AI Art Video

AI Art Video — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Syman

    Syman

    SYMAN is an artificial intelligence technology that uses data from social media profiles to identify trends in the job market. SYMAN is designed to organize actionable data for products and services including recruiting, human capital management, CRM, and marketing. SYMAN was developed with a $21 million series B financing round secured by Identified, which was led by VantagePoint Capital Partners and Capricorn Investment Group.

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  • Distributed transaction

    Distributed transaction

    A distributed transaction operates within a distributed environment, typically involving multiple nodes across a network depending on the location of the data. A key aspect of distributed transactions is atomicity, which ensures that the transaction is completed in its entirety or not executed at all. It's essential to note that distributed transactions are not limited to databases. The Open Group, a vendor consortium, proposed the X/Open Distributed Transaction Processing Model (X/Open XA), which became a de facto standard for the behavior of transaction model components. Databases are common transactional resources and, often, transactions span a couple of such databases. In this case, a distributed transaction can be seen as a database transaction that must be synchronized (or provide ACID properties) among multiple participating databases which are distributed among different physical locations. The isolation property (the I of ACID) poses a special challenge for multi database transactions, since the (global) serializability property could be violated, even if each database provides it (see also global serializability). In practice most commercial database systems use strong strict two-phase locking (SS2PL) for concurrency control, which ensures global serializability, if all the participating databases employ it. A common algorithm for ensuring correct completion of a distributed transaction is the two-phase commit (2PC). This algorithm is usually applied for updates able to commit in a short period of time, ranging from couple of milliseconds to couple of minutes. There are also long-lived distributed transactions, for example a transaction to book a trip, which consists of booking a flight, a rental car and a hotel. Since booking the flight might take up to a day to get a confirmation, two-phase commit is not applicable here, it will lock the resources for this long. In this case more sophisticated techniques that involve multiple undo levels are used. The way you can undo the hotel booking by calling a desk and cancelling the reservation, a system can be designed to undo certain operations (unless they are irreversibly finished). In practice, long-lived distributed transactions are implemented in systems based on web services. Usually these transactions utilize principles of compensating transactions, Optimism and Isolation Without Locking. The X/Open standard does not cover long-lived distributed transactions. Several technologies, including Jakarta Enterprise Beans and Microsoft Transaction Server fully support distributed transaction standards. == Synchronization == In event-driven architectures, distributed transactions can be synchronized through using request–response paradigm and it can be implemented in two ways: Creating two separate queues: one for requests and the other for replies. The event producer must wait until it receives the response. Creating one dedicated ephemeral queue for each request.

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  • Algorithm

    Algorithm

    In mathematics and computer science, an algorithm ( ) is a finite sequence of mathematically rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning). In contrast, a heuristic is an approach to solving problems without well-defined correct or optimal results. For example, although social media recommender systems are commonly called "algorithms", they actually rely on heuristics as there is no truly "correct" recommendation. As an effective method, an algorithm can be expressed within a finite amount of space and time and in a well-defined formal language for calculating a function. Starting from an initial state and input, a computation occurs at each step, eventually producing output and terminating. The transition between states can be non-deterministic; randomized algorithms incorporate random input. == Etymology == Around 825 AD, Persian scientist and polymath Muḥammad ibn Mūsā al-Khwārizmī wrote kitāb al-ḥisāb al-hindī ("Book of Indian computation") and kitab al-jam' wa'l-tafriq al-ḥisāb al-hindī ("Addition and subtraction in Indian arithmetic"). In the early 12th century, Latin translations of these texts involving the Hindu–Arabic numeral system and arithmetic appeared, for example Liber Alghoarismi de practica arismetrice, attributed to John of Seville, and Liber Algoritmi de numero Indorum, attributed to Adelard of Bath. Here, alghoarismi or algoritmi is the Latinization of Al-Khwarizmi's name; the text starts with the phrase Dixit Algoritmi, or "Thus spoke Al-Khwarizmi". The word algorism in English came to mean the use of place-value notation in calculations; it occurs in the Ancrene Wisse from circa 1225. By the time Geoffrey Chaucer wrote The Canterbury Tales in the late 14th century, he used a variant of the same word in describing augrym stones, stones used for place-value calculation. In the 15th century, under the influence of the Greek word ἀριθμός (arithmos, "number"; cf. "arithmetic"), the Latin word was altered to algorithmus. By 1596, this form of the word was used in English, as algorithm, by Thomas Hood. == Definition == One informal definition is "a set of rules that precisely defines a sequence of operations", which would include all computer programs, and any bureaucratic procedure or cook-book recipe. In general, a program is an algorithm only if it stops eventually. Formally, algorithm is an explicit set of instructions to produce an output, that can be followed by a computer or a human performing specific operations on symbols.. == History == === Ancient algorithms === Step-by-step procedures for solving mathematical problems have been recorded since antiquity. This includes in Babylonian mathematics (around 2500 BC), Egyptian mathematics (around 1550 BC), Indian mathematics (around 800 BC and later), the Ifa Oracle (around 500 BC), Greek mathematics (around 240 BC), Chinese mathematics (around 200 BC and later), and Arabic mathematics (around 800 AD). The earliest evidence of algorithms is found in ancient Mesopotamian mathematics. A Sumerian clay tablet found in Shuruppak near Baghdad and dated to c. 2500 BC describes the earliest division algorithm. During the Hammurabi dynasty c. 1800 – c. 1600 BC, Babylonian clay tablets described algorithms for computing formulas. Algorithms were also used in Babylonian astronomy. Babylonian clay tablets describe and employ algorithmic procedures to compute the time and place of significant astronomical events. Algorithms for arithmetic are also found in ancient Egyptian mathematics, dating back to the Rhind Mathematical Papyrus c. 1550 BC. Algorithms were later used in ancient Hellenistic mathematics. Two examples are the Sieve of Eratosthenes, which was described in the Introduction to Arithmetic by Nicomachus, and the Euclidean algorithm, which was first described in Euclid's Elements (c. 300 BC).Examples of ancient Indian mathematics included the Shulba Sutras, the Kerala School, and the Brāhmasphuṭasiddhānta. In the 9th century, Muḥammad ibn Mūsā al-Khwārizmī revolutionized the field by establishing the algorithm as a systematic, finite sequence of logical steps to solve mathematical problems. In his influential work, The Compendious Book on Calculation by Completion and Balancing, he moved beyond specific numerical solutions to introduce general procedures for algebraic reduction and balancing. This transformed mathematics into a 'mechanical' process of well-defined rules—a fundamental shift that laid the groundwork for modern algorithmic theory. The Latin translation of his arithmetic treatise, titled Algoritmi de numero Indorum, led to the term algorithm being derived from the Latinization of his name, Algoritmi, specifically to describe this new rule-based approach to mathematics. The first cryptographic algorithm for deciphering encrypted code was developed by Al-Kindi, a 9th-century Arab mathematician, in A Manuscript On Deciphering Cryptographic Messages. He gave the first description of cryptanalysis by frequency analysis, the earliest codebreaking algorithm. === Computers === ==== Weight-driven clocks ==== Weight-driven clocks were a key European invention in Middle Ages, specifically the verge escapement mechanism producing the tick of mechanical clocks. Accurate automatic machines led to mechanical automata in the 13th century and computational machines—the difference and analytical engines of Charles Babbage and Ada Lovelace in the mid-19th century. Lovelace designed the first algorithm intended for a computer, Babbage's analytical engine, the first real Turing-complete computer, more than the mechanical calculators of the time. Although the full implementation of Babbage's second device was only built decades after her lifetime, Lovelace has been called "history's first programmer". ==== Electromechanical relay ==== The Jacquard loom, a precursor to punch cards, and telephone switching machines led to the development of the first computers. By the mid-19th century, the telegraph, was in use throughout the world. By the late 19th century, ticker tape (c. 1870s) and punch cards (c. 1890) were developed. Then came the teleprinter (c. 1910) with its punched-paper use of Baudot code on tape. Telephone-switching networks of electromechanical relays were invented in 1835. These led to the invention of the digital adding device by George Stibitz in 1937. While working in Bell Laboratories, he observed the "burdensome" use of mechanical calculators with gears, prompting him to experiment create an experimental digital adder at home. === Formalization === In 1928, a partial formalization of the modern concept of algorithms began with attempts to solve David Hilbert's Entscheidungsproblem (decision problem). Later formalizations were framed as attempts to define "effective calculability" or "effective method". Those formalizations included the Gödel–Herbrand–Kleene recursive functions of 1930, 1934 and 1935, Alonzo Church's lambda calculus of 1936, Emil Post's Formulation 1 of 1936, and Alan Turing's Turing machines of 1936–37 and 1939. === Modern Algorithms === For decades, it was assumed that algorithm evolution progresses from heuristics to formal algorithms. A Symbolic integration provides a classic illustration. In 1961, James Slagle’s program SAINT used heuristics to solve 52 of 54 freshman calculus exercises from an MIT textbook (≈96%). In 1967, Larry Moses’s SIN refined the heuristics and achieved 100% success, though it remained heuristic. Finally, in 1969, Robert Risch introduced the Risch Algorithm with formal guarantees. This trajectory defined the traditional path: heuristics evolving until a definitive, guaranteed algorithm emerged. However, the rise of transformer-based AI has inverted this sequence — classical algorithms are now being displaced by heuristics once again. Algorithms have evolved and improved in many ways as time goes on. Common uses of algorithms today include social media apps like Instagram and YouTube. Algorithms are used as a way to analyze what people like and push more of those things to the people who interact with them. Quantum computing uses quantum algorithm procedures to solve problems faster. More recently, in 2024, NIST updated their post-quantum encryption standards, which includes new encryption algorithms to enhance defenses against attacks using quantum computing. == Representations == Algorithms can be expressed in many kinds of notation, including natural languages, pseudocode, flowcharts, drakon-charts, programming languages or control tables. Natural language expressions of algorithms tend to be verbose and ambiguous and are rarely used for complex or technical algor

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  • Information literacy

    Information literacy

    The Association of College and Research Libraries defines information literacy as a "set of integrated abilities encompassing the reflective discovery of information, the understanding of how information is produced and valued and the use of information in creating new knowledge and participating ethically in communities of learning". In the United Kingdom, the Chartered Institute of Library and Information Professionals' definition also makes reference to knowing both "when" and "why" information is needed. The 1989 American Library Association (ALA) Presidential Committee on Information Literacy formally defined information literacy (IL) as attributes of an individual, stating that "to be information literate, a person must be able to recognize when information is needed and have the ability to locate, evaluate and use effectively the needed information". In 1990, academic Lori Arp published a paper asking, "Are information literacy instruction and bibliographic instruction the same?" Arp argued that neither term was particularly well defined by theoreticians or practitioners in the field. Further studies were needed to lessen the confusion and continue to articulate the parameters of the question. The Alexandria Proclamation of 2005 defined the term as a human rights issue: "Information literacy empowers people in all walks of life to seek, evaluate, use and create information effectively to achieve their personal, social, occupational and educational goals. It is a basic human right in a digital world and promotes social inclusion in all nations." The United States National Forum on Information Literacy defined information literacy as "the ability to know when there is a need for information, to be able to identify, locate, evaluate, and effectively use that information for the issue or problem at hand." Meanwhile, in the UK, the library professional body CILIP, define information literacy as "the ability to think critically and make balanced judgements about any information we find and use. It empowers us as citizens to develop informed views and to engage fully with society." A number of other efforts have been made to better define the concept and its relationship to other skills and forms of literacy. Other pedagogical outcomes related to information literacy include traditional literacy, computer literacy, research skills and critical thinking skills. Information literacy as a sub-discipline is an emerging topic of interest and counter measure among educators and librarians with the prevalence of misinformation, fake news, and disinformation. Scholars have argued that in order to maximize people's contributions to a democratic and pluralistic society, educators should be challenging governments and the business sector to support and fund educational initiatives in information literacy. == History == The phrase "information literacy" first appeared in print in a 1974 report written on behalf of the National Commission on Libraries and Information Science by Paul G. Zurkowski, who was at the time president of the Information Industry Association (now the Software and Information Industry Association). Zurkowski used the phrase to describe the "techniques and skills" learned by the information literate "for utilizing the wide range of information tools as well as primary sources in molding information solutions to their problems" and drew a relatively firm line between the "literates" and "information illiterates." The concept of information literacy appeared again in a 1976 paper by Lee Burchina presented at the Texas A&M University library's symposium. Burchina identified a set of skills needed to locate and use information for problem solving and decision making. In another 1976 article in Library Journal, M.R. Owens applied the concept to political information literacy and civic responsibility, stating, "All [people] are created equal but voters with information resources are in a position to make more intelligent decisions than citizens who are information illiterates. The application of information resources to the process of decision-making to fulfill civic responsibilities is a vital necessity." In a literature review published in an academic journal in 2020, Oral Roberts University professor Angela Sample cites several conceptual waves of information literacy definitions as defining information as a way of thinking, a set of skills, and a social practice. The introduction of these concepts led to the adoption of a mechanism called metaliteracy and the creation of threshold concepts and knowledge dispositions, which led to the creation of the ALA's Information Literacy Framework. The American Library Association's Presidential Committee on Information Literacy released a report on January 10, 1989. Titled as the Presidential Committee on Information Literacy: Final Report, the article outlines the importance of information literacy, opportunities to develop it, and the idea of an Information Age School. The recommendations of the Committee led to establishment of the National Forum on Information Literacy, a coalition of more than 90 national and international organizations. In 1998, the American Association of School Librarians and the Association for Educational Communications and Technology published Information Power: Building Partnerships for Learning, which further established specific goals for information literacy education, defining some nine standards in the categories of "information literacy," "independent learning," and "social responsibility." Also in 1998, the Presidential Committee on Information Literacy updated its final report. The report outlined six recommendations from the original report, and examined areas of challenge and progress. In 1999, the Society of College, National and University Libraries (SCONUL) in the UK published The Seven Pillars of Information Literacy to model the relationship between information skills and IT skills, and the idea of the progression of information literacy into the curriculum of higher education. In 2003, the National Forum on Information Literacy, along with UNESCO and the National Commission on Libraries and Information Science, sponsored an international conference in Prague. Representatives from twenty-three countries gathered to discuss the importance of information literacy in a global context. The resulting Prague Declaration described information literacy as a "key to social, cultural, and economic development of nations and communities, institutions and individuals in the 21st century" and declared its acquisition as "part of the basic human right of lifelong learning". In the United States specifically, information literacy was prioritized in 2009 during President Barack Obama's first term. In effort to stress the value information literacy has on everyday communication, he designated October as National Information Literacy Awareness Month in his released proclamation. In 2015, the Association of College and Research Libraries (ACRL) adopted the Framework for Information Literacy for Higher Education, which defines information literacy as "the set of integrated abilities encompassing the reflective discovery of information, the understanding of how information is produced and valued, and the use of information in creating new knowledge and participating ethically in communities of learning".Association of College and Research Libraries (2015-02-09). "Framework for Information Literacy for Higher Education". Association of College and Research Libraries. American Library Association. Retrieved 2026-02-17. == Presidential Committee on Information Literacy == The American Library Association's Presidential Committee on Information Literacy defined information literacy as the ability "to recognize when information is needed and have the ability to locate, evaluate, and use effectively the needed information" and highlighted information literacy as a skill essential for lifelong learning and the production of an informed and prosperous citizenry. The committee outlined six principal recommendations. Included were recommendations like "Reconsider the ways we have organized information institutionally, structured information access, and defined information's role in our lives at home in the community, and in the work place"; to promote "public awareness of the problems created by information illiteracy"; to develop a national research agenda related to information and its use; to ensure the existence of "a climate conducive to students' becoming information literate"; to include information literacy concerns in teacher education democracy. In the updated report, the committee ended with an invitation, asking the National Forum and regular citizens to recognize that "the result of these combined efforts will be a citizenry which is made up of effective lifelong learners who can always find the information needed for the issue or decision at hand. This new

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  • Machine learning in video games

    Machine learning in video games

    Artificial intelligence and machine learning techniques are used in video games for a wide variety of applications such as non-player character (NPC) control, procedural content generation (PCG) and deep learning-based content generation. Machine learning is a subset of artificial intelligence that uses historical data to build predictive and analytical models. This is in sharp contrast to traditional methods of artificial intelligence such as search trees and expert systems. Information on machine learning techniques in the field of games is mostly known to public through research projects as most gaming companies choose not to publish specific information about their intellectual property. The most publicly known application of machine learning in games is likely the use of deep learning agents that compete with professional human players in complex strategy games. There has been a significant application of machine learning on games such as Atari/ALE, Doom, Minecraft, StarCraft, and car racing. Other games that did not originally exists as video games, such as chess and Go have also been affected by the machine learning. == Overview of relevant machine learning techniques == === Deep learning === Deep learning is a subset of machine learning which focuses heavily on the use of artificial neural networks (ANN) that learn to solve complex tasks. Deep learning uses multiple layers of ANN and other techniques to progressively extract information from an input. Due to this complex layered approach, deep learning models often require powerful machines to train and run on. ==== Convolutional neural networks ==== Convolutional neural networks (CNN) are specialized ANNs that are often used to analyze image data. These types of networks are able to learn translation invariant patterns, which are patterns that are not dependent on location. CNNs are able to learn these patterns in a hierarchy, meaning that earlier convolutional layers will learn smaller local patterns while later layers will learn larger patterns based on the previous patterns. A CNN's ability to learn visual data has made it a commonly used tool for deep learning in games. === Recurrent neural network === Recurrent neural networks are a type of ANN that are designed to process sequences of data in order, one part at a time rather than all at once. An RNN runs over each part of a sequence, using the current part of the sequence along with memory of previous parts of the current sequence to produce an output. These types of ANN are highly effective at tasks such as speech recognition and other problems that depend heavily on temporal order. There are several types of RNNs with different internal configurations; the basic implementation suffers from a lack of long term memory due to the vanishing gradient problem, thus it is rarely used over newer implementations. ==== Long short-term memory ==== A long short-term memory (LSTM) network is a specific implementation of a RNN that is designed to deal with the vanishing gradient problem seen in simple RNNs, which would lead to them gradually "forgetting" about previous parts of an inputted sequence when calculating the output of a current part. LSTMs solve this problem with the addition of an elaborate system that uses an additional input/output to keep track of long term data. LSTMs have achieved very strong results across various fields, and were used by several monumental deep learning agents in games. === Reinforcement learning === Reinforcement learning is the process of training an agent using rewards and/or punishments. The way an agent is rewarded or punished depends heavily on the problem; such as giving an agent a positive reward for winning a game or a negative one for losing. Reinforcement learning is used heavily in the field of machine learning and can be seen in methods such as Q-learning, policy search, Deep Q-networks and others. It has seen strong performance in both the field of games and robotics. === Neuroevolution === Neuroevolution involves the use of both neural networks and evolutionary algorithms. Instead of using gradient descent like most neural networks, neuroevolution models make use of evolutionary algorithms to update neurons in the network. Researchers claim that this process is less likely to get stuck in a local minimum and is potentially faster than state of the art deep learning techniques. == Deep learning agents == Machine learning agents have been used to take the place of a human player rather than function as NPCs, which are deliberately added into video games as part of designed gameplay. Deep learning agents have achieved impressive results when used in competition with both humans and other artificial intelligence agents. === Chess === Chess is a turn-based strategy game that is considered a difficult AI problem due to the computational complexity of its board space. Similar strategy games are often solved with some form of a Minimax Tree Search. These types of AI agents have been known to beat professional human players, such as the historic 1997 Deep Blue versus Garry Kasparov match. Since then, machine learning agents have shown ever greater success than previous AI agents. === Go === Go is another turn-based strategy game which is considered an even more difficult AI problem than chess. The state space of is Go is around 10^170 possible board states compared to the 10^120 board states for Chess. Prior to recent deep learning models, AI Go agents were only able to play at the level of a human amateur. ==== AlphaGo ==== Google's 2015 AlphaGo was the first AI agent to beat a professional Go player. AlphaGo used a deep learning model to train the weights of a Monte Carlo tree search (MCTS). The deep learning model consisted of 2 ANN, a policy network to predict the probabilities of potential moves by opponents, and a value network to predict the win chance of a given state. The deep learning model allows the agent to explore potential game states more efficiently than a vanilla MCTS. The network were initially trained on games of humans players and then were further trained by games against itself. ==== AlphaGo Zero ==== AlphaGo Zero, another implementation of AlphaGo, was able to train entirely by playing against itself. It was able to quickly train up to the capabilities of the previous agent. === StarCraft series === StarCraft and its sequel StarCraft II are real-time strategy (RTS) video games that have become popular environments for AI research. Blizzard and DeepMind have worked together to release a public StarCraft 2 environment for AI research to be done on. Various deep learning methods have been tested on both games, though most agents usually have trouble outperforming the default AI with cheats enabled or skilled players of the game. ==== Alphastar ==== Alphastar was the first AI agent to beat professional StarCraft 2 players without any in-game advantages. The deep learning network of the agent initially received input from a simplified zoomed out version of the gamestate, but was later updated to play using a camera like other human players. The developers have not publicly released the code or architecture of their model, but have listed several state of the art machine learning techniques such as relational deep reinforcement learning, long short-term memory, auto-regressive policy heads, pointer networks, and centralized value baseline. Alphastar was initially trained with supervised learning, it watched replays of many human games in order to learn basic strategies. It then trained against different versions of itself and was improved through reinforcement learning. The final version was hugely successful, but only trained to play on a specific map in a protoss mirror matchup. === Dota 2 === Dota 2 is a multiplayer online battle arena (MOBA) game. Like other complex games, traditional AI agents have not been able to compete on the same level as professional human player. The only widely published information on AI agents attempted on Dota 2 is OpenAI's deep learning Five agent. ==== OpenAI Five ==== OpenAI Five utilized separate long short-term memory networks to learn each hero. It trained using a reinforcement learning technique known as Proximal Policy Learning running on a system containing 256 GPUs and 128,000 CPU cores. Five trained for months, accumulating 180 years of game experience each day, before facing off with professional players. It was eventually able to beat the 2018 Dota 2 esports champion team in a 2019 series of games. === Planetary Annihilation === Planetary Annihilation is a real-time strategy game which focuses on massive scale war. The developers use ANNs in their default AI agent. === Supreme Commander 2 === Supreme Commander 2 is a real-time strategy (RTS) video game. The game uses Multilayer Perceptrons (MLPs) to control a platoon’s reaction to encountered enemy units. Total of four MLPs are used, one for each platoon type: land, naval

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  • Algorithmic transparency

    Algorithmic transparency

    Algorithmic transparency is the principle that the factors that influence the decisions made by algorithms should be visible, or transparent, to the people who use, regulate, and are affected by systems that employ those algorithms. Although the phrase was coined in 2016 by Nicholas Diakopoulos and Michael Koliska about the role of algorithms in deciding the content of digital journalism services, the underlying principle dates back to the 1970s and the rise of automated systems for scoring consumer credit. The phrases "algorithmic transparency" and "algorithmic accountability" are sometimes used interchangeably – especially since they were coined by the same people – but they have subtly different meanings. Specifically, "algorithmic transparency" states that the inputs to the algorithm and the algorithm's use itself must be known, but they need not be fair. "Algorithmic accountability" implies that the organizations that use algorithms must be accountable for the decisions made by those algorithms, even though the decisions are being made by a machine, and not by a human being. Current research around algorithmic transparency interested in both societal effects of accessing remote services running algorithms, as well as mathematical and computer science approaches that can be used to achieve algorithmic transparency. In the United States, the Federal Trade Commission's Bureau of Consumer Protection studies how algorithms are used by consumers by conducting its own research on algorithmic transparency and by funding external research. In the European Union, the data protection laws that came into effect in May 2018 include a "right to explanation" of decisions made by algorithms, though it is unclear what this means. Furthermore, the European Union founded The European Center for Algorithmic Transparency (ECAT).

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  • Chinese speech synthesis

    Chinese speech synthesis

    Chinese speech synthesis is the application of speech synthesis to the Chinese language (usually Standard Chinese). It poses additional difficulties due to Chinese characters frequently having different pronunciations in different contexts and the complex prosody, which is essential to convey the meaning of words, and sometimes the difficulty in obtaining agreement among native speakers concerning what the correct pronunciation is of certain phonemes. == Concatenation (Ekho and KeyTip) == Recordings can be concatenated in any desired combination, but the joins sound forced (as is usual for simple concatenation-based speech synthesis) and this can severely affect prosody; these synthesizers are also inflexible in terms of speed and expression. However, because these synthesizers do not rely on a corpus, there is no noticeable degradation in performance when they are given more unusual or awkward phrases. Ekho is an open source TTS which simply concatenates sampled syllables. It currently supports Cantonese, Mandarin, and experimentally Korean. Some of the Mandarin syllables have been pitched-normalised in Praat. A modified version of these is used in Gradint's "synthesis from partials". cjkware.com used to ship a product called KeyTip Putonghua Reader which worked similarly; it contained 120 Megabytes of sound recordings (GSM-compressed to 40 Megabytes in the evaluation version), comprising 10,000 multi-syllable dictionary words plus single-syllable recordings in 6 different prosodies (4 tones, neutral tone, and an extra third-tone recording for use at the end of a phrase). == Lightweight synthesizers (eSpeak and Yuet) == The lightweight open-source speech project eSpeak, which has its own approach to synthesis, has experimented with Mandarin and Cantonese. eSpeak was used by Google Translate from May 2010 until December 2010. The commercial product "Yuet" is also lightweight (it is intended to be suitable for resource-constrained environments like embedded systems); it was written from scratch in ANSI C starting from 2013. Yuet claims a built-in NLP model that does not require a separate dictionary; the speech synthesised by the engine claims clear word boundaries and emphasis on appropriate words. Communication with its author is required to obtain a copy. Both eSpeak and Yuet can synthesis speech for Cantonese and Mandarin from the same input text, and can output the corresponding romanisation (for Cantonese, Yuet uses Yale and eSpeak uses Jyutping; both use Pinyin for Mandarin). eSpeak does not concern itself with word boundaries when these don't change the question of which syllable should be spoken. == Corpus-based == A "corpus-based" approach can sound very natural in most cases but can err in dealing with unusual phrases if they can't be matched with the corpus. The synthesiser engine is typically very large (hundreds or even thousands of megabytes) due to the size of the corpus. === iFlyTek === Anhui USTC iFlyTek Co., Ltd (iFlyTek) published a W3C paper in which they adapted Speech Synthesis Markup Language to produce a mark-up language called Chinese Speech Synthesis Markup Language (CSSML) which can include additional markup to clarify the pronunciation of characters and to add some prosody information. The amount of data involved is not disclosed by iFlyTek but can be seen from the commercial products that iFlyTek have licensed their technology to; for example, Bider's SpeechPlus is a 1.3 Gigabyte download, 1.2 Gigabytes of which is used for the highly compressed data for a single Chinese voice. iFlyTek's synthesiser can also synthesise mixed Chinese and English text with the same voice (e.g. Chinese sentences containing some English words); they claim their English synthesis to be "average". The iFlyTek corpus appears to be heavily dependent on Chinese characters, and it is not possible to synthesize from pinyin alone. It is sometimes possible by means of CSSML to add pinyin to the characters to disambiguate between multiple possible pronunciations, but this does not always work. === NeoSpeech === There is an online interactive demonstration for NeoSpeech speech synthesis, which accepts Chinese characters and also pinyin if it's enclosed in their proprietary "VTML" markup. === Mac OS === Mac OS had Chinese speech synthesizers available up to version 9. This was removed in 10.0 and reinstated in 10.7 (Lion). === Historical corpus-based synthesizers (no longer available) === A corpus-based approach was taken by Tsinghua University in SinoSonic, with the Harbin dialect voice data taking 800 Megabytes. This was planned to be offered as a download but the link was never activated. Nowadays, only references to it can be found on Internet Archive. Bell Labs' approach, which was demonstrated online in 1997 but subsequently removed, was described in a monograph "Multilingual Text-to-Speech Synthesis: The Bell Labs Approach" (Springer, October 31, 1997, ISBN 978-0-7923-8027-6), and the former employee who was responsible for the project, Chilin Shih (who subsequently worked at the University of Illinois) put some notes about her methods on her website.

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  • Algorithmic Puzzles

    Algorithmic Puzzles

    Algorithmic Puzzles is a book of puzzles based on computational thinking. It was written by computer scientists Anany and Maria Levitin, and published in 2011 by Oxford University Press. == Topics == The book begins with a "tutorial" introducing classical algorithm design techniques including backtracking, divide-and-conquer algorithms, and dynamic programming, methods for the analysis of algorithms, and their application in example puzzles. The puzzles themselves are grouped into three sets of 50 puzzles, in increasing order of difficulty. A final two chapters provide brief hints and more detailed solutions to the puzzles, with the solutions forming the majority of pages of the book. Some of the puzzles are well known classics, some are variations of known puzzles making them more algorithmic, and some are new. They include: Puzzles involving chessboards, including the eight queens puzzle, knight's tours, and the mutilated chessboard problem Balance puzzles River crossing puzzles The Tower of Hanoi Finding the missing element in a data stream The geometric median problem for Manhattan distance == Audience and reception == The puzzles in the book cover a wide range of difficulty, and in general do not require more than a high school level of mathematical background. William Gasarch notes that grouping the puzzles only by their difficulty and not by their themes is actually an advantage, as it provides readers with fewer clues about their solutions. Reviewer Narayanan Narayanan recommends the book to any puzzle aficionado, or to anyone who wants to develop their powers of algorithmic thinking. Reviewer Martin Griffiths suggests another group of readers, schoolteachers and university instructors in search of examples to illustrate the power of algorithmic thinking. Gasarch recommends the book to any computer scientist, evaluating it as "a delight".

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  • Texture filtering

    Texture filtering

    In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (ie. pixels of the texture). Filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the chosen filter algorithm, the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. Depending on the circumstances, filtering can be performed in software (such as a software rendering package) or in hardware, eg. with either real time or GPU accelerated rendering circuits, or in a mixture of both. For most common interactive graphical applications, modern texture filtering is performed by dedicated hardware which optimizes memory access through memory cacheing and pre-fetch, and implements a selection of algorithms available to the user and developer. There are two main categories of texture filtering: magnification filtering and minification filtering. Depending on the situation, texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA) where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification). There are many methods of texture filtering, which make different trade-offs between computational complexity, memory bandwidth and image quality. == The need for filtering == During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates, which are used to provide a position within a texture. Such a position may not lie perfectly on the "pixel grid," necessitating some function to account for these cases. In other words, since the textured surface may be at an arbitrary distance and orientation relative to the viewer, one pixel does not usually correspond directly to one texel. Some form of filtering has to be applied to determine the best color for the pixel. Insufficient or incorrect filtering will show up in the image as artifacts (errors in the image), such as 'blockiness', jaggies, or shimmering. There can be different types of correspondence between a pixel and the texel/texels it represents on the screen. These depend on the position of the textured surface relative to the viewer, and different forms of filtering are needed in each case. Given a square texture mapped on to a square surface in the world, at some viewing distance the size of one screen pixel is exactly the same as one texel. Closer than that, the texels are larger than screen pixels, and need to be scaled up appropriately — a process known as texture magnification. Farther away, each texel is smaller than a pixel, and so one pixel covers multiple texels. In this case an appropriate color has to be picked based on the covered texels, via texture minification. Graphics APIs such as OpenGL allow the programmer to set different choices for minification and magnification filters. Note that even in the case where the pixels and texels are exactly the same size, one pixel will not necessarily match up exactly to one texel. It may be misaligned or rotated, and cover parts of up to four neighboring texels. Hence some form of filtering is still required. == Mipmapping == Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed. During texture magnification, the number of texels that need to be looked up for any pixel is always four or fewer; during minification, however, as the textured polygon moves farther away potentially the entire texture might fall into a single pixel. This would necessitate reading all of its texels and combining their values to correctly determine the pixel color, a prohibitively expensive operation. Mipmapping avoids this by prefiltering the texture and storing it in smaller sizes down to a single pixel. As the textured surface moves farther away, the texture being applied switches to the prefiltered smaller size. Different sizes of the mipmap are referred to as 'levels', with Level 0 being the largest size (used closest to the viewer), and increasing levels used at increasing distances. == Filtering methods == This section lists the most common texture filtering methods, in increasing order of computational cost and image quality. === Nearest-neighbor interpolation === Nearest-neighbor interpolation is the simplest and crudest filtering method — it simply uses the color of the texel closest to the pixel center for the pixel color. While simple, this results in a large number of artifacts - texture 'blockiness' during magnification, and aliasing and shimmering during minification. This method is fast during magnification but during minification the stride through memory becomes arbitrarily large and it can often be less efficient than MIP-mapping due to the lack of spatially coherent texture access and cache-line reuse. === Nearest-neighbor with mipmapping === This method still uses nearest neighbor interpolation, but adds mipmapping — first the nearest mipmap level is chosen according to distance, then the nearest texel center is sampled to get the pixel color. This reduces the aliasing and shimmering significantly during minification but does not eliminate it entirely. In doing so it improves texture memory access and cache-line reuse through avoiding arbitrarily large access strides through texture memory during rasterization. This does not help with blockiness during magnification as each magnified texel will still appear as a large rectangle. === Linear mipmap filtering === Less commonly used, OpenGL and other APIs support nearest-neighbor sampling from individual mipmaps whilst linearly interpolating the two nearest mipmaps relevant to the sample. === Bilinear filtering === In Bilinear filtering, the four nearest texels to the pixel center are sampled (at the closest mipmap level), and their colors are combined by weighted average according to distance. This removes the 'blockiness' seen during magnification, as there is now a smooth gradient of color change from one texel to the next, instead of an abrupt jump as the pixel center crosses the texel boundary. Bilinear filtering for magnification filtering is common. When used for minification it is often used with mipmapping; though it can be used without, it would suffer the same aliasing and shimmering problems as nearest-neighbor filtering when minified too much. For modest minification ratios, however, it can be used as an inexpensive hardware accelerated weighted texture supersample. The Nintendo 64 used an unusual version of bilinear filtering where only three pixels are used known as 3-point texture filtering, instead of four due to hardware optimization concerns. This introduces a noticeable "triangulation bias" in some textures. === Trilinear filtering === Trilinear filtering is a remedy to a common artifact seen in mipmapped bilinearly filtered images: an abrupt and very noticeable change in quality at boundaries where the renderer switches from one mipmap level to the next. Trilinear filtering solves this by doing a texture lookup and bilinear filtering on the two closest mipmap levels (one higher and one lower quality), and then linearly interpolating the results. This results in a smooth degradation of texture quality as distance from the viewer increases, rather than a series of sudden drops. Of course, closer than Level 0 there is only one mipmap level available, and the algorithm reverts to bilinear filtering. === Anisotropic filtering === Anisotropic filtering is the highest quality filtering available in current consumer 3D graphics cards. Simpler, "isotropic" techniques use only square mipmaps which are then interpolated using bi– or trilinear filtering. (Isotropic means same in all directions, and hence is used to describe a system in which all the maps are squares rather than rectangles or other quadrilaterals.) When a surface is at a high angle relative to the camera, the fill area for a texture will not be approximately square. Consider the common case of a floor in a game: the fill area is far wider than it is tall. In this case, none of the square maps are a good fit. The result is blurriness and/or shimmering, depending on how the fit is chosen. Anisotropic filtering corrects this by sampling the texture as a non-square shape. The goal is

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  • ISO 15926

    ISO 15926

    ISO 15926 is a standard for data integration, sharing, exchange, and hand-over between computer systems. The title, "Industrial automation systems and integration—Integration of life-cycle data for process plants including oil and gas production facilities", is regarded too narrow by the present ISO 15926 developers. Having developed a generic data model and reference data library for process plants, it turned out that this subject is already so wide, that actually any state information may be modelled with it. == History == In 1991 a European Union ESPRIT-, named ProcessBase, started. The focus of this research project was to develop a data model for lifecycle information of a facility that would suit the requirements of the process industries. At the time that the project duration had elapsed, a consortium of companies involved in the process industries had been established: EPISTLE (European Process Industries STEP Technical Liaison Executive). Initially individual companies were members, but later this changed into a situation where three national consortia were the only members: PISTEP (UK), POSC/Caesar (Norway), and USPI-NL (Netherlands). (later PISTEP merged into POSC/Caesar, and USPI-NL was renamed to USPI). EPISTLE took over the work of the ProcessBase project. Initially this work involved a standard called ISO 10303-221 (referred to as "STEP AP221"). In that AP221 we saw, for the first time, an Annex M with a list of standard instances of the AP221 data model, including types of objects. These standard instances would be for reference and would act as a knowledge base with knowledge about the types of objects. In the early nineties EPISTLE started an activity to extend Annex M to become a library of such object classes and their relationships: STEPlib. In the STEPlib activities a group of approx. 100 domain experts from all three member consortia, spread over the various expertises (e.g. Electrical, Piping, Rotating equipment, etc.), worked together to define the "core classes". The development of STEPlib was extended with many additional classes and relationships between classes and published as Open source data. Furthermore, the concepts and relation types from the AP221 and ISO 15926-2 data models were also added to the STEPlib dictionary. This resulted in the development of Gellish English, whereas STEPlib became the Gellish English dictionary. Gellish English is a structured subset of natural English and is a modeling language suitable for knowledge modeling, product modeling and data exchange. It differs from conventional modeling languages (meta languages) as used in information technology as it not only defines generic concepts, but also includes an English dictionary. The semantic expression capability of Gellish English was significantly increased by extending the number of relation types that can be used to express knowledge and information. For modelling-technical reasons POSC/Caesar proposed another standard than ISO 10303, called ISO 15926. EPISTLE (and ISO) supported that proposal, and continued the modelling work, thereby writing Part 2 of ISO 15926. This Part 2 has official ISO IS (International Standard) status since 2003. POSC/Caesar started to put together their own RDL (Reference Data Library). They added many specialized classes, for example for ANSI (American National Standards Institute) pipe and pipe fittings. Meanwhile, STEPlib continued its existence, mainly driven by some members of USPI. Since it was clear that it was not in the interest of the industry to have two libraries for, in essence, the same set of classes, the Management Board of EPISTLE decided that the core classes of the two libraries shall be merged into Part 4 of ISO 15926. This merging process has been finished. Part 4 should act as reference data for part 2 of ISO 15926 as well as for ISO 10303-221 and replaced its Annex M. On June 5, 2007 ISO 15926-4 was signed off as a TS (Technical Specification). In 1999 the work on an earlier version of Part 7 started. Initially this was based on XML Schema (the only useful W3C Recommendation available then), but when Web Ontology Language (OWL) became available it was clear that provided a far more suitable environment for Part 7. Part 7 passed the first ISO ballot by the end of 2005, and an implementation project started. A formal ballot for TS (Technical Specification) was planned for December 2007. However, it was decided then to split Part 7 into more than one part, because the scope was too wide. == Need for ISO15926 == In 2004, the National Institute of Standards and Technology (NIST) released a report on the impact of the lack of digital interoperability in the capital projects industry. The report estimated the cost of inadequate interoperability in the U.S. capital facilities industry to be $15.8 billion per year. This was considered likely to be a conservative figure. == The standard == ISO 15926 has thirteen parts (as of February 2022): Part 1 - Overview and fundamental principles Part 2 - Data model Part 3 - Reference data for geometry and topology Part 4 - Reference Data, the terms used within facilities for the process industry Part 6 - Methodology for the development and validation of reference data (under development) Part 7 - Template methodology Part 8 - OWL/RDF implementation Part 9 - Implementation standards, with the focus on standard web servers, web services, and security (under development) Part 10 - Conformance testing Part 11 - Methodology for simplified industrial usage of reference data (under development) Part 12 - Life cycle integration ontology in Web Ontology Language (OWL2) Part 13 - Integrated lifecycle asset planning === Description === The model and the library are suitable for representing lifecycle information about technical installations and their components. They can also be used for defining the terms used in product catalogs in e-commerce. Another, more limited, use of the standard is as a reference classification for harmonization purposes between shared databases and product catalogues that are not based on ISO 15926. The purpose of ISO 15926 is to provide a Lingua Franca for computer systems, thereby integrating the information produced by them. Although set up for the process industries with large projects involving many parties, and involving plant operations and maintenance lasting decades, the technology can be used by anyone willing to set up a proper vocabulary of reference data in line with Part 4. In Part 7 the concept of Templates is introduced. These are semantic constructs, using Part 2 entities, that represent a small piece of information. These constructs then are mapped to more efficient classes of n-ary relations that interlink the Nodes that are involved in the represented information. In Part 8 the Part 7 Templates are defined in OWL and instantiated in RDF. For validation and reasoning purposes all are represented in First-Order Logic as well. In Part 9 these Node and Template instances are stored in an RDF triple store, set up to a standard schema and an API. Each participating computer system maps its data from its internal format to such ISO-standard Node and Template instances. Data can be "handed over" from one triple store to another in cases where data custodianship is handed over (e.g. from a contractor to a plant owner, or from a manufacturer to the owners of the manufactured goods). Hand-over can be for a part of all data, whilst maintaining full referential integrity. Documents are user-definable. They are defined in XML Schema and they are, in essence, only a structure containing cells that make reference to instances of Templates. This represents a view on all lifecycle data: since the data model is a 4D (space-time) model, it is possible to present the data that was valid at any given point in time, thus providing a true historical record. It is expected that this will be used for Knowledge Mining. Data can be queried by means of SPARQL. In any implementation a restricted number of triple stores can be involved, with different access rights. This is done by means of creating a CPF Server (= Confederation of Participating Façades). An Ontology Browser allows for access to one or more triple stores in a given CPF, depending on the access rights. == Projects and applications == There are a number of projects working on the extension of the ISO 15926 standard in different application areas. === Capital-intensive projects === Within the application of Capital Intensive projects, some cooperating implementation projects are running: The DEXPI project: The objective of DEXPI is to develop and promote a general standard for the process industry covering all phases of the lifecycle of a (petro-)chemical plant, ranging from specification of functional requirements to assets in operation. Finalised projects include: The EDRC Project of FIATECH Capturing Equipment Data Requirements Using ISO 15926 and Assessing Conforma

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  • Dependency network (graphical model)

    Dependency network (graphical model)

    Dependency networks (DNs) are graphical models, similar to Markov networks, wherein each vertex (node) corresponds to a random variable and each edge captures dependencies among variables. Unlike Bayesian networks, DNs may contain cycles. Each node is associated to a conditional probability table, which determines the realization of the random variable given its parents. == Markov blanket == In a Bayesian network, the Markov blanket of a node is the set of parents and children of that node, together with the children's parents. The values of the parents and children of a node evidently give information about that node. However, its children's parents also have to be included in the Markov blanket, because they can be used to explain away the node in question. In a Markov random field, the Markov blanket for a node is simply its adjacent (or neighboring) nodes. In a dependency network, the Markov blanket for a node is simply the set of its parents. == Dependency network versus Bayesian networks == Dependency networks have advantages and disadvantages with respect to Bayesian networks. In particular, they are easier to parameterize from data, as there are efficient algorithms for learning both the structure and probabilities of a dependency network from data. Such algorithms are not available for Bayesian networks, for which the problem of determining the optimal structure is NP-hard. Nonetheless, a dependency network may be more difficult to construct using a knowledge-based approach driven by expert-knowledge. == Dependency networks versus Markov networks == Consistent dependency networks and Markov networks have the same representational power. Nonetheless, it is possible to construct non-consistent dependency networks, i.e., dependency networks for which there is no compatible valid joint probability distribution. Markov networks, in contrast, are always consistent. == Definition == A consistent dependency network for a set of random variables X = ( X 1 , … , X n ) {\textstyle \mathbf {X} =(X_{1},\ldots ,X_{n})} with joint distribution p ( x ) {\displaystyle p(\mathbf {x} )} is a pair ( G , P ) {\displaystyle (G,P)} where G {\displaystyle G} is a cyclic directed graph, where each of its nodes corresponds to a variable in X {\displaystyle \mathbf {X} } , and P {\displaystyle P} is a set of conditional probability distributions. The parents of node X i {\displaystyle X_{i}} , denoted P a i {\displaystyle \mathbf {Pa_{i}} } , correspond to those variables P a i ⊆ ( X 1 , … , X i − 1 , X i + 1 , … , X n ) {\displaystyle \mathbf {Pa_{i}} \subseteq (X_{1},\ldots ,X_{i-1},X_{i+1},\ldots ,X_{n})} that satisfy the following independence relationships p ( x i ∣ p a i ) = p ( x i ∣ x 1 , … , x i − 1 , x i + 1 , … , x n ) = p ( x i ∣ x − x i ) . {\displaystyle p(x_{i}\mid \mathbf {pa_{i}} )=p(x_{i}\mid x_{1},\ldots ,x_{i-1},x_{i+1},\ldots ,x_{n})=p(x_{i}\mid \mathbf {x} -{x_{i}}).} The dependency network is consistent in the sense that each local distribution can be obtained from the joint distribution p ( x ) {\displaystyle p(\mathbf {x} )} . Dependency networks learned using large data sets with large sample sizes will almost always be consistent. A non-consistent network is a network for which there is no joint probability distribution compatible with the pair ( G , P ) {\displaystyle (G,P)} . In that case, there is no joint probability distribution that satisfies the independence relationships subsumed by that pair. == Structure and parameters learning == Two important tasks in a dependency network are to learn its structure and probabilities from data. Essentially, the learning algorithm consists of independently performing a probabilistic regression or classification for each variable in the domain. It comes from observation that the local distribution for variable X i {\displaystyle X_{i}} in a dependency network is the conditional distribution p ( x i | x − x i ) {\displaystyle p(x_{i}|\mathbf {x} -{x_{i}})} , which can be estimated by any number of classification or regression techniques, such as methods using a probabilistic decision tree, a neural network or a probabilistic support-vector machine. Hence, for each variable X i {\displaystyle X_{i}} in domain X {\displaystyle X} , we independently estimate its local distribution from data using a classification algorithm, even though it is a distinct method for each variable. Here, we will briefly show how probabilistic decision trees are used to estimate the local distributions. For each variable X i {\displaystyle X_{i}} in X {\displaystyle \mathbf {X} } , a probabilistic decision tree is learned where X i {\displaystyle X_{i}} is the target variable and X − X i {\displaystyle \mathbf {X} -X_{i}} are the input variables. To learn a decision tree structure for X i {\displaystyle X_{i}} , the search algorithm begins with a singleton root node without children. Then, each leaf node in the tree is replaced with a binary split on some variable X j {\displaystyle X_{j}} in X − X i {\displaystyle \mathbf {X} -X_{i}} , until no more replacements increase the score of the tree. == Probabilistic Inference == A probabilistic inference is the task in which we wish to answer probabilistic queries of the form p ( y ∣ z ) {\displaystyle p(\mathbf {y\mid z} )} , given a graphical model for X {\displaystyle \mathbf {X} } , where Y {\displaystyle \mathbf {Y} } (the 'target' variables) Z {\displaystyle \mathbf {Z} } (the 'input' variables) are disjoint subsets of X {\displaystyle \mathbf {X} } . One of the alternatives for performing probabilistic inference is using Gibbs sampling. A naive approach for this uses an ordered Gibbs sampler, an important difficulty of which is that if either p ( y ∣ z ) {\displaystyle p(\mathbf {y\mid z} )} or p ( z ) {\displaystyle p(\mathbf {z} )} is small, then many iterations are required for an accurate probability estimate. Another approach for estimating p ( y ∣ z ) {\displaystyle p(\mathbf {y\mid z} )} when p ( z ) {\displaystyle p(\mathbf {z} )} is small is to use modified ordered Gibbs sampler, where Z = z {\displaystyle \mathbf {Z=z} } is fixed during Gibbs sampling. It may also happen that y {\displaystyle \mathbf {y} } is rare, e.g. when Y {\displaystyle \mathbf {Y} } has many variables. So, the law of total probability along with the independencies encoded in a dependency network can be used to decompose the inference task into a set of inference tasks on single variables. This approach comes with the advantage that some terms may be obtained by direct lookup, thereby avoiding some Gibbs sampling. You can see below an algorithm that can be used for obtain p ( y | z ) {\displaystyle p(\mathbf {y|z} )} for a particular instance of y ∈ Y {\displaystyle \mathbf {y} \in \mathbf {Y} } and z ∈ Z {\displaystyle \mathbf {z} \in \mathbf {Z} } , where Y {\displaystyle \mathbf {Y} } and Z {\displaystyle \mathbf {Z} } are disjoint subsets. Algorithm 1: U := Y {\displaystyle \mathbf {U:=Y} } ( the unprocessed variables ) P := Z {\displaystyle \mathbf {P:=Z} } ( the processed and conditioning variables ) p := z {\displaystyle \mathbf {p:=z} } ( the values for P {\displaystyle \mathbf {P} } ) While U ≠ ∅ {\displaystyle \mathbf {U} \neq \emptyset } : Choose X i ∈ U {\displaystyle X_{i}\in \mathbf {U} } such that X i {\displaystyle X_{i}} has no more parents in U {\displaystyle U} than any variable in U {\displaystyle U} If all the parents of X {\displaystyle X} are in P {\displaystyle \mathbf {P} } p ( x i | p ) := p ( x i | p a i ) {\displaystyle p(x_{i}|\mathbf {p} ):=p(x_{i}|\mathbf {pa_{i}} )} Else Use a modified ordered Gibbs sampler to determine p ( x i | p ) {\displaystyle p(x_{i}|\mathbf {p} )} U := U − X i {\displaystyle \mathbf {U:=U} -X_{i}} P := P + X i {\displaystyle \mathbf {P:=P} +X_{i}} p := p + x i {\displaystyle \mathbf {p:=p} +x_{i}} Returns the product of the conditionals p ( x i | p ) {\displaystyle p(x_{i}|\mathbf {p} )} == Applications == In addition to the applications to probabilistic inference, the following applications are in the category of Collaborative Filtering (CF), which is the task of predicting preferences. Dependency networks are a natural model class on which to base CF predictions, once an algorithm for this task only needs estimation of p ( x i = 1 | x − x i = 0 ) {\displaystyle p(x_{i}=1|\mathbf {x} -{x_{i}}=0)} to produce recommendations. In particular, these estimates may be obtained by a direct lookup in a dependency network. Predicting what movies a person will like based on his or her ratings of movies seen; Predicting what web pages a person will access based on his or her history on the site; Predicting what news stories a person is interested in based on other stories he or she read; Predicting what product a person will buy based on products he or she has already purchased and/or dropped into his or her shopping basket. Another class of useful applications for dependency networks is related to data visualization, that is

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  • Wiki survey

    Wiki survey

    Wiki surveys or wikisurveys are a software-based survey method that crowdsource discussions and help participants to find areas of agreement. Other names include bridging systems and collective response systems. The approach, inspired by Wikipedia, is to open up surveys where participants can shape the questions, instead of traditional 'closed' surveys where participants can only respond to the questions asked. Wiki surveys have been used for purposes including facilitating deliberative democracy, crowdsourcing opinions from experts and figuring out common beliefs on a given topic. A notable usage of wiki surveys is in Taiwan's government system, where citizens can participate in crowdsourced lawmaking through Pol.is wiki surveys. == Implementations == === All Our Ideas === All Our Ideas founders coined the term "wiki survey," explaining how they took inspiration from the organic evolution of Wikipedia and hoped to create something similar for surveys. They hosted 5000 surveys between 2010 and 2014. A 2020 survey using the tool found 3 of its top 10 findings were user-generated. === Decidim === Decidim has been used by governments throughout Spain and Europe to help with participatory budgeting and other public policy decisions. === Polis === Polis (also known as Pol.is) was developed in 2012. The focus of Polis is to project participants into an 'opinion space' where they can see how their voting behavior compares to other participants. The opinion space clusters participants into groups of similar opinion and is designed in a way to avoid tyranny of the majority by being able to include groups that have small numbers of participants. The questions participants are presented with are agree/disagree/pass on a single 'comment' submitted by a participant. The code for Polis is free and open-source software under the GNU AGPL. === Remesh === Remesh was founded in 2013 and has partnered with the United Nations and Alliance for Middle East Peace efforts to bring peaceful resolutions to conflicts. Participants are anonymous and the algorithm can be fine-tuned to better understand local dialects in specific regions. == Examples == PlaNYC used All Our Ideas to gather ideas on how to establish New York City's sustainability plan vTaiwan, a citizen-lead government process in Taiwan, uses Polis for enabling large amounts of citizens to deliberate and consequently provide input on Taiwan's legislative decisions OECD used All Our Ideas to gather ideas from the public prior to meeting for a forum and meeting on which skills are most important to invest in for the 21st century March On, an offshoot of the Women's March Movement, used Polis to understand the opinions of people wanting to support the movement Residents of Harrogate use Polis to debate issues in their community, with the results being released publicly to everyone == Characteristics == Wiki surveys often have these three characteristics: === Collaborativeness === Wiki surveys allow participants to contribute questions, as well as answer questions created by its participants. === Adaptivity === Wiki surveys adapt to elicit the most useful information from its participants. One example involves changing the ordering of questions based on the voting behavior of previous participants so as to maximize consensus. The heuristic determining the ordering of questions highly values showing the comments that have been voted on the least. === 'Greediness' === In the context of wiki surveys, 'greediness' simply means making full use of information that participants are willing to provide. Wiki surveys do not require participants to answer a fixed amount of questions, so participants can answer as little or as much as they want. This is intended to be more efficient in capturing participants' preferences by allowing more organic sharing of their perspectives. == Traditional survey methods vs. wiki surveys == Questions in traditional survey methods fall into two categories: Open and closed questions. Open questions ask the person taking the survey to write an open response while closed questions give a fixed set of responses to select from. Wiki surveys are like a hybrid of the two, enabling insightful consensus in certain situations where traditional survey methods may lack. Closed questions are easy to analyze quantitively, but the limited options to select from for a given question may cause bias. Open questions are not as subject to bias, but are difficult to analyze quantitatively at scale. Wiki surveys allow for open responses by the users' contribution of survey questions (also called 'items'), and uses machine learning techniques to (at least partially) automate the quantitative analysis of the responses to those questions.

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  • Compute (machine learning)

    Compute (machine learning)

    In machine learning and deep learning, compute is the amount of computing power or computational resources required to train machine learning models and large language models. More broadly, compute is the computational power or resources necessary for a computer or computer program to function. == Definition == Compute is commonly defined as the amount of computing power or computational resources required to train machine learning and large language models. The term "compute" has also been more broadly applied to cloud computing, referencing processing power, memory, networking, storage, and other resources required for the computation of any program. Compute is measured in petaflop/s-days and is used to document AI training. A petaflop/s-day (pfs-day) consists of performing 1015 neural net operations per second for one day, or a total of about 1020 operations. The compute-time product serves as a mental convenience, similar to kilowatt-hour for energy. An amount of compute is meant to give an idea of the number of actual operations performed. == History == In a 2018 analysis titled "AI and compute", artificial intelligence company OpenAI introduced the concept of compute. OpenAI identified two eras of training AI systems in terms of compute-usage. From 1959 to 2012, compute roughly followed Moore’s law. Between 2012 and 2018, the amount of compute used in the largest AI training runs increased exponentially, growing by more than 300,000 times — roughly doubling every 3.4 months. By comparison, Moore’s Law doubled every two years over the same period. One of the largest models, released in 2020, used 600,000 times more computing power than the 2012 model. After 2020, compute growth began to slow down, with the compute needed for the largest AI models continuing to slow down in 2023. The notion of compute has become increasingly used from the mid-2020s onwards. == Compute growth and AI progress == Larger AI models trained on more data and using more computational resources, tend to perform better. This happens even if the algorithms themselves remain unchanged. As early as 2018, OpenAI noted the exponential increase in compute to be have a key role in AI progress. OpenAI considers three factors drive the advance of AI: algorithmic innovation, data, and the amount of compute available for training. AI models with more compute not only improve in the tasks they were trained on but can develop emergent abilities. Incremental improvements can lead to more abrupt leaps in capabilities. AI provider SpaceXAI said in 2026 that their AI progress is driven by compute and used it a key metric in the AI training of its supercomputer Colossus, the which contains 1 million GPUs. Anthropic has a contract of $1.25 billion per month with SpaceXAI to buy all the compute capacity at Colossus 1 data center. === Criticism and policy === Increasing, promoting or constraining progress in artificial intelligence has often be done via controlling the amount of compute. Policymarkers have enacted policies and provided support to make compute resources more accessible to domestic AI researchers. In a January 2022 report, the Center for Security and Emerging Technology (CSET) suggested to institutions that increasingly powerful and generalizable AI (AGI) will likely require other strategies than maximizing compute. Some AI researchers are also concerned that government might exclusively focus on scaling compute instead of other strategies. The CSET has reported on the various bottlenecks which could explain why deep learning needs for compute have slow down: training is expensive and training extremely large models generates traffic jams across many processors that are difficult to manage. there is a limited supply of AI chips (see AI chip memory shortage). CSET advances that the main resource is human capital, specifically talented researchers — according to a 2023 published survey of more than 400 AI researchers, academic and private sector workers. The survey found that AI researchers are not primarily or exclusively constrained by compute access. However, both academic and industry AI researchers equally report concerns that insufficient compute could prevent them from contributing meaningfully to AI research in the future. High compute users are more concerned about compute access. When asked about which resource provided by the government would be the most useful to them, some AI researchers select compute, other prefer grant funding. For this goal, CSET advised policymakers to ensure that even researchers with smaller budgets could effectively contribute to AI research. Other proposed strategies include using contemporary AI algorithms, managing modern AI infrastructure or focusing on interdisciplinary work between the AI field and other fields of computer science. A 2024 study on compute access found that academic-only AI research teams often have less compute intensive research topics, especially foundation models, compared to industry AI labs. As a consequence, academia is likely to play a smaller role in advancing such techniques. The researchers suggest nationally-sponsored computing infrastructure as well as open science initiatives to boost academic compute access. === Data === A 2022 study found that current large language models are significantly under-trained, a consequence of focusing on scaling language models whilst keeping the amount of training data constant. By training over 400 language models of various parameter and token size, they found that "for compute-optimal training", the model size and the number of training tokens should ideally be scaled equally: for every doubling of model size the number of training tokens should also be doubled.

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  • AI: When a Robot Writes a Play

    AI: When a Robot Writes a Play

    AI: When a Robot Writes a Play (in Czech: AI: Když robot píše hru) is a 2021 experimental theatre play, where 90% of its script was automatically generated by artificial intelligence (the GPT-2 language model). The play is in Czech language, but an English version of the script also exists. == Creation == The play is the first result of the THEaiTRE research project, aiming to commemorate the centenary of the R.U.R. play by Karel Čapek by investigating to what extent artificial intelligence could be used to create theatre play scripts. The script of the play was created using the THEaiTRobot tool, based on the GPT-2 language model. First, the play dramaturge, David Košťák, described the initial setting of each scene in a few sentences, and wrote the first line for each character. Next, THEaiTRobot suggested a continuation of the script, which the dramaturge could use, reject, or use part of it and let the tool generate a new continuation. Another option was to manually insert another line or a scenic remark. The script was generated in English and was automatically translated to Czech by the state-of-the-art CUBBITT machine translation tool. The resulting script was then further post-edited by the dramaturge. The resulting script was made freely available for non-commercial use both in English and in Czech, with marked manually inserted texts and manual edits. The analysis shows that 90% of the English script is automatically generated, with 10% manually written or manually post-edited. In the Czech script, a larger amount of edits were made, but the analysis claims that these additional edits are corrections of errors of the automated translation and stylistic corrections which do not change the meaning of the lines as represented by the English script, but rather bring the Czech script closer to the English one. == Characters == The play contains 9 characters. The Robot appears in all the scenes, while each of the other characters appears in only one scene. Robot – The lead character, a male humanoid robot. Master – An old man, the creator of the Robot. Boy – A schoolboy. Masseuse – A sex worker in a brothel. Stranger – An engineer. Man. Psychologist. Administrator – A female clerk at an employment agency. Actress – A film actress and a model in a robot-like costume. == Plot == The play is composed of 8 scenes. It tells the story of a humanoid robot, who encounters 8 other characters and engages into various typically human situations and activities, related to death, love, sex, violence, etc. The individual scenes are not tightly linked, but there are some linking points, such as the central character of the robot or some repeated and developing themes, such as the robot's search for love. The scenes often contain some absurd turns and it is often hard to find sense in them. It is therefore a very complicated piece interpretationally, requiring the director and the actors to invest a lot of effort and creativity in finding a meaningful interpretation which would not deviate from the script. In the interpretation by Švanda theatre, who premiered the play and who also participated on the creation of the script, the scenes typically contain non-verbally expressed content which can add a lot to the meaning of the scene compared to what is contained in the actual script (as the script only contains the lines said by the characters). === Scene 1: Death === The play opens by the Robot parting with his dying Master. The Master gives the Robot several last lessons and talks with him about death, soul, and love. === Scene 2: Sense of Humour === In the second scene, the Robot meets a sad and angry Boy, who complains that he wants to go to school, that his girlfriend is crazy, that he wants to buy a car, etc. The Robot tries to help the Boy by giving him advice, but the Boy's reactions are quite negative and irritated. The Boy then repeatedly asks the Robot to tell him a joke; the Robot keeps refusing, but ultimately tells the following joke: When you are dead. When your children are dead. When your grandchildren are dead, I will be still alive. === Scene 3: Nightclub === The Robot wants to feel pleasure, so he goes to a "night club" (a brothel), where he meets a "Masseuse" (a prostitute). The Robot is initially "a bit cold", but eventually manages to enjoy the experience and falls in love with the Masseuse. In the Švanda theatre performance, the Robot and the Masseuse seem to have a sort of virtual sex without touching each other, reminiscent of the sex scene in Demolition Man. === Scene 4: Fear of the Dark === It is the night. The Robot is standing under a lamp, unable to move away from the light as he finds that he is afraid of the dark. He meets a Stranger, an engineer who tells him that robots don't have feelings and that people cannot be trusted, and keeps hurting him. In the Švanda theatre performance, the Man repeatedly zaps the Robot with some kind of electric pulse. === Scene 5: Killer Robot === A Man approaches the Robot and repeatedly asks him to kill him. Instead, the Robot sticks a finger into the Man's anus, which leads to an argument between the Man and the Robot. === Scene 6: Burn Out === The Robot meets a Psychologist, who keeps asking him lots of questions regarding his life, burnout feeling, love, relationships, and emotions. They also talk about the Robot using a device called emotion machine which helps him to get rid of stress. === Scene 7: Search for Job === The Robot comes to an employment agency. He meets an Administrator and asks her to help him find a job. He expresses the wish to become an actor, and talks about his experience as a clown. He reveals his name to be Troy McClure, which is a character from The Simpsons who is an actor. In the Švanda theatre performance, the Administrator starts to seduce the Robot once his name is revealed, which he keeps ignoring; the Administrator then becomes irritated. === Scene 8: Love at First Sight === The Robot meets a human Actress in a robotic costume and falls in love with her immediately. The Actress is first reluctant, but the Robot manages to seduce her and she also falls in love with him. The Robot tells her about a binary world, in which he lives and where he will also take her. Ultimately, the Actress agrees, and the whole play concludes by the Robot and the Actress promising each to other to always be together. In the Švanda theatre performance, the Robot does not have a physical body in this scene, we can only hear his voice and see a pulsating light (based on the line in the script where the Robot says: "I have no body. So I don't need to wear clothes. You can't see me, you only hear me."), and the Actress eventually also agrees to lose her physical body so that she can be with the Robot forever. == Theatrical performances == The play premiered on 26 February 2021 in Švanda Theatre in Prague, Czech Republic, directed by Daniel Hrbek. Due to the COVID-19 pandemic, the play was not played in front of a live audience, but it was broadcast online, in Czech language with English subtitles. The play was followed by a panel discussion by the project members and experts on artificial intelligence. The premiere was viewed by 13,498 spectators worldwide. A short trailer of the premiere is available on YouTube. In 2021, after the opening of the theatres in the Czech Republic to spectators, the play can be viewed at Švanda Theatre. The performance takes approximately 60 minutes, and is followed by a discussion of the creators with the audience. The derniere is planned for 4 February 2023. == Reception == The play received a number of reviews, both in its country of origin as well as internationally. It is praised as first of its kind, although some reviewers note the similarity to previous works, such as the musical Beyond the Fence, the play Lifestyle of the Richard and Family, or the short movie Sunspring; however, these works used less advanced technology, and either were very short (Sunspring) or necessitated a larger amount of human interventions. The reviewers note that the script is far from perfect, with many inconsistencies and nonsensical parts, and conclude that the technology is definitely not yet ready to replace human authors; however, some find some parts of the script frighteningly human-like. The amount of human intervention is a somewhat controversial topic, with some reviewers finding the human influence too large (especially in interpreting the script and putting the play on scene), while others feel that a greater amount of human intervention would have been favorable as this could greatly improve the quality of the play. The reviews also frequently comment on the amount of sex, violence and strong language in the play; this can be attributed to the method used for creating the script, where the GPT-2 language model reflects topics and language common in the human-written articles on the internet that were used to train the model. Furthermore, some r

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  • Algorithms and Combinatorics

    Algorithms and Combinatorics

    Algorithms and Combinatorics (ISSN 0937-5511) is a book series in mathematics, and particularly in combinatorics and the design and analysis of algorithms. It is published by Springer Science+Business Media, and was founded in 1987. == Books == The books published in this series include: The Simplex Method: A Probabilistic Analysis (Karl Heinz Borgwardt, 1987, vol. 1) Geometric Algorithms and Combinatorial Optimization (Martin Grötschel, László Lovász, and Alexander Schrijver, 1988, vol. 2; 2nd ed., 1993) Systems Analysis by Graphs and Matroids (Kazuo Murota, 1987, vol. 3) Greedoids (Bernhard Korte, László Lovász, and Rainer Schrader, 1991, vol. 4) Mathematics of Ramsey Theory (Jaroslav Nešetřil and Vojtěch Rödl, eds., 1990, vol. 5) Matroid Theory and its Applications in Electric Network Theory and in Statics (Andras Recszki, 1989, vol. 6) Irregularities of Partitions: Papers from the meeting held in Fertőd, July 7–11, 1986 (Gábor Halász and Vera T. Sós, eds., 1989, vol. 8) Paths, Flows, and VLSI-Layout: Papers from the meeting held at the University of Bonn, Bonn, June 20–July 1, 1988 (Bernhard Korte, László Lovász, Hans Jürgen Prömel, and Alexander Schrijver, eds., 1990, vol. 9) New Trends in Discrete and Computational Geometry (János Pach, ed., 1993, vol. 10) Discrete Images, Objects, and Functions in Z n {\displaystyle \mathbb {Z} ^{n}} (Klaus Voss, 1993, vol. 11) Linear Optimization and Extensions (Manfred Padberg, 1999, vol. 12) The Mathematics of Paul Erdős I (Ronald Graham and Jaroslav Nešetřil, eds., 1997, vol. 13) The Mathematics of Paul Erdős II (Ronald Graham and Jaroslav Nešetřil, eds., 1997, vol. 14) Geometry of Cuts and Metrics (Michel Deza and Monique Laurent, 1997, vol. 15) Probabilistic Methods for Algorithmic Discrete Mathematics (M. Habib, C. McDiarmid, J. Ramirez-Alfonsin, and B. Reed, 1998, vol. 16) Modern Cryptography, Probabilistic Proofs and Pseudorandomness (Oded Goldreich, 1999, vol. 17) Geometric Discrepancy: An Illustrated Guide (Jiří Matoušek, 1999, vol. 18) Applied Finite Group Actions (Adalbert Kerber, 1999, vol. 19) Matrices and Matroids for Systems Analysis (Kazuo Murota, 2000, vol. 20; corrected ed., 2010) Combinatorial Optimization (Bernhard Korte and Jens Vygen, 2000, vol. 21; 5th ed., 2012) The Strange Logic of Random Graphs (Joel Spencer, 2001, vol. 22) Graph Colouring and the Probabilistic Method (Michael Molloy and Bruce Reed, 2002, Vol. 23) Combinatorial Optimization: Polyhedra and Efficiency (Alexander Schrijver, 2003, vol. 24. In three volumes: A. Paths, flows, matchings; B. Matroids, trees, stable sets; C. Disjoint paths, hypergraphs) Discrete and Computational Geometry: The Goodman-Pollack Festschrift (B. Aronov, S. Basu, J. Pach, and M. Sharir, eds., 2003, vol. 25) Topics in Discrete Mathematics: Dedicated to Jarik Nešetril on the Occasion of his 60th birthday (M. Klazar, J. Kratochvíl, M. Loebl, J. Matoušek, R. Thomas, and P. Valtr, eds., 2006, vol. 26) Boolean Function Complexity: Advances and Frontiers (Stasys Jukna, 2012, Vol. 27) Sparsity: Graphs, Structures, and Algorithms (Jaroslav Nešetřil and Patrice Ossona de Mendez, 2012, vol. 28) Optimal Interconnection Trees in the Plane (Marcus Brazil and Martin Zachariasen, 2015, vol. 29) Combinatorics and Complexity of Partition Functions (Alexander Barvinok, 2016, vol. 30)

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