AI App How To Use

AI App How To Use — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Fully probabilistic design

    Fully probabilistic design

    Decision making (DM) can be seen as a purposeful choice of action sequences. It also covers control, a purposeful choice of input sequences. As a rule, it runs under randomness, uncertainty and incomplete knowledge. A range of prescriptive theories have been proposed how to make optimal decisions under these conditions. They optimise sequence of decision rules, mappings of the available knowledge on possible actions. This sequence is called strategy or policy. Among various theories, Bayesian DM is broadly accepted axiomatically based theory that solves the design of optimal decision strategy. It describes random, uncertain or incompletely known quantities as random variables, i.e. by their joint probability expressing belief in their possible values. The strategy that minimises expected loss (or equivalently maximises expected reward) expressing decision-maker's goals is then taken as the optimal strategy. While the probabilistic description of beliefs is uniquely and deductively driven by rules for joint probabilities, the composition and decomposition of the loss function have no such universally applicable formal machinery. Fully probabilistic design (of decision strategies or control, FPD) removes the mentioned drawback and expresses also the DM goals of by the "ideal" probability, which assigns high (small) values to desired (undesired) behaviours of the closed DM loop formed by the influenced world part and by the used strategy. FPD has axiomatic basis and has Bayesian DM as its restricted subpart. FPD has a range of theoretical consequences , and, importantly, has been successfully used to quite diverse application domains.

    Read more →
  • Babel Fish (website)

    Babel Fish (website)

    Yahoo! Babel Fish was a free Web-based machine translation service by Yahoo!. In May 2012 it was replaced by Bing Translator (now Microsoft Translator), to which queries were redirected. Although Yahoo! has transitioned its Babel Fish translation services to Bing Translator, it did not sell its translation application to Microsoft outright. As the oldest free online language translator, the service translated text or Web pages in 36 pairs between 13 languages, including English, Simplified Chinese, Traditional Chinese, Dutch, French, German, Greek, Italian, Japanese, Korean, Portuguese, Russian, and Spanish. The internet service derived its name from the Babel fish, a fictional species in Douglas Adams's book and radio series The Hitchhiker's Guide to the Galaxy that could instantly translate languages. In turn, the name of the fictional creature refers to the biblical account of the confusion of languages that arose in the city of Babel. == History == On December 9, 1997, Digital Equipment Corporation (DEC) and SYSTRAN S.A. launched AltaVista Translation Service at babelfish.altavista.com, which was developed by a team of researchers at DEC. In February 2003, AltaVista was bought by Overture Services, Inc. In July 2003, Overture, in turn, was taken over by Yahoo!. The web address for Babel Fish remained at babelfish.altavista.com until May 9, 2008, when the address changed to babelfish.yahoo.com. In 2012, the Web address changed again, this time redirecting babelfish.yahoo.com to www.microsofttranslator.com when Microsoft's Bing Translator replaced Yahoo Babel Fish. As of June 2013, babelfish.yahoo.com no longer redirects to the Microsoft Bing Translator. Instead, it refers directly back to the main Yahoo.com page.

    Read more →
  • How to Choose an AI Background Remover

    How to Choose an AI Background Remover

    Shopping for the best AI background remover? An AI background remover is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI background remover slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

    Read more →
  • Adam Tauman Kalai

    Adam Tauman Kalai

    Adam Tauman Kalai is an American computer scientist who specializes in artificial intelligence and works at OpenAI. == Education and career == Kalai graduated from Harvard University in 1996 with a BA in computer science and received a MA and PhD, both in computer science, from Carnegie Mellon University in 1999 and 2001, respectively. His doctoral advisor was Avrim Blum. After graduation, Kalai did his postdoctoral research at Massachusetts Institute of Technology under Santosh Vempala until 2003. Kalai became a faculty member at the Toyota Technological Institute at Chicago from 2003 to 2006, followed by a stint as an assistant professor at Georgia Institute of Technology from 2007 to 2008. He joined Microsoft Research in 2008 and subsequently moved to OpenAI in 2023. == Contributions == Kalai is known for his algorithm for generating random factored numbers (see Bach's algorithm), for co-inventing the cooperative-competitive value (coco value), for efficiently learning learning mixtures of Gaussians, for the Blum-Kalai-Wasserman algorithm for learning parity with noise, and for the intractability of the folk theorem in game theory. More recently, Kalai is known for identifying and reducing gender bias in word embeddings, which are a representation of words commonly used in AI systems. In 2026, he coauthored a Nature paper on hallucinations in large language models. == Personal life == Kalai is the son of game theorist Ehud Kalai and is married to cryptographer Yael Tauman Kalai.

    Read more →
  • Clip Studio Paint

    Clip Studio Paint

    Clip Studio Paint (previously marketed as Manga Studio in North America), informally known in Japan as Kurisuta (クリスタ), is a family of software applications developed by Japanese graphics software company Celsys. It is used for the digital creation of comics, general illustration, and 2D animation. The software is available in versions for macOS, Windows, iOS, iPadOS, Android, and ChromeOS. The program is widely used by amateur and professional comics creators, and animation studios. The application is sold in editions with varying feature sets. The full-featured edition is a page-based, layered drawing program, with support for bitmap and vector art, text, imported 3D models, and frame-by-frame animation. It is designed for use with a stylus and a graphics tablet or tablet computer. It has drawing tools which emulate natural media such as pencils, ink pens, and brushes, as well as patterns and decorations. It is distinguished from similar programs by features designed for creating comics: tools for creating panel layouts, perspective rulers, sketching, inking, applying tones and textures, coloring, and creating word balloons and captions. == History == The application has it origins in a program for macOS and Windows, released in Japan in 2001 as "Comic Studio". It was sold as "Manga Studio" in the Western market by E Frontier America until 2007, then by Smith Micro Software. Early versions were designed for creating black and white art with only spot color (a typical format for Japanese manga), with version 4 adding support for full-color art. Celsys developed Clip Studio Paint as a replacement for this product, based on the company's Illust Studio application, and it was released on May 31, 2012. It was initially distributed in Western markets as "Manga Studio 5", but in 2016, the branding was unified worldwide as "Clip Studio Paint". At this time, version 1.5.4 introduced a new file format (extension .clip) and frame-by-frame animation. In late 2017, Celsys took over direct support for the software worldwide, and ceased its relationship with Smith Micro. In July 2018, Celsys began a partnership with Graphixly for distribution in North America, South America, and Europe. Clip Studio Paint for the Apple iPad was introduced in November 2017, and for the iPhone in December 2019. Clip Studio Paint for Samsung Galaxy tablets and smartphones was released in August 2020 on the Galaxy Store, with versions for other Android devices and Chromebooks released in December. The Windows and macOS versions of the software have been sold and distributed either from the developer's web site or on DVD, and purchased either with a perpetual license or an ongoing subscription. The versions for iPhone, iPad, and Android-based devices are distributed through the corresponding app stores free of charge, but require a subscription – which includes cloud storage – for unrestricted use. Without a subscription, the tablet versions can be used only for a specified number of months, and the phone versions can be used only for 30 hours per month. From 2013 to 2023, regular updates for version 1 were distributed free of additional charge to both perpetual and subscription users. Since the release of version 2 in 2023, feature updates are included only in subscription plans and are available to perpetual licenses at an additional cost. Perpetual licenses can be upgraded permanently or with an annual "update pass". The "update pass" provides early access to features to be included in subsequent perpetual licenses for 12 months, after which the software reverts to the original license if not renewed. In March 2024, version 3 was released, and version 4 introduced additional features in March 2025. == Editions == Clip Studio Paint is available in three editions, with differing feature sets and prices: Debut (bundle-only grade), Pro (adding support for vector-based drawing, custom textures, and comics-focused features), and EX (adding support for multi-page documents, book exporting, and 2D animation). Companion programs include Clip Studio (for managing and sharing digital assets distributed through the Clip Studio web site, managing licenses, and getting updates and support) and Clip Studio Modeler (for setting up 3D materials to use in Clip Studio Paint).

    Read more →
  • The Best Free AI Resume Builder for Beginners

    The Best Free AI Resume Builder for Beginners

    Curious about the best AI resume builder? An AI resume builder is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI resume builder slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

    Read more →
  • Top 10 AI Essay Writers Compared (2026)

    Top 10 AI Essay Writers Compared (2026)

    Curious about the best AI essay writer? An AI essay writer is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI essay writer slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

    Read more →
  • Corpus language

    Corpus language

    A corpus language is a language that has no living speakers but for which numerous records produced by its native speakers survive. Examples of corpus languages are Ancient Greek, Latin, the Egyptian language, Old English, Old Norse, Elamite, and Sanskrit. Some corpus languages, such as Ancient Greek and Latin, left very large corpora and therefore can be fully reconstructed, even though some details of pronunciation may be unclear. Such languages can be used even today, as is the case with Sanskrit and Latin. Other languages have such limited corpora that some important words—e.g., some pronouns—are lacking in the corpora. Examples of these are Ugaritic and Gothic. Languages attested only by a few words, often names, and a few phrases, are called Trümmersprache (literally "rubble languages") in German linguistics. These can be reconstructed only in a very limited way, and often their genetic relationship to other languages remains unclear. Examples are Dalmatian, Etruscan, also known as Rasenna, Dadanitic, a Semitic language that may be close to classical Arabic, Lombardic, Burgundian, Vandalic, and Oscan, Umbrian, and Faliscan, all Italic languages that were related to Latin. Corpus languages are studied using the methods of corpus linguistics, but corpus linguistics can also be used (and is commonly used) for the study of the writings and other records of living languages. Not all extinct languages are corpus languages, since there are many extinct languages in which few or no writings or other records survive, as is the case in the vast majority of languages that have ever existed.

    Read more →
  • Computer Graphics International

    Computer Graphics International

    Computer Graphics International (CGI) is one of the oldest annual international conferences on computer graphics. It is organized by the Computer Graphics Society (CGS). Researchers across the whole world are invited to share their experiences and novel achievements in various fields - like computer graphics and human-computer interaction. Former conferences have been held recently in Hong Kong (China), Geneva (Switzerland), Shanghai (China), Geneva (virtually), Calgary (Canada), Bintan (Indonesia) and Yokohama (Japan). == Awards == Starting in the year of 2013, CGI has given yearly a Best Paper Award and a Career Achievement Award. == Venues ==

    Read more →
  • AI Copywriting Tools: Free vs Paid (2026)

    AI Copywriting Tools: Free vs Paid (2026)

    Comparing the best AI copywriting tool? An AI copywriting tool is software that uses machine learning to help you get more done — it lowers the barrier so anyone can produce professional output. Privacy matters too: check whether your data trains the model and whether a no-log or enterprise tier is available. Whether you are a beginner or a pro, the right AI copywriting tool slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

    Read more →
  • AI Coding Assistants: Free vs Paid (2026)

    AI Coding Assistants: Free vs Paid (2026)

    In search of the best AI coding assistant? An AI coding assistant is software that uses machine learning to help you get more done — it turns a rough idea into a polished result in seconds. When choosing one, weigh output quality, pricing, export formats, and how well it fits the tools you already use. Whether you are a beginner or a pro, the right AI coding assistant slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

    Read more →
  • AI Content Generators: Free vs Paid (2026)

    AI Content Generators: Free vs Paid (2026)

    Shopping for the best AI content generator? An AI content generator is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI content generator slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

    Read more →
  • Kernel (image processing)

    Kernel (image processing)

    In image processing, a kernel, convolution matrix, or mask is a small matrix used for blurring, sharpening, embossing, edge detection, and more. This is accomplished by doing a convolution between the kernel and an image. Or more simply, when each pixel in the output image is a function of the nearby pixels (including itself) in the input image, the kernel is that function. == Details == The general expression of a convolution is g x , y = ω ∗ f x , y = ∑ i = − a a ∑ j = − b b ω i , j f x − i , y − j , {\displaystyle g_{x,y}=\omega f_{x,y}=\sum _{i=-a}^{a}{\sum _{j=-b}^{b}{\omega _{i,j}f_{x-i,y-j}}},} where g ( x , y ) {\displaystyle g(x,y)} is the filtered image, f ( x , y ) {\displaystyle f(x,y)} is the original image, ω {\displaystyle \omega } is the filter kernel. Every element of the filter kernel is considered by − a ≤ i ≤ a {\displaystyle -a\leq i\leq a} and − b ≤ j ≤ b {\displaystyle -b\leq j\leq b} . Depending on the element values, a kernel can cause a wide range of effects: The above are just a few examples of effects achievable by convolving kernels and images. === Origin === The origin is the position of the kernel which is above (conceptually) the current output pixel. This could be outside of the actual kernel, though usually it corresponds to one of the kernel elements. For a symmetric kernel, the origin is usually the center element. == Convolution == Convolution is the process of adding each element of the image to its local neighbors, weighted by the kernel. This is related to a form of mathematical convolution. The matrix operation being performed—convolution—is not traditional matrix multiplication, despite being similarly denoted by . For example, if we have two three-by-three matrices, the first a kernel, and the second an image piece, convolution is the process of flipping both the rows and columns of the kernel and multiplying locally similar entries and summing. The element at coordinates [2, 2] (that is, the central element) of the resulting image would be a weighted combination of all the entries of the image matrix, with weights given by the kernel: ( [ a b c d e f g h i ] ∗ [ 1 2 3 4 5 6 7 8 9 ] ) [ 2 , 2 ] = {\displaystyle \left({\begin{bmatrix}a&b&c\\d&e&f\\g&h&i\end{bmatrix}}{\begin{bmatrix}1&2&3\\4&5&6\\7&8&9\end{bmatrix}}\right)[2,2]=} ( i ⋅ 1 ) + ( h ⋅ 2 ) + ( g ⋅ 3 ) + ( f ⋅ 4 ) + ( e ⋅ 5 ) + ( d ⋅ 6 ) + ( c ⋅ 7 ) + ( b ⋅ 8 ) + ( a ⋅ 9 ) . {\displaystyle (i\cdot 1)+(h\cdot 2)+(g\cdot 3)+(f\cdot 4)+(e\cdot 5)+(d\cdot 6)+(c\cdot 7)+(b\cdot 8)+(a\cdot 9).} The other entries would be similarly weighted, where we position the center of the kernel on each of the boundary points of the image, and compute a weighted sum. The values of a given pixel in the output image are calculated by multiplying each kernel value by the corresponding input image pixel values. This can be described algorithmically with the following pseudo-code: for each image row in input image: for each pixel in image row: set accumulator to zero for each kernel row in kernel: for each element in kernel row: if element position corresponding to pixel position then multiply element value corresponding to pixel value add result to accumulator endif set output image pixel to accumulator corresponding input image pixels are found relative to the kernel's origin. If the kernel is symmetric then place the center (origin) of the kernel on the current pixel. The kernel will overlap the neighboring pixels around the origin. Each kernel element should be multiplied with the pixel value it overlaps with and all of the obtained values should be summed. This resultant sum will be the new value for the current pixel currently overlapped with the center of the kernel. If the kernel is not symmetric, it has to be flipped both around its horizontal and vertical axis before calculating the convolution as above. The general form for matrix convolution is [ x 11 x 12 ⋯ x 1 n x 21 x 22 ⋯ x 2 n ⋮ ⋮ ⋱ ⋮ x m 1 x m 2 ⋯ x m n ] ∗ [ y 11 y 12 ⋯ y 1 n y 21 y 22 ⋯ y 2 n ⋮ ⋮ ⋱ ⋮ y m 1 y m 2 ⋯ y m n ] = ∑ i = 0 m − 1 ∑ j = 0 n − 1 x ( m − i ) ( n − j ) y ( 1 + i ) ( 1 + j ) {\displaystyle {\begin{bmatrix}x_{11}&x_{12}&\cdots &x_{1n}\\x_{21}&x_{22}&\cdots &x_{2n}\\\vdots &\vdots &\ddots &\vdots \\x_{m1}&x_{m2}&\cdots &x_{mn}\\\end{bmatrix}}{\begin{bmatrix}y_{11}&y_{12}&\cdots &y_{1n}\\y_{21}&y_{22}&\cdots &y_{2n}\\\vdots &\vdots &\ddots &\vdots \\y_{m1}&y_{m2}&\cdots &y_{mn}\\\end{bmatrix}}=\sum _{i=0}^{m-1}\sum _{j=0}^{n-1}x_{(m-i)(n-j)}y_{(1+i)(1+j)}} === Edge handling === Kernel convolution usually requires values from pixels outside of the image boundaries. There are a variety of methods for handling image edges. Extend The nearest border pixels are conceptually extended as far as necessary to provide values for the convolution. Corner pixels are extended in 90° wedges. Other edge pixels are extended in lines. Wrap The image is conceptually wrapped (or tiled) and values are taken from the opposite edge or corner. Mirror The image is conceptually mirrored at the edges. For example, attempting to read a pixel 3 units outside an edge reads one 3 units inside the edge instead. Crop / Avoid overlap Any pixel in the output image which would require values from beyond the edge is skipped. This method can result in the output image being slightly smaller, with the edges having been cropped. Move kernel so that values from outside of image is never required. Machine learning mainly uses this approach. Example: Kernel size 10x10, image size 32x32, result image is 23x23. Kernel Crop Any pixel in the kernel that extends past the input image isn't used and the normalizing is adjusted to compensate. Constant Use constant value for pixels outside of image. Usually black or sometimes gray is used. Generally this depends on application. === Normalization === Normalization is defined as the division of each element in the kernel by the sum of all kernel elements, so that the sum of the elements of a normalized kernel is unity. This will ensure the average pixel in the modified image is as bright as the average pixel in the original image. === Optimization === Fast convolution algorithms include: separable convolution ==== Separable convolution ==== 2D convolution with an M × N kernel requires M × N multiplications for each sample (pixel). If the kernel is separable, then the computation can be reduced to M + N multiplications. Using separable convolutions can significantly decrease the computation by doing 1D convolution twice instead of one 2D convolution. === Implementation === Here a concrete convolution implementation done with the GLSL shading language :

    Read more →
  • Powerset construction

    Powerset construction

    In the theory of computation and automata theory, the powerset construction or subset construction is a standard method for converting a nondeterministic finite automaton (NFA) into a deterministic finite automaton (DFA) that recognizes the same formal language. It is important in theory because it establishes that NFAs, despite their additional flexibility, are unable to recognize any language that cannot be recognized by some DFA. It is also important in practice for converting easier-to-construct NFAs into more efficiently executable DFAs. However, if the NFA has n states, the resulting DFA may have up to 2n states, an exponentially larger number, which sometimes makes the construction impractical for large NFAs. The construction, sometimes called the Rabin–Scott powerset construction (or subset construction) to distinguish it from similar constructions for other types of automata, was first published by Michael O. Rabin and Dana Scott in 1959. == Intuition == To simulate the operation of a DFA on a given input string, one needs to keep track of a single state at any time: the state that the automaton will reach after seeing a prefix of the input. In contrast, to simulate an NFA, one needs to keep track of a set of states: all of the states that the automaton could reach after seeing the same prefix of the input, according to the nondeterministic choices made by the automaton. If, after a certain prefix of the input, a set S of states can be reached, then after the next input symbol x the set of reachable states is a deterministic function of S and x. Therefore, the sets of reachable NFA states play the same role in the NFA simulation as single DFA states play in the DFA simulation, and in fact the sets of NFA states appearing in this simulation may be re-interpreted as being states of a DFA. == Construction == The powerset construction applies most directly to an NFA that does not allow state transformations without consuming input symbols (aka: "ε-moves"). Such an automaton may be defined as a 5-tuple (Q, Σ, T, q0, F), in which Q is the set of states, Σ is the set of input symbols, T is the transition function (mapping a state and an input symbol to a set of states), q0 is the initial state, and F is the set of accepting states. The corresponding DFA has states corresponding to subsets of Q. The initial state of the DFA is {q0}, the (one-element) set of initial states. The transition function of the DFA maps a state S (representing a subset of Q) and an input symbol x to the set T(S,x) = ∪{T(q,x) | q ∈ S}, the set of all states that can be reached by an x-transition from a state in S. A state S of the DFA is an accepting state if and only if at least one member of S is an accepting state of the NFA. In the simplest version of the powerset construction, the set of all states of the DFA is the powerset of Q, the set of all possible subsets of Q. However, many states of the resulting DFA may be useless as they may be unreachable from the initial state. An alternative version of the construction creates only the states that are actually reachable. === NFA with ε-moves === For an NFA with ε-moves (also called an ε-NFA), the construction must be modified to deal with these by computing the ε-closure of states: the set of all states reachable from some given state using only ε-moves. Van Noord recognizes three possible ways of incorporating this closure computation in the powerset construction: Compute the ε-closure of the entire automaton as a preprocessing step, producing an equivalent NFA without ε-moves, then apply the regular powerset construction. This version, also discussed by Hopcroft and Ullman, is straightforward to implement, but impractical for automata with large numbers of ε-moves, as commonly arise in natural language processing application. During the powerset computation, compute the ε-closure { q ′ | q → ε ∗ q ′ } {\displaystyle \{q'~|~q\to _{\varepsilon }^{}q'\}} of each state q that is considered by the algorithm (and cache the result). During the powerset computation, compute the ε-closure { q ′ | ∃ q ∈ Q ′ , q → ε ∗ q ′ } {\displaystyle \{q'~|~\exists q\in Q',q\to _{\varepsilon }^{}q'\}} of each subset of states Q' that is considered by the algorithm, and add its elements to Q'. === Multiple initial states === If NFAs are defined to allow for multiple initial states, the initial state of the corresponding DFA is the set of all initial states of the NFA, or (if the NFA also has ε-moves) the set of all states reachable from initial states by ε-moves. == Example == The NFA below has four states; state 1 is initial, and states 3 and 4 are accepting. Its alphabet consists of the two symbols 0 and 1, and it has ε-moves. The initial state of the DFA constructed from this NFA is the set of all NFA states that are reachable from state 1 by ε-moves; that is, it is the set {1,2,3}. A transition from {1,2,3} by input symbol 0 must follow either the arrow from state 1 to state 2, or the arrow from state 3 to state 4. Additionally, neither state 2 nor state 4 have outgoing ε-moves. Therefore, T({1,2,3},0) = {2,4}, and by the same reasoning the full DFA constructed from the NFA is as shown below. As can be seen in this example, there are five states reachable from the start state of the DFA; the remaining 11 sets in the powerset of the set of NFA states are not reachable. == Complexity == Because the DFA states consist of sets of NFA states, an n-state NFA may be converted to a DFA with at most 2n states. For every n, there exist n-state NFAs such that every subset of states is reachable from the initial subset, so that the converted DFA has exactly 2n states, giving Θ(2n) worst-case time complexity. A simple example requiring nearly this many states is the language of strings over the alphabet {0,1} in which there are at least n characters, the nth from last of which is 1. It can be represented by an (n + 1)-state NFA, but it requires 2n DFA states, one for each n-character suffix of the input; cf. picture for n=4. == Applications == Brzozowski's algorithm for DFA minimization uses the powerset construction, twice. It converts the input DFA into an NFA for the reverse language, by reversing all its arrows and exchanging the roles of initial and accepting states, converts the NFA back into a DFA using the powerset construction, and then repeats its process. Its worst-case complexity is exponential, unlike some other known DFA minimization algorithms, but in many examples it performs more quickly than its worst-case complexity would suggest. Safra's construction, which converts a non-deterministic Büchi automaton with n states into a deterministic Muller automaton or into a deterministic Rabin automaton with 2O(n log n) states, uses the powerset construction as part of its machinery.

    Read more →
  • James F. Allen (computer scientist)

    James F. Allen (computer scientist)

    James Frederick Allen (born 1950) is an American computational linguist recognized for his contributions to temporal logic, in particular Allen's interval algebra. He is interested in knowledge representation, commonsense reasoning, and natural language understanding, believing that "deep language understanding can only currently be achieved by significant hand-engineering of semantically-rich formalisms coupled with statistical preferences". He is the John H. Dessaurer Professor of Computer Science at the University of Rochester. == Biography == Allen received his Ph.D. from the University of Toronto in 1979, under the supervision of C. Raymond Perrault, after which he joined the faculty at Rochester. At Rochester, he was department chair from 1987 to 1990, directed the Cognitive Science Program from 1992 to 1996, and co-directed the Center for the Sciences of Language from 1996 to 1998. He served as the Editor-in-Chief of Computational Linguistics from 1983–1993. Since 2006 he has also been associate director of the Florida Institute for Human and Machine Cognition. == Academic life == === TRIPS project === The TRIPS project is a long-term research to build generic technology for dialogue (both spoken and 'chat') systems, which includes natural language processing, collaborative problem solving, and dynamic context-sensitive language modeling. This is contrast with the data driven approaches by machine learning, which requires to collect and annotate corpora, i.e. training data, firstly. === PLOW agent === PLOW agent is a system that learns executable task models from a single collaborative learning session, which integrates wide AI technologies including deep natural language understanding, knowledge representation and reasoning, dialogue systems, planning/agent-based systems, and machine learning. This paper won the outstanding paper award at AAAI in 2007. == Selected works == === Books === Allen is the author of the textbook Natural Language Understanding (Benjamin-Cummings, 1987; 2nd ed., 1995). He is also the co-author with Henry Kautz, Richard Pelavin, and Josh Tenenberg of Reasoning About Plans (Morgan Kaufmann, 1991). === Articles === 2007. PLOW: A Collaborative Task Learning Agent. (with Nathanael Chambers et al) AAAI'07 won the outstanding paper award at AAAI in 2007. 2006. Chester: Towards a Personal Medication Advisor. (with N. Blaylock, et al) Biomedical informatics 39(5) 1998. TRIPS: An Integrated Intelligent Problem-Solving Assistant. (with George Ferguson) AAAI'98 1983. Maintaining Knowledge about Temporal Intervals. CACM 26, 11, 832-843 == Awards and honors == In 1991 he was elected as a fellow of the Association for the Advancement of Artificial Intelligence (1990, founding fellow). In 1992 he became the Dessaurer Professor at Rochester.

    Read more →