monotonically, without oscillation. This class includes many of the standard sigmoid functions used in statistics, biomathematics, and engineering, such as the logistic function and related generalizations. ==== 2nd kind ==== A unitary sigmoid function of the second kind is a bounded increasing function that oscillates near the upper asymptote while preserving an overall sigmoid transition. ==== 3rd kind ==== A unitary sigmoid function of the third kind is a bounded increasing function that oscillates near both the lower and upper asymptotes. These functions retain the global shape of a sigmoid curve but exhibit oscillatory behavior in the vicinity of both limiting states. === Taxonomy === The tables below show the taxonomy of unitary sigmoid functions of all three kinds. Table 1. Taxonomy matrix with examples of sigmoid functions of the 1st kind Table 2. Taxonomy matrix with examples of sigmoid functions of the 2nd kind on the unbounded interval Table 3. Taxonomy matrix with examples of sigmoid functions of the 3rd kind === Construction methods === The same theory presents a list of 30 methods for constructing sigmoid functions.. These include algebraic transformations, integration and convolution methods, constructions from bell-shaped functions, solutions of ordinary and partial differential equations, recursive schemes, stochastic differential equations, feedback systems, and chaotic systems. M0: Construction method for sigmoid functions not evident or intuitive M1: Inverse of singularity functions M2: Sigmoid functions of embedded positive functions M3: Rising a sigmoid function to the power M4: Exponentiating a sigmoid function M5: Symmetric sigmoid functions derived from asymmetric ones M6: Sigmoid functions of the reciprocal independent variable M7: Embedding a sigmoid function into other function M8: Sum of sigmoid functions M9: Multiplication of sigmoid functions M10: Integral of the product of an increasing and a decreasing function M11: Derivation from lambda (bell-shaped) functions M12: Integration of lambda (bell-shaped) function M13: Integration of the sum of lambda (bell-shaped) functions M14: Integration of the product of two lambda (bell-shaped) functions M15: Integration of the difference of two shifted sigmoid functions M16: Integration of the product of two shifted sigmoid functions M17: Convolution of sigmoid functions M18: Integration of the product of lambda and sigmoid function M19: Solutions of ordinary differential equations M20: Solutions of partial differential equation (PDE) M21: Solutions of functional differential equation (FDE) M22: Sum of a sigmoid function and some derivatives M23: Combination of sigmoid functions, its derivative and integral M24: Filtering sigmoid functions M25: Special cases of Gauss hypergeometric functions M26: Feedback closed-loop systems M27: Recursive functions M28: Recursive time-delayed feed-forward loops M29: Solutions of stochastic differential equation M30: Chaotic sigmoid functions Consult reference for more details. == Definition == A sigmoid function is a bounded, differentiable, real function that is defined for all real input values and has a positive derivative at each point. == Properties == In general, a sigmoid function is monotonic, and has a first derivative which is bell shaped. Conversely, the integral of any continuous, non-negative, bell-shaped function (with one local maximum and no local minimum, unless degenerate) will be sigmoidal. Thus the cumulative distribution functions for many common probability distributions are sigmoidal. One such example is the error function, which is related to the cumulative distribution function of a normal distribution; another is the arctan function, which is related to the cumulative distribution function of a Cauchy distribution. A sigmoid function is constrained by a pair of horizontal asymptotes as x → ± ∞ {\displaystyle x\rightarrow \pm \infty } . A sigmoid function is convex for values less than a particular point, and it is concave for values greater than that point: in many of the examples here, that point is 0. == Examples == Logistic function f ( x ) = 1 1 + e − x {\displaystyle f(x)={\frac {1}{1+e^{-x}}}} Hyperbolic tangent (shifted and scaled version of the logistic function, above) f ( x ) = tanh ⁡ x = e x − e − x e x + e − x {\displaystyle f(x)=\tanh x={\frac {e^{x}-e^{-x}}{e^{x}+e^{-x}}}} Arctangent function f ( x ) = arctan ⁡ x {\displaystyle f(x)=\arctan x} Gudermannian function f ( x ) = gd ⁡ ( x ) = ∫ 0 x d t cosh ⁡ t = 2 arctan ⁡ ( tanh ⁡ ( x 2 ) ) {\displaystyle f(x)=\operatorname {gd} (x)=\int _{0}^{x}{\frac {dt}{\cosh t}}=2\arctan \left(\tanh \left({\frac {x}{2}}\right)\right)} Error function f ( x ) = erf ⁡ ( x ) = 2 π ∫ 0 x e − t 2 d t {\displaystyle f(x)=\operatorname {erf} (x)={\frac {2}{\sqrt {\pi }}}\int _{0}^{x}e^{-t^{2}}\,dt} Generalised logistic function f ( x ) = ( 1 + e − x ) − α , α > 0 {\displaystyle f(x)=\left(1+e^{-x}\right)^{-\alpha },\quad \alpha >0} Smoothstep function f ( x ) = { ( ∫ 0 1 ( 1 − u 2 ) N d u ) − 1 ∫ 0 x ( 1 − u 2 ) N d u , | x | ≤ 1 sgn ⁡ ( x ) | x | ≥ 1 N ∈ Z ≥ 1 {\displaystyle f(x)={\begin{cases}{\displaystyle \left(\int _{0}^{1}\left(1-u^{2}\right)^{N}du\right)^{-1}\int _{0}^{x}\left(1-u^{2}\right)^{N}\ du},&|x|\leq 1\\\\\operatorname {sgn}(x)&|x|\geq 1\\\end{cases}}\quad N\in \mathbb {Z} \geq 1} Some algebraic functions, for example f ( x ) = x 1 + x 2 {\displaystyle f(x)={\frac {x}{\sqrt {1+x^{2}}}}} and in a more general form f ( x ) = x ( 1 + | x | k ) 1 / k {\displaystyle f(x)={\frac {x}{\left(1+|x|^{k}\right)^{1/k}}}} Up to shifts and scaling, many sigmoids are special cases of f ( x ) = φ ( φ ( x , β ) , α ) , {\displaystyle f(x)=\varphi (\varphi (x,\beta ),\alpha ),} where φ ( x , λ ) = { ( 1 − λ x ) 1 / λ λ ≠ 0 e − x λ = 0 {\displaystyle \varphi (x,\lambda )={\begin{cases}(1-\lambda x)^{1/\lambda }&\lambda \neq 0\\e^{-x}&\lambda =0\\\end{cases}}} is the inverse of the negative Box–Cox transformation, and α < 1 {\displaystyle \alpha <1} and β < 1 {\displaystyle \beta <1} are shape parameters. Smooth transition function normalized to (−1,1): f ( x ) = { 2 1 + e − 2 m x 1 − x 2 − 1 , | x | < 1 sgn ⁡ ( x ) | x | ≥ 1 = { tanh ⁡ ( m x 1 − x 2 ) , | x | < 1 sgn ⁡ ( x ) | x | ≥ 1 {\displaystyle {\begin{aligned}f(x)&={\begin{cases}{\displaystyle {\frac {2}{1+e^{-2m{\frac {x}{1-x^{2}}}}}}-1},&|x|<1\\\\\operatorname {sgn}(x)&|x|\geq 1\\\end{cases}}\\&={\begin{cases}{\displaystyle \tanh \left(m{\frac {x}{1-x^{2}}}\right)},&|x|<1\\\\\operatorname {sgn}(x)&|x|\geq 1\\\end{cases}}\end{aligned}}} using the hyperbolic tangent mentioned above. Here, m {\displaystyle m} is a free parameter encoding the slope at x = 0 {\displaystyle x=0} , which must be great

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  • Accumulated local effects

    Accumulated local effects

    Accumulated local effects (ALE) is a machine learning interpretability method. == Concepts == ALE uses a conditional feature distribution as an input and generates augmented data, creating more realistic data than a marginal distribution. It ignores far out-of-distribution (outlier) values. Unlike partial dependence plots and marginal plots, ALE is not defeated in the presence of correlated predictors. It analyzes differences in predictions instead of averaging them by calculating the average of the differences in model predictions over the augmented data, instead of the average of the predictions themselves. == Example == Given a model that predicts house prices based on its distance from city center and size of the building area, ALE compares the differences of predictions of houses of different sizes. The result separates the impact of the size from otherwise correlated features. == Limitations == Defining evaluation windows is subjective. High correlations between features can defeat the technique. ALE requires more and more uniformly distributed observations than PDP so that the conditional distribution can be reliably determined. The technique may produce inadequate results if the data is highly sparse, which is more common with high-dimensional data (curse of dimensionality).

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  • Augmented Analytics

    Augmented Analytics

    Augmented Analytics is an approach of data analytics that employs the use of machine learning and natural language processing to automate analysis processes normally done by a specialist or data scientist. The term was introduced in 2017 by Rita Sallam, Cindi Howson, and Carlie Idoine in a Gartner research paper. Augmented analytics is based on business intelligence and analytics. In the graph extraction step, data from different sources are investigated. == Defining Augmented Analytics == Machine Learning – a systematic computing method that uses algorithms to sift through data to identify relationships, trends, and patterns. It is a process that allows algorithms to dynamically learn from data instead of having a set base of programmed rules. Natural language generation (NLG) – a software capability that takes unstructured data and translates it into plain-English, readable, language. Automating Insights – using machine learning algorithms to automate data analysis processes. Natural Language Query – enabling users to query data using business terms that are either typed onto a search box or spoken. == Data Democratization == Data Democratization is the democratizing data access in order to relieve data congestion and get rid of any sense of data "gatekeepers". This process must be implemented alongside a method for users to make sense of the data. This process is used in hopes of speeding up company decision making and uncovering opportunities hidden in data. There are three aspects to democratising data: Data Parameterisation and Characterisation. Data Decentralisation using an OS of blockchain and DLT technologies, as well as an independently governed secure data exchange to enable trust. Consent Market-driven Data Monetisation. When it comes to connecting assets, there are two features that will accelerate the adoption and usage of data democratisation: decentralized identity management and business data object monetization of data ownership. It enables multiple individuals and organizations to identify, authenticate, and authorize participants and organizations, enabling them to access services, data or systems across multiple networks, organizations, environments, and use cases. It empowers users and enables a personalized, self-service digital onboarding system so that users can self-authenticate without relying on a central administration function to process their information. Simultaneously, decentralized identity management ensures the user is authorized to perform actions subject to the system’s policies based on their attributes (role, department, organization, etc.) and/ or physical location. == Use cases == Agriculture – Farmers collect data on water use, soil temperature, moisture content and crop growth, augmented analytics can be used to make sense of this data and possibly identify insights that the user can then use to make business decisions. Smart Cities – Many cities across the United States, known as Smart Cities collect large amounts of data on a daily basis. Augmented analytics can be used to simplify this data in order to increase effectiveness in city management (transportation, natural disasters, etc.). Analytic Dashboards – Augmented analytics has the ability to take large data sets and create highly interactive and informative analytical dashboards that assist in many organizational decisions. Augmented Data Discovery – Using an augmented analytics process can assist organizations in automatically finding, visualizing and narrating potentially important data correlations and trends. Data Preparation – Augmented analytics platforms have the ability to take large amounts of data and organize and "clean" the data in order for it to be usable for future analyses. Business – Businesses collect large amounts of data, daily. Some examples of types of data collected in business operations include; sales data, consumer behavior data, distribution data. An augmented analytics platform provides access to analysis of this data, which could be used in making business decisions.

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  • LIBSVM

    LIBSVM

    LIBSVM and LIBLINEAR are two popular open source machine learning libraries, both developed at the National Taiwan University and both written in C++ though with a C API. LIBSVM implements the sequential minimal optimization (SMO) algorithm for kernelized support vector machines (SVMs), supporting classification and regression. LIBLINEAR implements linear SVMs and logistic regression models trained using a coordinate descent algorithm. The SVM learning code from both libraries is often reused in other open source machine learning toolkits, including GATE, KNIME, Orange and scikit-learn. Bindings and ports exist for programming languages such as Java, MATLAB, R, Julia, and Python. It is available in e1071 library in R and scikit-learn in Python. Both libraries are free software released under the 3-clause BSD license.

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  • Random neural network

    Random neural network

    The Random Neural Network (RNN) is a mathematical representation of an interconnected network of neurons or cells which exchange spiking signals. It was invented by Erol Gelenbe and is linked to the G-network model of queueing networks which Erol Gelenbe also invented, and with his Gene Regulatory Network models. In this model, each neuronal cell state is represented by an integer whose value rises when the cell receives an excitatory spike and drops when it receives an inhibitory spike. The spikes can originate outside the network itself, or they can come from other cells in the networks. Cells whose internal excitatory state has a positive value are allowed to send out spikes of either kind to other cells in the network according to specific cell-dependent spiking rates. The model has a mathematical solution in steady-state which provides the joint probability distribution of the network in terms of the individual probabilities that each cell is excited and able to send out spikes. Computing this solution is based on solving a set of non-linear algebraic equations whose parameters are related to the spiking rates of individual cells and their connectivity to other cells, as well as the arrival rates of spikes from outside the network. The RNN is a recurrent model, i.e. a neural network that is allowed to have complex feedback loops. A highly energy-efficient implementation of random neural networks was demonstrated by Krishna Palem et al. using the Probabilistic CMOS or PCMOS technology and was shown to be c. 226–300 times more efficient in terms of Energy-Performance-Product. RNNs are also related to artificial neural networks, which (like the random neural network) have gradient-based learning algorithms. The learning algorithm for an n-node random neural network that includes feedback loops (it is also a recurrent neural network) is of computational complexity O(n^3) (the number of computations is proportional to the cube of n, the number of neurons). The random neural network can also be used with other learning algorithms such as reinforcement learning. The RNN has been shown to be a universal approximator for bounded and continuous functions.

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  • Generalized blockmodeling

    Generalized blockmodeling

    In generalized blockmodeling, the blockmodeling is done by "the translation of an equivalence type into a set of permitted block types", which differs from the conventional blockmodeling, which is using the indirect approach. It's a special instance of the direct blockmodeling approach. Generalized blockmodeling was introduced in 1994 by Patrick Doreian, Vladimir Batagelj and Anuška Ferligoj. == Definition == Generalized blockmodeling approach is a direct one, "where the optimal partition(s) is (are) identified based on minimal values of a compatible criterion function defined by the difference between empirical blocks and corresponding ideal blocks". At the same time, the much broader set of block types is introduced (while in conventional blockmodeling only certain types are used). The conventional blockmodeling is inductive due to nonspecification of neither the clusters or the location of block types, while in generalized blockmodeling the blockmodel is specified with more detail than just the permition of certain block types (e.g., prespecification). Further, it's possible to define departures from the permitted (ideal) blocktype, using criterion function. Using local optimization procedure, firstly the initial clustering (with specified number of clusters is done, based on random creation. How the clusters are neighboring to each other, is based on two transformations: 1) a vertex is moved from one to another cluster or 2) a pair of vertices is interchanged between two different clusters. This process of transformation steps is repeated many times, until only the best fitting partitions (with the minimized value of the criterion function) are kept as blockmodels for the future exploration of the network. Different types of generalized blockmodeling are: generalized binary blockmodeling, generalized valued blockmodeling and generalized homogeneity blockmodeling. == Benefits == According to Patrick Doreian, the benefits of generalized blockmodeling, are as follows: usage of explicit criterion function, compatible with a given type of equivalence, results to in-built measure of fit, which is integral to the establishment of the blockmodels (in conventional blockmodeling, there is no compelling and coherent measures of fit); partitions, based on generalized blockmodeling, regularly outperform and never perform less well than the partitions, based on conventional approach; with generalized blockmodeling it's possible to specify new types of blockmodels; this potentially unlimited set of new block types also results in permittion of inclusion of substantively driven blockmodels; in generalized blockmodeling, the specification of the block types and the location of some of them in the blockmodel is possible; researcher can speficy which (pair of) vertices must be (not) clustered together; this approach also allows the imposition of penalties, resulting into identification of empirical null blocks without inconsistencies with a corresponding ideal null block. == Problems == According to Doreian, the problems of generalized blockmodeling, are as follows: unknown sensitivity to particular data features, examination of boundary problems, computationally burdensome, which results in a constraint regarding practical network size (generalized blockmodeling is thus primarily used to analyse smaller networks (below 100 units)), identifying structure from incomplete network information, most of generalized blockmodeling is based on binary networks, but there is also development in the field of valued networks, criterion function is minimized for a specified blockmodel, with results in issues of evaluating statistically, based on the structural data alone, problems regarding three dimensional network data, problems regarding the evolution of fundamental network structure. == Book == The book with the same title, Generalized blockmodeling, written by Patrick Doreian, Vladimir Batagelj and Anuška Ferligoj, was in 2007 awarded the Harrison White Outstanding Book Award by the Mathematical Sociology Section of American Sociological Association.

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  • Decision list

    Decision list

    Decision lists are a representation for Boolean functions which can be easily learned from examples. Single term decision lists are more expressive than disjunctions and conjunctions; however, 1-term decision lists are less expressive than the general disjunctive normal form and the conjunctive normal form. The language specified by a k-length decision list includes as a subset the language specified by a k-depth decision tree. Learning decision lists can be used for attribute efficient learning, a type of machine learning. == Definition == A decision list (DL) of length r is of the form: if f1 then output b1 else if f2 then output b2 ... else if fr then output br where fi is the ith formula and bi is the ith boolean for i ∈ { 1... r } {\displaystyle i\in \{1...r\}} . The last if-then-else is the default case, which means formula fr is always equal to true. A k-DL is a decision list where all of formulas have at most k terms. Sometimes "decision list" is used to refer to a 1-DL, where all of the formulas are either a variable or its negation.

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  • Self-organizing map

    Self-organizing map

    A self-organizing map (SOM) or self-organizing feature map (SOFM) is an unsupervised machine learning technique used to produce a low-dimensional (typically two-dimensional) representation of a higher-dimensional data set while preserving the topological structure of the data. For example, a data set with p {\displaystyle p} variables measured in n {\displaystyle n} observations could be represented as clusters of observations with similar values for the variables. These clusters then could be visualized as a two-dimensional "map" such that observations in proximal clusters have more similar values than observations in distal clusters. This can make high-dimensional data easier to visualize and analyze. A SOM is a type of artificial neural network but is trained using competitive learning rather than the error-correction learning (e.g., backpropagation with gradient descent) used by other artificial neural networks. The SOM was introduced by the Finnish professor Teuvo Kohonen in the 1980s and therefore is sometimes called a Kohonen map or Kohonen network. The Kohonen map or network is a computationally convenient abstraction building on biological models of neural systems from the 1970s and morphogenesis models dating back to Alan Turing in the 1950s. SOMs create internal representations reminiscent of the cortical homunculus, a distorted representation of the human body, based on a neurological "map" of the areas and proportions of the human brain dedicated to processing sensory functions, for different parts of the body. == Overview == Self-organizing maps, like most artificial neural networks, operate in two modes: training and mapping. First, training uses an input data set (the "input space") to generate a lower-dimensional representation of the input data (the "map space"). Second, mapping classifies additional input data using the generated map. The goal of training is to represent an input space with p dimensions as a map space with n dimensions, where p > n. Specifically, an input space with p variables is said to have p dimensions. A map space consists of components called "nodes" or "neurons", which are arranged as a hexagonal or rectangular grid with two dimensions. The number of nodes and their arrangement are specified beforehand based on the larger goals of the analysis and exploration of the data. Each node in the map space is associated with a "weight" vector, which is the position of the node in the input space. While nodes in the map space stay fixed, training consists in moving weight vectors toward the input data (reducing a distance metric such as Euclidean distance) without spoiling the topology induced from the map space. After training, the map can be used to classify additional observations for the input space by finding the node with the closest weight vector (smallest distance metric) to the input space vector. == Learning algorithm == The goal of learning in the self-organizing map is to cause different parts of the network to respond similarly to certain input patterns. This is partly motivated by how visual, auditory or other sensory information is handled in separate parts of the cerebral cortex in the human brain. The weights of the neurons are initialized either to small random values or sampled evenly from the subspace spanned by the two largest principal component eigenvectors. With the latter alternative, learning is much faster because the initial weights already give a good approximation of SOM weights. The network must be fed a large number of example vectors that represent, as close as possible, the kinds of vectors expected during mapping. The examples are usually administered several times as iterations. The training utilizes competitive learning. When a training example is fed to the network, its Euclidean distance to all weight vectors is computed. The neuron whose weight vector is most similar to the input is called the best matching unit (BMU). The weights of the BMU and neurons close to it in the SOM grid are adjusted towards the input vector. The magnitude of the change decreases with time and with the grid-distance from the BMU. The update formula for a neuron v with weight vector Wv(s) is W v ( s + 1 ) = W v ( s ) + θ ( u , v , s ) ⋅ α ( s ) ⋅ ( D ( t ) − W v ( s ) ) {\displaystyle W_{v}(s+1)=W_{v}(s)+\theta (u,v,s)\cdot \alpha (s)\cdot (D(t)-W_{v}(s))} , where s is the step index, t is an index into the training sample, u is the index of the BMU for the input vector D(t), α(s) is a monotonically decreasing learning coefficient; θ(u, v, s) is the neighborhood function which gives the distance between the neuron u and the neuron v in step s. Depending on the implementations, t can scan the training data set systematically (t is 0, 1, 2...T-1, then repeat, T being the training sample's size), be randomly drawn from the data set (bootstrap sampling), or implement some other sampling method (such as jackknifing). The neighborhood function θ(u, v, s) (also called function of lateral interaction) depends on the grid-distance between the BMU (neuron u) and neuron v. In the simplest form, it is 1 for all neurons close enough to BMU and 0 for others, but the Gaussian and Mexican-hat functions are common choices, too. Regardless of the functional form, the neighborhood function shrinks with time. At the beginning when the neighborhood is broad, the self-organizing takes place on the global scale. When the neighborhood has shrunk to just a couple of neurons, the weights are converging to local estimates. In some implementations, the learning coefficient α and the neighborhood function θ decrease steadily with increasing s, in others (in particular those where t scans the training data set) they decrease in step-wise fashion, once every T steps. This process is repeated for each input vector for a (usually large) number of cycles λ. The network winds up associating output nodes with groups or patterns in the input data set. If these patterns can be named, the names can be attached to the associated nodes in the trained net. During mapping, there will be one single winning neuron: the neuron whose weight vector lies closest to the input vector. This can be simply determined by calculating the Euclidean distance between input vector and weight vector. While representing input data as vectors has been emphasized in this article, any kind of object which can be represented digitally, which has an appropriate distance measure associated with it, and in which the necessary operations for training are possible can be used to construct a self-organizing map. This includes matrices, continuous functions or even other self-organizing maps. === Algorithm === Randomize the node weight vectors in a map For s = 0 , 1 , 2 , . . . , λ {\displaystyle s=0,1,2,...,\lambda } Randomly pick an input vector D ( t ) {\displaystyle {D}(t)} Find the node in the map closest to the input vector. This node is the best matching unit (BMU). Denote it by u {\displaystyle u} For each node v {\displaystyle v} , update its vector by pulling it closer to the input vector: W v ( s + 1 ) = W v ( s ) + θ ( u , v , s ) ⋅ α ( s ) ⋅ ( D ( t ) − W v ( s ) ) {\displaystyle W_{v}(s+1)=W_{v}(s)+\theta (u,v,s)\cdot \alpha (s)\cdot (D(t)-W_{v}(s))} The variable names mean the following, with vectors in bold, s {\displaystyle s} is the current iteration λ {\displaystyle \lambda } is the iteration limit t {\displaystyle t} is the index of the target input data vector in the input data set D {\displaystyle \mathbf {D} } D ( t ) {\displaystyle {D}(t)} is a target input data vector v {\displaystyle v} is the index of the node in the map W v {\displaystyle \mathbf {W} _{v}} is the current weight vector of node v {\displaystyle v} u {\displaystyle u} is the index of the best matching unit (BMU) in the map θ ( u , v , s ) {\displaystyle \theta (u,v,s)} is the neighbourhood function, α ( s ) {\displaystyle \alpha (s)} is the learning rate schedule. The key design choices are the shape of the SOM, the neighbourhood function, and the learning rate schedule. The idea of the neighborhood function is to make it such that the BMU is updated the most, its immediate neighbors are updated a little less, and so on. The idea of the learning rate schedule is to make it so that the map updates are large at the start, and gradually stop updating. For example, if we want to learn a SOM using a square grid, we can index it using ( i , j ) {\displaystyle (i,j)} where both i , j ∈ 1 : N {\displaystyle i,j\in 1:N} . The neighborhood function can make it so that the BMU updates in full, the nearest neighbors update in half, and their neighbors update in half again, etc. θ ( ( i , j ) , ( i ′ , j ′ ) , s ) = 1 2 | i − i ′ | + | j − j ′ | = { 1 if i = i ′ , j = j ′ 1 / 2 if | i − i ′ | + | j − j ′ | = 1 1 / 4 if | i − i ′ | + | j − j ′ | = 2 ⋯ ⋯ {\displaystyle \theta ((i,j),(i',j'),s)={\frac {1}{2^{|i-i'|+|j-j'|}}}={\begin{cases}1&{\text{if }}i=i',j=j'\\1/2&{\text{if

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  • Nearest centroid classifier

    Nearest centroid classifier

    In machine learning, a nearest centroid classifier or nearest prototype classifier is a classification model that assigns to observations the label of the class of training samples whose mean (centroid) is closest to the observation. When applied to text classification using word vectors containing tfidf weights to represent documents, the nearest centroid classifier is known as the Rocchio classifier because of its similarity to the Rocchio algorithm for relevance feedback. An extended version of the nearest centroid classifier has found applications in the medical domain, specifically classification of tumors. == Algorithm == === Training === Given labeled training samples { ( x → 1 , y 1 ) , … , ( x → n , y n ) } {\displaystyle \textstyle \{({\vec {x}}_{1},y_{1}),\dots ,({\vec {x}}_{n},y_{n})\}} with class labels y i ∈ Y {\displaystyle y_{i}\in \mathbf {Y} } , compute the per-class centroids μ → ℓ = 1 | C ℓ | ∑ i ∈ C ℓ x → i {\displaystyle \textstyle {\vec {\mu }}_{\ell }={\frac {1}{|C_{\ell }|}}{\underset {i\in C_{\ell }}{\sum }}{\vec {x}}_{i}} where C ℓ {\displaystyle C_{\ell }} is the set of indices of samples belonging to class ℓ ∈ Y {\displaystyle \ell \in \mathbf {Y} } . === Prediction === The class assigned to an observation x → {\displaystyle {\vec {x}}} is y ^ = arg ⁡ min ℓ ∈ Y ‖ μ → ℓ − x → ‖ {\displaystyle {\hat {y}}={\arg \min }_{\ell \in \mathbf {Y} }\|{\vec {\mu }}_{\ell }-{\vec {x}}\|} .

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  • Gaussian adaptation

    Gaussian adaptation

    Gaussian adaptation (GA), also called normal or natural adaptation (NA) is an evolutionary algorithm designed for the maximization of manufacturing yield due to statistical deviation of component values of signal processing systems. In short, GA is a stochastic adaptive process where a number of samples of an n-dimensional vector x[xT = (x1, x2, ..., xn)] are taken from a multivariate Gaussian distribution, N(m, M), having mean m and moment matrix M. The samples are tested for fail or pass. The first- and second-order moments of the Gaussian restricted to the pass samples are m and M. The outcome of x as a pass sample is determined by a function s(x), 0 < s(x) < q ≤ 1, such that s(x) is the probability that x will be selected as a pass sample. The average probability of finding pass samples (yield) is P ( m ) = ∫ s ( x ) N ( x − m ) d x {\displaystyle P(m)=\int s(x)N(x-m)\,dx} Then the theorem of GA states: For any s(x) and for any value of P < q, there always exist a Gaussian p. d. f. [ probability density function ] that is adapted for maximum dispersion. The necessary conditions for a local optimum are m = m and M proportional to M. The dual problem is also solved: P is maximized while keeping the dispersion constant (Kjellström, 1991). Proofs of the theorem may be found in the papers by Kjellström, 1970, and Kjellström & Taxén, 1981. Since dispersion is defined as the exponential of entropy/disorder/average information it immediately follows that the theorem is valid also for those concepts. Altogether, this means that Gaussian adaptation may carry out a simultaneous maximisation of yield and average information (without any need for the yield or the average information to be defined as criterion functions). The theorem is valid for all regions of acceptability and all Gaussian distributions. It may be used by cyclic repetition of random variation and selection (like the natural evolution). In every cycle a sufficiently large number of Gaussian distributed points are sampled and tested for membership in the region of acceptability. The centre of gravity of the Gaussian, m, is then moved to the centre of gravity of the approved (selected) points, m. Thus, the process converges to a state of equilibrium fulfilling the theorem. A solution is always approximate because the centre of gravity is always determined for a limited number of points. It was used for the first time in 1969 as a pure optimization algorithm making the regions of acceptability smaller and smaller (in analogy to simulated annealing, Kirkpatrick 1983). Since 1970 it has been used for both ordinary optimization and yield maximization. == Natural evolution and Gaussian adaptation == It has also been compared to the natural evolution of populations of living organisms. In this case s(x) is the probability that the individual having an array x of phenotypes will survive by giving offspring to the next generation; a definition of individual fitness given by Hartl 1981. The yield, P, is replaced by the mean fitness determined as a mean over the set of individuals in a large population. Phenotypes are often Gaussian distributed in a large population and a necessary condition for the natural evolution to be able to fulfill the theorem of Gaussian adaptation, with respect to all Gaussian quantitative characters, is that it may push the centre of gravity of the Gaussian to the centre of gravity of the selected individuals. This may be accomplished by the Hardy–Weinberg law. This is possible because the theorem of Gaussian adaptation is valid for any region of acceptability independent of the structure (Kjellström, 1996). In this case the rules of genetic variation such as crossover, inversion, transposition etcetera may be seen as random number generators for the phenotypes. So, in this sense Gaussian adaptation may be seen as a genetic algorithm. == How to climb a mountain == Mean fitness may be calculated provided that the distribution of parameters and the structure of the landscape is known. The real landscape is not known, but figure below shows a fictitious profile (blue) of a landscape along a line (x) in a room spanned by such parameters. The red curve is the mean based on the red bell curve at the bottom of figure. It is obtained by letting the bell curve slide along the x-axis, calculating the mean at every location. As can be seen, small peaks and pits are smoothed out. Thus, if evolution is started at A with a relatively small variance (the red bell curve), then climbing will take place on the red curve. The process may get stuck for millions of years at B or C, as long as the hollows to the right of these points remain, and the mutation rate is too small. If the mutation rate is sufficiently high, the disorder or variance may increase and the parameter(s) may become distributed like the green bell curve. Then the climbing will take place on the green curve, which is even more smoothed out. Because the hollows to the right of B and C have now disappeared, the process may continue up to the peaks at D. But of course the landscape puts a limit on the disorder or variability. Besides — dependent on the landscape — the process may become very jerky, and if the ratio between the time spent by the process at a local peak and the time of transition to the next peak is very high, it may as well look like a punctuated equilibrium as suggested by Gould (see Ridley). == Computer simulation of Gaussian adaptation == Thus far the theory only considers mean values of continuous distributions corresponding to an infinite number of individuals. In reality however, the number of individuals is always limited, which gives rise to an uncertainty in the estimation of m and M (the moment matrix of the Gaussian). And this may also affect the efficiency of the process. Unfortunately very little is known about this, at least theoretically. The implementation of normal adaptation on a computer is a fairly simple task. The adaptation of m may be done by one sample (individual) at a time, for example m(i + 1) = (1 – a) m(i) + ax where x is a pass sample, and a < 1 a suitable constant so that the inverse of a represents the number of individuals in the population. M may in principle be updated after every step y leading to a feasible point x = m + y according to: M(i + 1) = (1 – 2b) M(i) + 2byyT, where yT is the transpose of y and b << 1 is another suitable constant. In order to guarantee a suitable increase of average information, y should be normally distributed with moment matrix μ2M, where the scalar μ > 1 is used to increase average information (information entropy, disorder, diversity) at a suitable rate. But M will never be used in the calculations. Instead we use the matrix W defined by WWT = M. Thus, we have y = Wg, where g is normally distributed with the moment matrix μU, and U is the unit matrix. W and WT may be updated by the formulas W = (1 – b)W + bygT and WT = (1 – b)WT + bgyT because multiplication gives M = (1 – 2b)M + 2byyT, where terms including b2 have been neglected. Thus, M will be indirectly adapted with good approximation. In practice it will suffice to update W only W(i + 1) = (1 – b)W(i) + bygT. This is the formula used in a simple 2-dimensional model of a brain satisfying the Hebbian rule of associative learning; see the next section (Kjellström, 1996 and 1999). The figure below illustrates the effect of increased average information in a Gaussian p.d.f. used to climb a mountain Crest (the two lines represent the contour line). Both the red and green cluster have equal mean fitness, about 65%, but the green cluster has a much higher average information making the green process much more efficient. The effect of this adaptation is not very salient in a 2-dimensional case, but in a high-dimensional case, the efficiency of the search process may be increased by many orders of magnitude. == The evolution in the brain == In the brain the evolution of DNA-messages is supposed to be replaced by an evolution of signal patterns and the phenotypic landscape is replaced by a mental landscape, the complexity of which will hardly be second to the former. The metaphor with the mental landscape is based on the assumption that certain signal patterns give rise to a better well-being or performance. For instance, the control of a group of muscles leads to a better pronunciation of a word or performance of a piece of music. In this simple model it is assumed that the brain consists of interconnected components that may add, multiply and delay signal values. A nerve cell kernel may add signal values, a synapse may multiply with a constant and An axon may delay values. This is a basis of the theory of digital filters and neural networks consisting of components that may add, multiply and delay signalvalues and also of many brain models, Levine 1991. In the figure below the brain stem is supposed to deliver Gaussian distributed signal patterns. This may be possible since certai

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  • Statistical relational learning

    Statistical relational learning

    Statistical relational learning (SRL) is a subdiscipline of artificial intelligence and machine learning that is concerned with domain models that exhibit both uncertainty (which can be dealt with using statistical methods) and complex, relational structure. Typically, the knowledge representation formalisms developed in SRL use (a subset of) first-order logic to describe relational properties of a domain in a general manner (universal quantification) and draw upon probabilistic graphical models (such as Bayesian networks or Markov networks) to model the uncertainty; some also build upon the methods of inductive logic programming. Significant contributions to the field have been made since the late 1990s. As is evident from the characterization above, the field is not strictly limited to learning aspects; it is equally concerned with reasoning (specifically probabilistic inference) and knowledge representation. Therefore, alternative terms that reflect the main foci of the field include statistical relational learning and reasoning (emphasizing the importance of reasoning) and first-order probabilistic languages (emphasizing the key properties of the languages with which models are represented). Another term that is sometimes used in the literature is relational machine learning (RML). == Canonical tasks == A number of canonical tasks are associated with statistical relational learning, the most common ones being. collective classification, i.e. the (simultaneous) prediction of the class of several objects given objects' attributes and their relations link prediction, i.e. predicting whether or not two or more objects are related link-based clustering, i.e. the grouping of similar objects, where similarity is determined according to the links of an object, and the related task of collaborative filtering, i.e. the filtering for information that is relevant to an entity (where a piece of information is considered relevant to an entity if it is known to be relevant to a similar entity) social network modelling object identification/entity resolution/record linkage, i.e. the identification of equivalent entries in two or more separate databases/datasets == Representation formalisms == One of the fundamental design goals of the representation formalisms developed in SRL is to abstract away from concrete entities and to represent instead general principles that are intended to be universally applicable. Since there are countless ways in which such principles can be represented, many representation formalisms have been proposed in recent years. In the following, some of the more common ones are listed in alphabetical order: Bayesian logic program BLOG model Markov logic networks Multi-entity Bayesian network Probabilistic logic programs Probabilistic relational model – a Probabilistic Relational Model (PRM) is the counterpart of a Bayesian network in statistical relational learning. Probabilistic soft logic Recursive random field Relational Bayesian network Relational dependency network Relational Markov network Relational Kalman filtering

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  • Self-organizing map

    Self-organizing map

    A self-organizing map (SOM) or self-organizing feature map (SOFM) is an unsupervised machine learning technique used to produce a low-dimensional (typically two-dimensional) representation of a higher-dimensional data set while preserving the topological structure of the data. For example, a data set with p {\displaystyle p} variables measured in n {\displaystyle n} observations could be represented as clusters of observations with similar values for the variables. These clusters then could be visualized as a two-dimensional "map" such that observations in proximal clusters have more similar values than observations in distal clusters. This can make high-dimensional data easier to visualize and analyze. A SOM is a type of artificial neural network but is trained using competitive learning rather than the error-correction learning (e.g., backpropagation with gradient descent) used by other artificial neural networks. The SOM was introduced by the Finnish professor Teuvo Kohonen in the 1980s and therefore is sometimes called a Kohonen map or Kohonen network. The Kohonen map or network is a computationally convenient abstraction building on biological models of neural systems from the 1970s and morphogenesis models dating back to Alan Turing in the 1950s. SOMs create internal representations reminiscent of the cortical homunculus, a distorted representation of the human body, based on a neurological "map" of the areas and proportions of the human brain dedicated to processing sensory functions, for different parts of the body. == Overview == Self-organizing maps, like most artificial neural networks, operate in two modes: training and mapping. First, training uses an input data set (the "input space") to generate a lower-dimensional representation of the input data (the "map space"). Second, mapping classifies additional input data using the generated map. The goal of training is to represent an input space with p dimensions as a map space with n dimensions, where p > n. Specifically, an input space with p variables is said to have p dimensions. A map space consists of components called "nodes" or "neurons", which are arranged as a hexagonal or rectangular grid with two dimensions. The number of nodes and their arrangement are specified beforehand based on the larger goals of the analysis and exploration of the data. Each node in the map space is associated with a "weight" vector, which is the position of the node in the input space. While nodes in the map space stay fixed, training consists in moving weight vectors toward the input data (reducing a distance metric such as Euclidean distance) without spoiling the topology induced from the map space. After training, the map can be used to classify additional observations for the input space by finding the node with the closest weight vector (smallest distance metric) to the input space vector. == Learning algorithm == The goal of learning in the self-organizing map is to cause different parts of the network to respond similarly to certain input patterns. This is partly motivated by how visual, auditory or other sensory information is handled in separate parts of the cerebral cortex in the human brain. The weights of the neurons are initialized either to small random values or sampled evenly from the subspace spanned by the two largest principal component eigenvectors. With the latter alternative, learning is much faster because the initial weights already give a good approximation of SOM weights. The network must be fed a large number of example vectors that represent, as close as possible, the kinds of vectors expected during mapping. The examples are usually administered several times as iterations. The training utilizes competitive learning. When a training example is fed to the network, its Euclidean distance to all weight vectors is computed. The neuron whose weight vector is most similar to the input is called the best matching unit (BMU). The weights of the BMU and neurons close to it in the SOM grid are adjusted towards the input vector. The magnitude of the change decreases with time and with the grid-distance from the BMU. The update formula for a neuron v with weight vector Wv(s) is W v ( s + 1 ) = W v ( s ) + θ ( u , v , s ) ⋅ α ( s ) ⋅ ( D ( t ) − W v ( s ) ) {\displaystyle W_{v}(s+1)=W_{v}(s)+\theta (u,v,s)\cdot \alpha (s)\cdot (D(t)-W_{v}(s))} , where s is the step index, t is an index into the training sample, u is the index of the BMU for the input vector D(t), α(s) is a monotonically decreasing learning coefficient; θ(u, v, s) is the neighborhood function which gives the distance between the neuron u and the neuron v in step s. Depending on the implementations, t can scan the training data set systematically (t is 0, 1, 2...T-1, then repeat, T being the training sample's size), be randomly drawn from the data set (bootstrap sampling), or implement some other sampling method (such as jackknifing). The neighborhood function θ(u, v, s) (also called function of lateral interaction) depends on the grid-distance between the BMU (neuron u) and neuron v. In the simplest form, it is 1 for all neurons close enough to BMU and 0 for others, but the Gaussian and Mexican-hat functions are common choices, too. Regardless of the functional form, the neighborhood function shrinks with time. At the beginning when the neighborhood is broad, the self-organizing takes place on the global scale. When the neighborhood has shrunk to just a couple of neurons, the weights are converging to local estimates. In some implementations, the learning coefficient α and the neighborhood function θ decrease steadily with increasing s, in others (in particular those where t scans the training data set) they decrease in step-wise fashion, once every T steps. This process is repeated for each input vector for a (usually large) number of cycles λ. The network winds up associating output nodes with groups or patterns in the input data set. If these patterns can be named, the names can be attached to the associated nodes in the trained net. During mapping, there will be one single winning neuron: the neuron whose weight vector lies closest to the input vector. This can be simply determined by calculating the Euclidean distance between input vector and weight vector. While representing input data as vectors has been emphasized in this article, any kind of object which can be represented digitally, which has an appropriate distance measure associated with it, and in which the necessary operations for training are possible can be used to construct a self-organizing map. This includes matrices, continuous functions or even other self-organizing maps. === Algorithm === Randomize the node weight vectors in a map For s = 0 , 1 , 2 , . . . , λ {\displaystyle s=0,1,2,...,\lambda } Randomly pick an input vector D ( t ) {\displaystyle {D}(t)} Find the node in the map closest to the input vector. This node is the best matching unit (BMU). Denote it by u {\displaystyle u} For each node v {\displaystyle v} , update its vector by pulling it closer to the input vector: W v ( s + 1 ) = W v ( s ) + θ ( u , v , s ) ⋅ α ( s ) ⋅ ( D ( t ) − W v ( s ) ) {\displaystyle W_{v}(s+1)=W_{v}(s)+\theta (u,v,s)\cdot \alpha (s)\cdot (D(t)-W_{v}(s))} The variable names mean the following, with vectors in bold, s {\displaystyle s} is the current iteration λ {\displaystyle \lambda } is the iteration limit t {\displaystyle t} is the index of the target input data vector in the input data set D {\displaystyle \mathbf {D} } D ( t ) {\displaystyle {D}(t)} is a target input data vector v {\displaystyle v} is the index of the node in the map W v {\displaystyle \mathbf {W} _{v}} is the current weight vector of node v {\displaystyle v} u {\displaystyle u} is the index of the best matching unit (BMU) in the map θ ( u , v , s ) {\displaystyle \theta (u,v,s)} is the neighbourhood function, α ( s ) {\displaystyle \alpha (s)} is the learning rate schedule. The key design choices are the shape of the SOM, the neighbourhood function, and the learning rate schedule. The idea of the neighborhood function is to make it such that the BMU is updated the most, its immediate neighbors are updated a little less, and so on. The idea of the learning rate schedule is to make it so that the map updates are large at the start, and gradually stop updating. For example, if we want to learn a SOM using a square grid, we can index it using ( i , j ) {\displaystyle (i,j)} where both i , j ∈ 1 : N {\displaystyle i,j\in 1:N} . The neighborhood function can make it so that the BMU updates in full, the nearest neighbors update in half, and their neighbors update in half again, etc. θ ( ( i , j ) , ( i ′ , j ′ ) , s ) = 1 2 | i − i ′ | + | j − j ′ | = { 1 if i = i ′ , j = j ′ 1 / 2 if | i − i ′ | + | j − j ′ | = 1 1 / 4 if | i − i ′ | + | j − j ′ | = 2 ⋯ ⋯ {\displaystyle \theta ((i,j),(i',j'),s)={\frac {1}{2^{|i-i'|+|j-j'|}}}={\begin{cases}1&{\text{if }}i=i',j=j'\\1/2&{\text{if

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  • Andrej Mrvar

    Andrej Mrvar

    Andrej Mrvar is a Slovenian computer scientist and a professor at the University of Ljubljana's Faculty of Social Sciences. He is known for his work in network analysis, graph drawing, decision making, virtual reality, timing and data processing of sports competitions. == Education and career == He is well known for his work on Pajek, a free software for analysis and visualization of large networks. Mrvar began work on Pajek in 1996 with Vladimir Batagelj. His book Exploratory Social Network Analysis with Pajek, coauthored with Wouter de Nooy and Vladimir Batagelj, is his most cited work. It was published by Cambridge University Press in three editions (first 2005, second 2011, and third 2018). The book was translated into Japanese (2009) and Chinese (first edition 2012, second 2014). With Anuška Ferligoj, he was a founding co-editor-in-chief of the Metodološki zvezki - Advances in Methodology and Statistics journal. == Awards and honors == Vidmar Award (Faculty of Electrical and Computer Engineering, University of Ljubljana): 1988, 1990 First prizes for contributions (with Vladimir Batagelj) to Graph Drawing Contests in years: 1995, 1996, 1997, 1998, 1999, 2000 and 2005 / Graph Drawing Hall of Fame. Award of University of Ljubljana for contributions in education and research (Svečana listina Univerze v Ljubljani za pomembne dosežke na področju vzgojnoizobraževalnega in znanstvenoraziskovalega dela): 2001 The INSNA's William D. Richards Software award for work on Pajek (with Vladimir Batagelj): 2013 Award of Faculty of Social Sciences, University of Ljubljana for scientific excellence (Priznanje za znanstveno odličnost): 2013 == Selected publications == Wouter de Nooy, Andrej Mrvar, Vladimir Batagelj, Mark Granovetter (Series Editor), Exploratory Social Network Analysis with Pajek (Structural Analysis in the Social Sciences), Cambridge University Press (First Edition: 2005, Second Edition: 2011, Third Edition: 2018 ). Japanese Translation (2010). Chinese Translation (First Edition: 2012, Second Edition: 2014) Andrej Mrvar and Vladimir Batagelj, Analysis and visualization of large networks with program package Pajek. Complex Adaptive Systems Modeling, 4:6. SpringerOpen, 2016 Vladimir Batagelj and Andrej Mrvar, Some Analyses of Erdős Collaboration Graph, Social Networks, 22, 173–186, 2000 Vladimir Batagelj and Andrej Mrvar, A Subquadratic Triad Census Algorithm for Large Sparse Networks with Small Maximum Degree. Social Networks, 23, 237–243, 2001 Patrick Doreian and Andrej Mrvar, A Partitioning Approach to Structural Balance, Social Networks, 18, 149–168, 1996 Patrick Doreian and Andrej Mrvar, Partitioning Signed Social Networks, Social Networks, 31, 1–11, 2009 Andrej Mrvar and Patrick Doreian, Partitioning Signed Two-Mode Networks, Journal of Mathematical Sociology, 33, 196–221, 2009 Patrick Doreian and Andrej Mrvar, The international reach of the Koch brothers network. In: Antonyuk, A. and Basov, N. (Eds.): Networks in the Global World V. NetGloW 2020. Lecture Notes in Networks and Systems, 181, 225–235. Springer, 2021 Patrick Doreian and Andrej Mrvar, Delineating Changes in the Fundamental Structure of Signed Networks, Frontiers in Physics, 294, 1–11, 2021 Patrick Doreian and Andrej Mrvar, Hubs and Authorities in the Koch Brothers Network. Social Networks, Social Networks, 64, 148–157, 2021 Patrick Doreian and Andrej Mrvar, Public issues, policy proposals, social movements, and the interests of the Koch Brothers network of allies, Quality and Quantity, 56, 305–322, 2022 Douglas R. White, Vladimir Batagelj, Andrej Mrvar, Analyzing Large Kinship and Marriage Networks with Pgraph and Pajek. Social Science Computer Review, 17, 245–274, 1999 Ion Georgiou, Ronald Concer, Andrej Mrvar, A Systemic Approach to Sociometric Group Research: Advancing The Work of Leslie Day Zeleny, 1939–1947, Social Networks, 63, 174–200, 2020

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