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  • Real-time computer graphics

    Real-time computer graphics

    Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion. Computers have been capable of generating 2D images such as simple lines, images and polygons in real time since their invention. However, quickly rendering detailed 3D objects is a daunting task for traditional Von Neumann architecture-based systems. An early workaround to this problem was the use of sprites, 2D images that could imitate 3D graphics. Different techniques for rendering now exist, such as ray-tracing and rasterization. Using these techniques and advanced hardware, computers can now render images quickly enough to create the illusion of motion while simultaneously accepting user input. This means that the user can respond to rendered images in real time, producing an interactive experience. == Principles of real-time 3D computer graphics == The goal of computer graphics is to generate computer-generated images, or frames, using certain desired metrics. One such metric is the number of frames generated in a given second. Real-time computer graphics systems differ from traditional (i.e., non-real-time) rendering systems in that non-real-time graphics typically rely on ray tracing. In this process, millions or billions of rays are traced from the camera to the world for detailed rendering—this expensive operation can take hours or days to render a single frame. Real-time graphics systems must render each image in less than 1/30th of a second. Ray tracing is far too slow for these systems; instead, they employ the technique of z-buffer triangle rasterization. In this technique, every object is decomposed into individual primitives, usually triangles. Each triangle gets positioned, rotated and scaled on the screen, and rasterizer hardware (or a software emulator) generates pixels inside each triangle. These triangles are then decomposed into atomic units called fragments that are suitable for displaying on a display screen. The fragments are drawn on the screen using a color that is computed in several steps. For example, a texture can be used to "paint" a triangle based on a stored image, and then shadow mapping can alter that triangle's colors based on line-of-sight to light sources. === Video game graphics === Real-time graphics optimizes image quality subject to time and hardware constraints. GPUs and other advances increased the image quality that real-time graphics can produce. GPUs are capable of handling millions of triangles per frame, and modern DirectX/OpenGL class hardware is capable of generating complex effects, such as shadow volumes, motion blurring, and triangle generation, in real-time. The advancement of real-time graphics is evidenced in the progressive improvements between actual gameplay graphics and the pre-rendered cutscenes traditionally found in video games. Cutscenes are typically rendered in real-time—and may be interactive. Although the gap in quality between real-time graphics and traditional off-line graphics is narrowing, offline rendering remains much more accurate. === Advantages === Real-time graphics are typically employed when interactivity (e.g., player feedback) is crucial. When real-time graphics are used in films, the director has complete control of what has to be drawn on each frame, which can sometimes involve lengthy decision-making. Teams of people are typically involved in the making of these decisions. In real-time computer graphics, the user typically operates an input device to influence what is about to be drawn on the display. For example, when the user wants to move a character on the screen, the system updates the character's position before drawing the next frame. Usually, the display's response-time is far slower than the input device—this is justified by the immense difference between the (fast) response time of a human being's motion and the (slow) perspective speed of the human visual system. This difference has other effects too: because input devices must be very fast to keep up with human motion response, advancements in input devices (e.g., the current Wii remote) typically take much longer to achieve than comparable advancements in display devices. Another important factor controlling real-time computer graphics is the combination of physics and animation. These techniques largely dictate what is to be drawn on the screen—especially where to draw objects in the scene. These techniques help realistically imitate real world behavior (the temporal dimension, not the spatial dimensions), adding to the computer graphics' degree of realism. Real-time previewing with graphics software, especially when adjusting lighting effects, can increase work speed. Some parameter adjustments in fractal generating software may be made while viewing changes to the image in real time. == Rendering pipeline == The graphics rendering pipeline ("rendering pipeline" or simply "pipeline") is the foundation of real-time graphics. Its main function is to render a two-dimensional image in relation to a virtual camera, three-dimensional objects (an object that has width, length, and depth), light sources, lighting models, textures and more. === Architecture === The architecture of the real-time rendering pipeline can be divided into conceptual stages: application, geometry and rasterization. === Application stage === The application stage is responsible for generating "scenes", or 3D settings that are drawn to a 2D display. This stage is implemented in software that developers optimize for performance. This stage may perform processing such as collision detection, speed-up techniques, animation and force feedback, in addition to handling user input. Collision detection is an example of an operation that would be performed in the application stage. Collision detection uses algorithms to detect and respond to collisions between (virtual) objects. For example, the application may calculate new positions for the colliding objects and provide feedback via a force feedback device such as a vibrating game controller. The application stage also prepares graphics data for the next stage. This includes texture animation, animation of 3D models, animation via transforms, and geometry morphing. Finally, it produces primitives (points, lines, and triangles) based on scene information and feeds those primitives into the geometry stage of the pipeline. === Geometry stage === The geometry stage manipulates polygons and vertices to compute what to draw, how to draw it and where to draw it. Usually, these operations are performed by specialized hardware or GPUs. Variations across graphics hardware mean that the "geometry stage" may actually be implemented as several consecutive stages. ==== Model and view transformation ==== Before the final model is shown on the output device, the model is transformed onto multiple spaces or coordinate systems. Transformations move and manipulate objects by altering their vertices. Transformation is the general term for the four specific ways that manipulate the shape or position of a point, line or shape. ==== Lighting ==== In order to give the model a more realistic appearance, one or more light sources are usually established during transformation. However, this stage cannot be reached without first transforming the 3D scene into view space. In view space, the observer (camera) is typically placed at the origin. If using a right-handed coordinate system (which is considered standard), the observer looks in the direction of the negative z-axis with the y-axis pointing upwards and the x-axis pointing to the right. ==== Projection ==== Projection is a transformation used to represent a 3D model in a 2D space. The two main types of projection are orthographic projection (also called parallel) and perspective projection. The main characteristic of an orthographic projection is that parallel lines remain parallel after the transformation. Perspective projection utilizes the concept that if the distance between the observer and model increases, the model appears smaller than before. Essentially, perspective projection mimics human sight. ==== Clipping ==== Clipping is the process of removing primitives that are outside of the view box in order to facilitate the rasterizer stage. Once those primitives are removed, the primitives that remain will be drawn into new triangles that reach the next stage. ==== Screen mapping ==== The purpose of screen mapping is to find out the coordinates of the primitives during the clipping stage. ==== Rasterizer stage ==== The rasterizer

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  • Markov partition

    Markov partition

    A Markov partition in mathematics is a tool used in dynamical systems theory, allowing the methods of symbolic dynamics to be applied to the study of hyperbolic dynamics. By using a Markov partition, the system can be made to resemble a discrete-time Markov process, with the long-term dynamical characteristics of the system represented as a Markov shift. The appellation 'Markov' is appropriate because the resulting dynamics of the system obeys the Markov property. The Markov partition thus allows standard techniques from symbolic dynamics to be applied, including the computation of expectation values, correlations, topological entropy, topological zeta functions, Fredholm determinants and the like. == Motivation == Let ( M , φ ) {\displaystyle (M,\varphi )} be a discrete dynamical system. A basic method of studying its dynamics is to find a symbolic representation: a faithful encoding of the points of M {\displaystyle M} by sequences of symbols such that the map φ {\displaystyle \varphi } becomes the shift map. Suppose that M {\displaystyle M} has been divided into a number of pieces E 1 , E 2 , … , E r {\displaystyle E_{1},E_{2},\ldots ,E_{r}} which are thought to be as small and localized, with virtually no overlaps. The behavior of a point x {\displaystyle x} under the iterates of φ {\displaystyle \varphi } can be tracked by recording, for each n {\displaystyle n} , the part E i {\displaystyle E_{i}} which contains φ n ( x ) {\displaystyle \varphi ^{n}(x)} . This results in an infinite sequence on the alphabet { 1 , 2 , … , r } {\displaystyle \{1,2,\ldots ,r\}} which encodes the point. In general, this encoding may be imprecise (the same sequence may represent many different points) and the set of sequences which arise in this way may be difficult to describe. Under certain conditions, which are made explicit in the rigorous definition of a Markov partition, the assignment of the sequence to a point of M {\displaystyle M} becomes an almost one-to-one map whose image is a symbolic dynamical system of a special kind called a shift of finite type. In this case, the symbolic representation is a powerful tool for investigating the properties of the dynamical system ( M , φ ) {\displaystyle (M,\varphi )} . == Formal definition == A Markov partition is a finite cover of the invariant set of the manifold by a set of curvilinear rectangles { E 1 , E 2 , … , E r } {\displaystyle \{E_{1},E_{2},\ldots ,E_{r}\}} such that For any pair of points x , y ∈ E i {\displaystyle x,y\in E_{i}} , that W s ( x ) ∩ W u ( y ) ∈ E i {\displaystyle W_{s}(x)\cap W_{u}(y)\in E_{i}} Int ⁡ E i ∩ Int ⁡ E j = ∅ {\displaystyle \operatorname {Int} E_{i}\cap \operatorname {Int} E_{j}=\emptyset } for i ≠ j {\displaystyle i\neq j} If x ∈ Int ⁡ E i {\displaystyle x\in \operatorname {Int} E_{i}} and φ ( x ) ∈ Int ⁡ E j {\displaystyle \varphi (x)\in \operatorname {Int} E_{j}} , then φ [ W u ( x ) ∩ E i ] ⊃ W u ( φ x ) ∩ E j {\displaystyle \varphi \left[W_{u}(x)\cap E_{i}\right]\supset W_{u}(\varphi x)\cap E_{j}} φ [ W s ( x ) ∩ E i ] ⊂ W s ( φ x ) ∩ E j {\displaystyle \varphi \left[W_{s}(x)\cap E_{i}\right]\subset W_{s}(\varphi x)\cap E_{j}} Here, W u ( x ) {\displaystyle W_{u}(x)} and W s ( x ) {\displaystyle W_{s}(x)} are the unstable and stable manifolds of x, respectively, and Int ⁡ E i {\displaystyle \operatorname {Int} E_{i}} simply denotes the interior of E i {\displaystyle E_{i}} . These last two conditions can be understood as a statement of the Markov property for the symbolic dynamics; that is, the movement of a trajectory from one open cover to the next is determined only by the most recent cover, and not the history of the system. It is this property of the covering that merits the 'Markov' appellation. The resulting dynamics is that of a Markov shift; that this is indeed the case is due to theorems by Yakov Sinai (1968) and Rufus Bowen (1975), thus putting symbolic dynamics on a firm footing. Variants of the definition are found, corresponding to conditions on the geometry of the pieces E i {\displaystyle E_{i}} . == Examples == Markov partitions have been constructed in several situations. Anosov diffeomorphisms of the torus. Dynamical billiards, in which case the covering is countable. Markov partitions make homoclinic and heteroclinic orbits particularly easy to describe. The system ( [ 0 , 1 ) , x ↦ 2 x m o d 1 ) {\displaystyle ([0,1),x\mapsto 2x\ mod\ 1)} has the Markov partition E 0 = ( 0 , 1 / 2 ) , E 1 = ( 1 / 2 , 1 ) {\displaystyle E_{0}=(0,1/2),E_{1}=(1/2,1)} , and in this case the symbolic representation of a real number in [ 0 , 1 ) {\displaystyle [0,1)} is its binary expansion. For example: x ∈ E 0 , T x ∈ E 1 , T 2 x ∈ E 1 , T 3 x ∈ E 1 , T 4 x ∈ E 0 ⇒ x = ( 0.01110... ) 2 {\displaystyle x\in E_{0},Tx\in E_{1},T^{2}x\in E_{1},T^{3}x\in E_{1},T^{4}x\in E_{0}\Rightarrow x=(0.01110...)_{2}} . The assignment of points of [ 0 , 1 ) {\displaystyle [0,1)} to their sequences in the Markov partition is well defined except on the dyadic rationals - morally speaking, this is because ( 0.01111 … ) 2 = ( 0.10000 … ) 2 {\displaystyle (0.01111\dots )_{2}=(0.10000\dots )_{2}} , in the same way as 1 = 0.999 … {\displaystyle 1=0.999\dots } in decimal expansions.

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  • Is an AI Clip Maker Worth It in 2026?

    Is an AI Clip Maker Worth It in 2026?

    Trying to pick the best AI clip maker? An AI clip maker is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI clip maker 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.

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  • Jaime Carbonell

    Jaime Carbonell

    Jaime Guillermo Carbonell (July 29, 1953 – February 28, 2020) was a computer scientist who made seminal contributions to the development of natural language processing tools and technologies. His research in machine translation resulted in the development of several state-of-the-art language translation and artificial intelligence systems. He earned his B.S. degrees in Physics and in Mathematics from MIT in 1975 and did his Ph.D. under Dr. Roger Schank at Yale University in 1979. He joined Carnegie Mellon University as an assistant professor of computer science in 1979 and moved to Pittsburgh. He was affiliated with the Language Technologies Institute, Computer Science Department, Machine Learning Department, and Computational Biology Department at Carnegie Mellon. His interests spanned several areas of artificial intelligence, language technologies and machine learning. In particular, his research focused on areas such as text mining (extraction, categorization, novelty detection) and in new theoretical frameworks such as a unified utility-based theory bridging information retrieval, summarization, free-text question-answering and related tasks. He also worked on machine translation, both high-accuracy knowledge-based MT and machine learning for corpus-based MT (such as generalized example-based MT). == Career == Carbonell was the Allen Newell Professor of Computer Science and head of the Language Technologies Institute at Carnegie Mellon University. He joined Carnegie Mellon in 1979, and became a key faculty member in the artificial intelligence area. He was appointed full professor in 1987, Newell Chair in 1995, and University Professor in 2012. He completed his undergraduate studies at MIT. He received dual degrees in Mathematics and Physics. He received his Ph.D. in computer science from Yale University in 1979. At the time of his appointment, Carbonell was the youngest chaired professor in the School of Computer Science at CMU. His research spanned several areas of computer science, mostly in artificial intelligence, including: machine learning, data and text mining, natural language processing, very-large-scale knowledge bases, translingual information retrieval and automated summarization. He wrote more than 300 technical papers and gave over 500 invited or refereed-paper presentations (colloquia, seminars, panels, conferences, keynotes, etc.). He died following a long illness on February 28, 2020. Mona Talat Diab became the director of CMU's Language Technologies Institute in 2023. == Research == Carbonell created MMR (maximal marginal relevance) technology for text summarization and informational novelty detection in search engines, invention of transformational analogy, a generalized method for case-based reasoning (CBR) to re-use, modify and compose past successful plans for increasingly complex problems and knowledge-based interlingual machine translation. He was instrumental in setting up the Computational Biolinguistics Program, a joint venture between Carnegie Mellon and the University of Pittsburgh, which combines Language Technologies and Machine Learning to model and predict genomic, proteomic and glycomic 3D structures. Carbonell also did work in machine learning. He organized the first four machine learning conferences, starting with CMU in 1981. The Language Technologies Institute (LTI), founded and directed by Carbonell, achieved top honors in multiple areas. These areas include machine translation, search engines (including founding of Lycos by Michael Mauldin, one of Carbonell’s PhD students), speech synthesis, and education. LTI remains the original, largest and best-known institute for language technologies, with over $12M in annual funding and 200 researchers (faculty, staff, PhD students, MS students, visiting scholars etc.). Carbonell made major technical contributions in several fields, including (1) Creation of MMR (maximal marginal relevance) technology for text summarization and informational novelty detection in search engines,(2) Proactive machine learning for multi-source cost-sensitive active learning, (3) Linked conditional random fields for predicting tertiary and quaternary protein folds, (4) Symmetric optimal phrasal alignment method for trainable example-based and statistical machine translation, (5) Series- anomaly modeling for financial fraud detection and syndromic surveillance, (6) Knowledge-based interlingual machine translation, (7) Robust case-frame parsing, (8) Seeded version-space learning and (9) Invention of transformational and derivational analogy, generalized methods for case-based reasoning (CBR) to re-use, modify and compose past successful plans for increasingly complex problems. The teams led by Carbonell achieved top honors in many areas such as first scalable high-accuracy interlingual machine translation (1991), first speech-to-speech machine translation (1992), first large-scale spider and search engine (1994), and first trainable, large-scale protein-structure topology predictor (2005). Modern machine learning, co-founded by Carbonell, Michalski and Mitchell, is a fundamental enabling technology in search engines, data mining and social networking. Starting in 1980, he co-edited the first three books on ML, launched the ML conferences and was a co-founder and editor-in-chief of ML Journal. Carbonell’s innovations have led to several successful start-ups: Carnegie Group (AI expertsystems), Lycos (web search), Wisdom (financial optimization & ML), Carnegie Speech (spoken-language tutoring), Dynamix (data mining and pattern discovery), and Meaningful Machines (context-based machine translation). Carbonell was the founding director of The Language Technology Institute, the preeminent global institution in language studies, unparalleled in size and scope and has since been adopted/imitated in Germany (DFKI), Japan (Tokyo Univ.), and the US (Johns Hopkins). == Awards and honors == Okawa Prize, 2015 Best paper award, “Translingual Search” w/Yang, International Joint Conference on AI, 1997 Allen Newell endowed chair, Carnegie Mellon University, 1995 Elected fellow of AAAI, 1991 Computer Science teaching award, Carnegie Mellon University, 1987 Sperry Fellowship for excellence in AI research, 1986 Herbert Simon teaching award, 1986 "Recognition of Service" award from the ACM for the SIGART presidency, 1983–1985 Provided congressional testimony on machine translation, 1990 == Selected works == === Books === 1983. (with Ryszard S. Michalski & Tom M. Mitchell, Eds.) Machine learning: An artificial intelligence approach. Los Altos, CA: Morgan Kaufmann. 1986. (with Ryszard S. Michalski & Tom Mitchell, Eds.) Machine learning: An artificial intelligence approach. Vol. II. Los Altos, CA: Morgan-Kaufmann. 1986. (with Ryszard S. Michalski & Tom Mitchell, Eds.) Machine Learning: A Guide to Current Research. Kluwer Academic Publishers. == Contributions == “Protein Quaternary Fold Recognition Using Conditional Graphical Models” IJCAI 2007 (w/Liu et al.) “Context-Based Machine Translation” AMTA 2006 (w/Klein et al.) “SCRFs: A New Approach for Protein Fold Recognition,’’ Journal of Computational Biology, 13,2, 2006 (w/Liu et al) “MT for Resource-Poor Languages Using Elicitation-Based Learning” Machine Translation, 2004 ‘‘Learning Approaches for Detecting and Tracking News Events,’’ IEEE Trans I.S., 14, 4, 2000 (w/Yang)

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  • Cybersecurity in space

    Cybersecurity in space

    Cybersecurity in space involves the defense of all space assets (e.g. navigation systems, satellites, ground antennas, networks, etc.). The security of space can be affected by attacks such as disruption, corruption as well as the destruction of depended-upon assets/collected data. Government (e.g. militaries) and non-government sectors (e.g. financial industries) have started to become more reliant on numerous space-based services. Due to the criticality of these services, space security experts have identified these assets as high-value targets (HVT) that can cause detrimental consequences to all of Earth. == Scope and definitions == Space assets are broken down by three sub-sectors: the space component, the ground component, and the individual user component. The architecture of space assets is extremely complex and allows for a frequent attack vector utilized, the disruption by radio frequency (RF) cyber-attacks. In 2020, a memorandum was published by President Donald Trump, Space Policy Directive‑5 (SPD‑5). It established principles to ensure the safeguarding of all space assets. In 2023, the National Institute of Standards and Technology’s (NIST) published IR 8270, Introduction to Cybersecurity for Commercial Satellite Operations. This report established a baseline risk-management framework (RMF) to be implemented into space operations. == History == During the Cold War in the 1950s-1960s, the United States and Russia entered what was called the “Space Race”. By 1957, the Soviet Union successfully launched the first satellite into space named Sputnik. By 1961, the first key milestone was accomplished when the Soviet Union’s Yuri Gagarin became the first human to orbit Earth. This was later followed by the first American, Alan Shepard, to be launched into space; this was followed by John Glenn becoming the first American to orbit Earth in 1962. In 1969, a pinnacle milestone was reached when Apollo 11 launched into space and Neil Armstrong became the first man to walk on the moon. As space operations furthered, Commercial off-the-shelf products became increasingly popular but resulted in a rapid increase to the cyber-attack surface. Public awareness of space security did not increase until 2022, when the Viasat KA-SAT incident occurred, resulting in the disruption of a large number of modems across Europe. The attack was later accredited to Russia by the U.S. and the U.K. Policy and standards started to rapidly increase by 2020. The establishment of SPD-5 was released in 2020 followed by asset hardening instructions in 2022, and NIST’s IR 8270 in 2023. It was not until 2025 that Europe published their own findings in the Space Threat Landscape 2025 Report. This document led to the EU’s security proposals and standards. == Threats == === Radio-frequency Interference and Global Navigation Satellite Systems (GNSS) Spoofing === Space services are highly dependent on RF links for systems such as GNSS, however, a consequence of this dependency on RF is denial of service and deception. In 2017, the Black Sea maritime event occurred when numerous ships were subject to spoofing. Space services depend on RF links susceptible to jamming (denial) and spoofing (deception), including for GNSS/Positioning, Navigation, and Timing (PNT). Annotated incidents include the 2017 Black Sea maritime spoofing event affecting numerous ships, and extensive aviation GNSS spoofing patterns surveyed in various regions during 2024–2025. === Network intrusion and malware === Cyber threats can intrude and infect assets with malware. They do this by finding misconfiguration vulnerabilities, remote-management interfaces, and/or supply-chain vulnerabilities mainly in ground networks and user terminals. When KA-SAT occurred, it resulted from bulk modem disturbances. Forensic analysts later suggested malicious management controls and wiper malware as the root cause. === Supply-chain and lifecycle risks === The outsource of COTS components, external vendors, and software defined payloads allowed for vulnerabilities to emerge in the System/Product Lifecycle. In response, EU recommended the implementation of lifecycle-wide controls as mitigating factors. === Espionage, disruption, and influence === As Advanced Persistent Threats (APTs), Global Positioning System (GPS) intervention, and information warfare increased, assets like transponders became more frequent targets of attack. == Noteworthy incidents == The Viasat KA‑SAT incident of 2022, where a large number of modems in Europe were disrupted, resulted in the loss of telemetry access to a significant amount of wind turbines in Germany. The mass GNSS deception of the Black Sea in 2017 affected numerous ships when they started to convey fake central locations in Russia. Between 2024 and 2025, there was a mass, repetitive aviation GNSS spoofing that affected the aircraft of various regions. == Standards, guidelines, and best practices == SPD‑5 (U.S.) – This established risk-based engineering, verifying and ensuring positive control, and the implementation of risk mitigation controls. NIST IR 8270 – This created a RMF for COTS satellites. CISA/FBI SATCOM Advisory (AA22‑076) – Provided guidance on hardening techniques such as least-privileged, access control, encryption, etc.). ENISA Space Threat Landscape 2025 – It established the categorization of assets to organize threats, ensuring the observation of system/product lifecycle, and an RMF for COTS satellites. ECSS‑E‑ST‑80C (2024) – This established a standard for securing lifecycles in space, covering all segments (e.g. ground, launch, etc.). == Regulation and governance == As of 2025, there is no international regulations established for space assets, but the U.S., EU, and ESA institutional initiatives have published standards to address security concerns. The U.S. implemented SPD-5 and the Federal Communications Commission (FCC); the FCC addressed orbital debris. While the EU created standards to address technological mandates and support the implementation of NIS2. Lastly, the ESA created a special operations center to safeguard their satellites. International governance is still evolving, but forums have been held by the United Nations Committee on the Peaceful Uses of Outer Space. International conversations under forums such as the UN Committee on the Peaceful Uses of Outer Space (COPUOS) progressively note the cyber–space safety relationship, though formal global norms specific to space cybersecurity continue evolving. == Risk management approaches == Through RMF, mitigation controls have been implemented to reduce the risk of exploitation while increasing the security of space. Controls addressing mitigation include proper configuration, system hardening, zero-trust architectures, encryption, etc. Both the government and industries have placed an emphasis on incident response procedures to identify, contain, and remediate breaches.

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  • Synchronizing word

    Synchronizing word

    In computer science, more precisely, in the theory of deterministic finite automata (DFA), a synchronizing word or reset sequence is a word in the input alphabet of the DFA that sends any state of the DFA to one and the same state. That is, if an ensemble of copies of the DFA are each started in different states, and all of the copies process the synchronizing word, they will all end up in the same state. Not every DFA has a synchronizing word; for instance, a DFA with two states, one for words of even length and one for words of odd length, can never be synchronized. == Existence == Given a DFA, the problem of determining if it has a synchronizing word can be solved in polynomial time using a theorem due to Ján Černý. A simple approach considers the power set of states of the DFA, and builds a directed graph where nodes belong to the power set, and a directed edge describes the action of the transition function. A path from the node of all states to a singleton state shows the existence of a synchronizing word. This algorithm is exponential in the number of states. A polynomial algorithm results however, due to a theorem of Černý that exploits the substructure of the problem, and shows that a synchronizing word exists if and only if every pair of states has a synchronizing word. == Length == The problem of estimating the length of synchronizing words has a long history and was posed independently by several authors, but it is commonly known as the Černý conjecture. In 1969, Ján Černý conjectured that (n − 1)2 is the upper bound for the length of the shortest synchronizing word for any n-state complete DFA (a DFA with complete state transition graph). If this is true, it would be tight: in his 1964 paper, Černý exhibited a class of automata (indexed by the number n of states) for which the shortest reset words have this length. The best upper bound known is 0.1654n3, far from the lower bound. For n-state DFAs over a k-letter input alphabet, an algorithm by David Eppstein finds a synchronizing word of length at most 11n3/48 + O(n2), and runs in time complexity O(n3+kn2). This algorithm does not always find the shortest possible synchronizing word for a given automaton; as Eppstein also shows, the problem of finding the shortest synchronizing word is NP-complete. However, for a special class of automata in which all state transitions preserve the cyclic order of the states, he describes a different algorithm with time O(kn2) that always finds the shortest synchronizing word, proves that these automata always have a synchronizing word of length at most (n − 1)2 (the bound given in Černý's conjecture), and exhibits examples of automata with this special form whose shortest synchronizing word has length exactly (n − 1)2. == Road coloring == The road coloring problem is the problem of labeling the edges of a regular directed graph with the symbols of a k-letter input alphabet (where k is the outdegree of each vertex) in order to form a synchronizable DFA. It was conjectured in 1970 by Benjamin Weiss and Roy Adler that any strongly connected and aperiodic regular digraph can be labeled in this way; their conjecture was proven in 2007 by Avraham Trahtman. == Related: transformation semigroups == A transformation semigroup is synchronizing if it contains an element of rank 1, that is, an element whose image is of cardinality 1. A DFA corresponds to a transformation semigroup with a distinguished generator set.

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  • How to Choose an AI Customer-support Bot

    How to Choose an AI Customer-support Bot

    Comparing the best AI customer-support bot? An AI customer-support bot 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 customer-support bot slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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  • Julia Hirschberg

    Julia Hirschberg

    Julia Hirschberg is an American computer scientist noted for her research on computational linguistics and natural language processing. She received her first PhD in history from the University of Michigan and the second from the University of Pennsylvania in computer science doing research in Natural Language Processing. She worked at Bell Labs and AT&T Bell Labs from 1985 to 2002 and from 2002 at Columbia University where she is currently the Percy K. and Vida L. W. Hudson Professor of Computer Science. == Biography == Julia Linn Bell Hirschberg received her first Ph.D. degree in history (16th-century Mexico) from University of Michigan in 1976. She served on the History faculty of Smith College from 1974 to 1982. She subsequently shifted to Computer Science studies, receiving her M.S. in Computer and Information Science from University of Pennsylvania in 1982 and a Ph.D. in Computer and Information Science from University of Pennsylvania in 1985. Upon graduation from University of Pennsylvania in 1985, Hirschberg joined AT&T Bell Labs as a Member of Technical staff in the Linguistics Research Department, where she worked on improving prosody assignment for Text-to-Speech Synthesis (TTS) in the Bell Labs TTS system. She was promoted to Department Head in 1994 when she created a new Human Computer Interface Research Lab. She and her department remained at Bell Labs until 1996 when they moved to AT&T Labs Research as part of a corporate reorganization. In 2002, she joined the Columbia University faculty as a professor in the Department of Computer Science. She served as Chair of the Computer Science Department from 2012 to 2018. She still leads classes at Columbia in speech and natural language research and supervises PhD students and a large number of research project students. == Research == Hirschberg's research has included prosody, discourse structure, conversational implicature, text-to-speech synthesis, speech summarization, spoken dialogue systems, emotional speech, deceptive speech, charismatic speech, entrainment, empathetic speech and code-switching. Hirschberg was among the first to combine Natural Language Processing (NLP) approaches to discourse and dialogue with speech research. She pioneered techniques in text analysis for prosody assignment in Text-to-Speech synthesis at Bell laboratories in the 1980s and 1990s, developing corpus-based statistical models based upon syntactic and discourse information which are in general use today in TTS systems. With Janet Pierrehumbert, she developed a theoretical model of intonational meaning. She was a leader in the development of the ToBI conventions for intonational description, which have been extended to numerous languages and which today are the most widely used standard for intonational annotation. Hirschberg has been a pioneer together with Gregory Ward in much experimental work on intonational sources of language meaning and how these interact with pragmatic phenomena, particularly on the meaning of accent (intonational prominent) items and the meaning of intonational contours. She also has innovated in numerous other areas involving prosody and meaning, including the role of grammatical function and surface position in pitch accent location, the use of prosody in disambiguating cue phrases (discourse markers) with Diane Litman, the role of prosody in disambiguation in English, Italian, and Spanish with Cinzia Avesani and Pilar Prieto, and the automatic identification of speech recognition errors using prosodic information, At AT&T Labs she worked with Fernando Pereira, Steve Whittaker, and others on speech search and developing new interfaces for speech navigation. At Columbia, she and her students have continued and extended research on spoken dialogue systems (automatically detecting speech recognition errors and inappropriate system queries, modeling turn-taking behavior, dialogue entrainment, modeling and generating clarification dialogues); on the automatic classification of trust, charisma, deception and emotion from speech; on speech summarization; prosody translation, hedging behavior in text and speech, text-to-speech synthesis, and speech search in low resource languages. She also holds several patents in TTS and in speech search. Corpora she and collaborators have collected include the Boston Directions Corpus, the Columbia SRI Colorado Deception Corpus, and the Columbia Games Corpus. She has served on numerous technical boards and editorial committees. She has served as a member of the Computing Research Association's (CRA) Board of Directors and as co-chair of CRA-W. She is also noted for her leadership in broadening participation in computing. == Awards == Hirschberg's notable honors and awards include: Elected as a member of the National Academy of Artificial Intelligence Academy of Sciences and recipient of the NAAI Artificial Intelligence Exploration Award, 2025 Elected as a Fellow of Asia-Pacific Artificial Intelligence Association (AAIA), 2024. 2020 ISCA Special Service Medal Honorary Doctorate (eredoctoraat) from Tilburg University, Netherlands, 2018. American Academy of Arts and Sciences, 2018. IEEE Fellow, 2017 National Academy of Engineering, 2017 ACM Fellow in 2015 Elected member, American Philosophical Society, 2014. Honorary member, Association for Laboratory Phonology, 2014. Association for Computational Linguistics (ACL) (Founding) Fellow, 2011. International Speech Communication Association (ISCA) Medal for Scientific Achievement, 2011. IEEE James L. Flanagan Speech and Audio Processing Award, 2011. Honorary Doctorate (Hedersdoktorer), KTH (Royal Institute of Technology) Stockholm, Sweden, 2007. AAAI Fellow, 1994. == Publications == A social history of Puebla de Los Ángeles, 1531-60, 1976 Empirical studies on the disambiguation of cue phrases, 1991 Prosody and conversation, 1998 Most recent publications and other information, https://www.cs.columbia.edu/speech/.

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  • Personoid

    Personoid

    Personoid is the concept coined by Stanisław Lem, a Polish science-fiction writer, in Non Serviam, from his book A Perfect Vacuum (1971). His personoids are an abstraction of functions of human mind and they live in computers; they do not need any human-like physical body. In cognitive and software modeling, personoid is a research approach to the development of intelligent autonomous agents. In frame of the IPK (Information, Preferences, Knowledge) architecture, it is a framework of abstract intelligent agent with a cognitive and structural intelligence. It can be seen as an essence of high intelligent entities. From the philosophical and systemics perspectives, personoid societies can also be seen as the carriers of a culture. According to N. Gessler, the personoids study can be a base for the research on artificial culture and culture evolution. == Personoids on TV and cinema == Welt am Draht (1973) The Thirteenth Floor (1999)

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  • AI Paragraph Rewriters Reviews: What Actually Works in 2026

    AI Paragraph Rewriters Reviews: What Actually Works in 2026

    Looking for the best AI paragraph rewriter? An AI paragraph rewriter is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI paragraph rewriter 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.

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  • Ronald J. Williams

    Ronald J. Williams

    Ronald James Williams (1945 – February 16, 2024) was an American mathematician and computer scientist who spent the majority of his career at Northeastern University. He is considered one of the pioneers of neural networks. In 1986, he co-authored the seminal paper in Nature on the backpropagation algorithm along with David Rumelhart and Geoffrey Hinton, which triggered a boom in neural network research. == Education and career == Williams was born in Southern California. He studied at California Institute of Technology as a undergraduate student and received a B.S. in mathematics there in 1966. He received his M.A. and Ph.D. in mathematics, both at University of California, San Diego (UCSD) in 1972 and 1975, respectively. His Ph.D. thesis was supervised by Donald Werner Anderson. He worked for a defense contractor for some time after graduation. From 1983 to 1986, Williams was a member of the Parallel Distributed Processing research group headed by David Rumelhart at the Institute for Cognitive Science at UCSD. In 1986, Williams accepted a professorship in computer science at Northeastern University in Boston, where he remained afterwards. In addition to the backpropagation paper, Williams made fundamental contributions to the fields of recurrent neural networks, where he, along with David Zipser, invented the teacher forcing algorithm and made important contributions to backpropagation through time. In reinforcement learning, Williams introduced the REINFORCE algorithm in 1992, which became the first policy gradient method. Besides his works on neural networks, Williams, together with Wenxu Tong and Mary Jo Ondrechen, developed Partial Order Optimum Likelihood (POOL), a machine learning method used in the prediction of active amino acids in protein structures. POOL is a maximum likelihood method with a monotonicity constraint and is a general predictor of properties that depend monotonically on the input features.

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  • The Best Free AI Writing Assistant for Beginners

    The Best Free AI Writing Assistant for Beginners

    Shopping for the best AI writing assistant? An AI writing assistant 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 writing assistant slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • Gcore

    Gcore

    Gcore is an edge AI, cloud, network, and security company headquartered in Luxembourg. Founded in 2014, the company provides low-latency services to industries including finance, healthcare, manufacturing, gaming, media and telecommunications internationally. As of March 2024, its global network includes over 180 Points of Presence (PoPs) across six continents. == History == Gcore was founded in 2014 in Luxembourg. The company built its own content delivery network, originally designed for the needs of the gaming industry. In 2016, Gcore's infrastructure expanded to multiple regions that were underserved by hyperscale cloud providers. In 2020, the company formed partnerships with Intel and Equinix. In 2022, Gcore launched the European AI Cloud, providing access to infrastructure for machine learning tasks. In March 2024, Gcore announced the acquisition of a web application and API protection (WAAP) solution from StackPath. In April 2024, Gcore received a commendation in the Industry Innovation category at the NVIDIA Partner Network Awards EMEA for developing the first speech-to-text technology for Luxembourgish, using the LuxemBERT AI model. In May 2024, Philipp Rösler, former vice-chancellor of Germany and federal minister of health joined the Gcore board. In July 2024, Gcore raised $60 million in a Series A funding round, marking the company's first external investment since its founding. In August 2024, Gcore was recognized as a Major Player in the IDC MarketScape report for European public cloud Infrastructure (IaaS) 2024 by IDC, the global market intelligence firm. In May 2025, Feiyu Xu became a member of the Gcore advisory board. == Network infrastructure == According to the company's website, Gcore has network locations in six continents: Europe, North America, Asia, South America, Africa, and Australia with over 14,000 peering partners and a network capacity exceeding 200 Tbps. According to a 2025 review by Geekflare, Gcore's CDN achieved an average global response time of around 30 milliseconds. Gcore offers AI cloud clusters, including a generative AI cluster with Nvidia GPUs in Luxembourg and additional sites in the Netherlands and Wales, as part of its European AI infrastructure. == Products and services == Gcore offers a range of services, including content delivery network (CDN), cloud computing,virtual machines, bare-metal servers, object storage AI infrastructure and inference, Kubernetes, video streaming, DDoS mitigation, web application and API protection (WAAP), Domain Name System (DNS). Gcore provides AI services and GPU cloud infrastructure to support model development, training, fine-tuning, and inference. In January 2025, the company introduced Everywhere Inference, a serverless inference solution that enables AI model deployment. == Controversies == Correctiv and Tageszeitung reported that Gcore supported the distribution of the TV network RT until April 2023, which has been under sanctions by the EU since March 2022. However, Gcore denies these allegations. == Collaborations == In 2024, Gcore and Qareeb Data Centres, a data center provider in the Middle East, launched a collaboration to integrate Gcore's AI, cloud and edge services across data centers in multiple Middle Eastern countries. In June 2025, Gcore joined the SmartSpires initiative, a €3.1 million smart city project co-funded by the Connecting Europe Facility. The three-year programme is coordinated by a public–private consortium including 5SKYE, the Luxembourg Institute of Science and Technology (LIST), Orange Luxembourg, and Gcore. The project aims to transform the Belval campus into a smart city by deploying 5G-enabled smart towers that integrate edge computing, artificial intelligence and IoT services. Within the consortium, Gcore acts as project coordinator and is responsible for the deployment of the edge infrastructure.

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  • Ernst Dickmanns

    Ernst Dickmanns

    Ernst Dieter Dickmanns is a German pioneer of dynamic computer vision and of driverless cars. Dickmanns has been a professor at the University of the Bundeswehr Munich (1975–2001), and visiting professor to Caltech and to MIT, teaching courses on "dynamic vision". == Biography == Dickmanns was born in 1936. He studied aerospace and aeronautics at RWTH Aachen (1956–1961), and control engineering at Princeton University (1964/65); from 1961 to 1975 he was associated with the German Aero-Space Research Establishment (now DLR) Oberpfaffenhofen, working in the fields of flight dynamics and trajectory optimization. In 1971/72 he spent a Post-Doc Research Associateship with the NASA-Marshall Space Flight Center, Huntsville (orbiter re-entry). From 1975 to 2001 he was with UniBw Munich, where he initiated the 'Institut fuer Flugmechanik und Systemdynamik' (IFS), the Institut fuer die 'Technik Autonomer Systeme' (TAS), and the research activities in machine vision for vehicle guidance. == Pioneering work in autonomous driving == In the early 1980s his team equipped a Mercedes-Benz van with cameras and other sensors. The 5-ton van was re-engineered that it was possible to control steering wheel, throttle, and brakes through computer commands based on real-time evaluation of image sequences. Software was written that translated the sensory data into appropriate driving commands. For safety reasons, initial experiments in Bavaria took place on streets without traffic. In 1986 the Robot Car "VaMoRs" managed to drive all by itself and by 1987 was capable of driving itself at speeds up to 96 kilometres per hour (60 mph). One of the greatest challenges in high-speed autonomous driving arises through the rapidly changing visual street scenes. Back then, computers were much slower than they are today (~1% of 1%); therefore, sophisticated computer vision strategies were necessary to react in real time. The team of Dickmanns solved the problem through an innovative approach to dynamic vision. Spatiotemporal models were used right from the beginning, dubbed '4-D approach', which did not need storing previous images but nonetheless was able to yield estimates of all 3-D position and velocity components. Attention control including artificial saccadic movements of the platform carrying the cameras allowed the system to focus its attention on the most relevant details of the visual input. Kalman filters have been extended to perspective imaging and were used to achieve robust autonomous driving even in presence of noise and uncertainty. Feedback of prediction errors allowed bypassing the (ill-conditioned) inversion of perspective projection by least-squares parameter fits. When in 1986/83 the EUREKA-project 'PROgraMme for a European Traffic of Highest Efficiency and Unprecedented Safety' (PROMETHEUS) was initiated by the European car manufacturing industry (funding in the range of several hundred million Euros), the initially planned autonomous lateral guidance by buried cables was dropped and substituted by the much more flexible machine vision approach proposed by Dickmanns, and partially encouraged by his successes. Most of the major car companies participated; so did Dickmanns and his team in cooperation with the Daimler-Benz AG. Substantial progress was made in the following 7 years. In particular, Dickmanns' robot cars learned to drive in traffic under various conditions. An accompanying human driver with a "red button" made sure the robot vehicle could not get out of control and become a danger to the public. Since 1992, driving in public traffic was standard as final step in real-world testing. Several dozen Transputers, a special breed of parallel computers, were used to deal with the (by 1990s standards) enormous computational demands. Two culmination points were achieved in 1994/95, when Dickmanns´ re-engineered autonomous S-Class Mercedes-Benz performed international demonstrations. The first was the final presentation of the PROMETHEUS project in October 1994 on Autoroute 1 near the airport Charles-de-Gaulle in Paris. With guests on board, the twin vehicles of Daimler-Benz (VITA-2) and UniBwM (VaMP) drove more than 1,000 kilometres (620 mi) on the three-lane highway in standard heavy traffic at speeds up to 130 kilometres per hour (81 mph). Driving in free lanes, convoy driving with distance keeping depending on speed, and lane changes left and right with autonomous passing have been demonstrated; the latter required interpreting the road scene also in the rear hemisphere. Two cameras with different focal lengths for each hemisphere have been used in parallel for this purpose. The second culmination point was a 1,758 kilometres (1,092 mi) trip in the fall of 1995 from Munich in Bavaria to Odense in Denmark to a project meeting and back. Both longitudinal and lateral guidance were performed autonomously by vision. On highways, the robot achieved speeds exceeding 175 kilometres per hour (109 mph) (there is no general speed limit on the Autobahn). Publications from Dickmann's research group indicate a mean autonomously driven distance without resets of ~9 kilometres (5.6 mi); the longest autonomously driven stretch reached 158 kilometres (98 mi). More than half of the resets required were achieved autonomously (no human intervention). This is particularly impressive considering that the system used black-and-white video-cameras and did not model situations like road construction sites with yellow lane markings; lane-changes at over 140 kilometres per hour (87 mph), and other traffic with more than 40 kilometres per hour (25 mph) relative speed have been handled. In total, 95% autonomous driving (by distance) was achieved. In the years 1994 to 2004 the elder 5-ton van 'VaMoRs' was used to develop the capabilities needed for driving on networks of minor (also unsealed) roads and for cross-country driving including avoidance of negative obstacles like ditches. Turning off onto crossroads of unknown width and intersection angles required a big effort, but has been achieved with "Expectation-based, Multi-focal, Saccadic vision" (EMS-vision). This vertebrate-type vision uses animation capabilities based on knowledge about subject classes (including the autonomous vehicle itself) and their potential behaviour in certain situations. This rich background is used for control of gaze and attention as well as for locomotion. Beside ground vehicle guidance, also applications of the 4-D approach to dynamic vision for unmanned air vehicles (conventional aircraft and helicopters) have been investigated. Autonomous visual landing approaches and landings have been demonstrated in hardware-in-the-loop simulations with visual/inertial data fusion. Real-world autonomous visual landing approaches till shortly before touchdown have been performed in 1992 with the twin-propeller aircraft Dornier 128 of the University of Brunswick at the airport there. Another success of this machine vision technology was the first ever visually controlled grasping experiment of a free-floating object in weightlessness on board the Space Shuttle Columbia D2-mission in 1993 as part of the 'Rotex'-experiment of DLR.

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  • Two-way finite automaton

    Two-way finite automaton

    In computer science, in particular in automata theory, a two-way finite automaton is a finite automaton that is allowed to re-read its input. == Two-way deterministic finite automaton == A two-way deterministic finite automaton (2DFA) is an abstract machine, a generalized version of the deterministic finite automaton (DFA) which can revisit characters already processed. As in a DFA, there are a finite number of states with transitions between them based on the current character, but each transition is also labelled with a value indicating whether the machine will move its position in the input to the left, right, or stay at the same position. Equivalently, 2DFAs can be seen as read-only Turing machines with no work tape, only a read-only input tape. 2DFAs were introduced in a seminal 1959 paper by Rabin and Scott, who proved them to have equivalent power to one-way DFAs. That is, any formal language which can be recognized by a 2DFA can be recognized by a DFA which only examines and consumes each character in order. Since DFAs are obviously a special case of 2DFAs, this implies that both kinds of machines recognize precisely the class of regular languages. However, the equivalent DFA for a 2DFA may require exponentially many states, making 2DFAs a much more practical representation for algorithms for some common problems. 2DFAs are also equivalent to read-only Turing machines that use only a constant amount of space on their work tape, since any constant amount of information can be incorporated into the finite control state via a product construction (a state for each combination of work tape state and control state). == Formal description == Formally, a two-way deterministic finite automaton can be described by the following 8-tuple: M = ( Q , Σ , L , R , δ , s , t , r ) {\displaystyle M=(Q,\Sigma ,L,R,\delta ,s,t,r)} where Q {\displaystyle Q} is the finite, non-empty set of states Σ {\displaystyle \Sigma } is the finite, non-empty set of input symbols L {\displaystyle L} is the left endmarker R {\displaystyle R} is the right endmarker δ : Q × ( Σ ∪ { L , R } ) → Q × { l e f t , r i g h t } {\displaystyle \delta :Q\times (\Sigma \cup \{L,R\})\rightarrow Q\times \{\mathrm {left,right} \}} s {\displaystyle s} is the start state t {\displaystyle t} is the end state r {\displaystyle r} is the reject state In addition, the following two conditions must also be satisfied: For all q ∈ Q {\displaystyle q\in Q} δ ( q , L ) = ( q ′ , r i g h t ) {\displaystyle \delta (q,L)=(q^{\prime },\mathrm {right} )} for some q ′ ∈ Q {\displaystyle q^{\prime }\in Q} δ ( q , R ) = ( q ′ , l e f t ) {\displaystyle \delta (q,R)=(q^{\prime },\mathrm {left} )} for some q ′ ∈ Q {\displaystyle q^{\prime }\in Q} It says that there must be some transition possible when the pointer reaches either end of the input word. For all symbols σ ∈ Σ ∪ { L } {\displaystyle \sigma \in \Sigma \cup \{L\}} δ ( t , σ ) = ( t , R ) {\displaystyle \delta (t,\sigma )=(t,R)} δ ( r , σ ) = ( r , R ) {\displaystyle \delta (r,\sigma )=(r,R)} δ ( t , R ) = ( t , L ) {\displaystyle \delta (t,R)=(t,L)} δ ( r , R ) = ( r , L ) {\displaystyle \delta (r,R)=(r,L)} It says that once the automaton reaches the accept or reject state, it stays in there forever and the pointer goes to the right most symbol and cycles there infinitely. == Two-way nondeterministic finite automaton == A two-way nondeterministic finite automaton (2NFA) may have multiple transitions defined in the same configuration. Its transition function is δ : Q × ( Σ ∪ { L , R } ) → 2 Q × { l e f t , r i g h t } {\displaystyle \delta :Q\times (\Sigma \cup \{L,R\})\rightarrow 2^{Q\times \{\mathrm {left,right} \}}} . Like a standard one-way NFA, a 2NFA accepts a string if at least one of the possible computations is accepting. Like the 2DFAs, the 2NFAs also accept only regular languages. == Two-way alternating finite automaton == A two-way alternating finite automaton (2AFA) is a two-way extension of an alternating finite automaton (AFA). Its state set is Q = Q ∃ ∪ Q ∀ {\displaystyle Q=Q_{\exists }\cup Q_{\forall }} where Q ∃ ∩ Q ∀ = ∅ {\displaystyle Q_{\exists }\cap Q_{\forall }=\emptyset } . States in Q ∃ {\displaystyle Q_{\exists }} and Q ∀ {\displaystyle Q_{\forall }} are called existential resp. universal. In an existential state a 2AFA nondeterministically chooses the next state like an NFA, and accepts if at least one of the resulting computations accepts. In a universal state 2AFA moves to all next states, and accepts if all the resulting computations accept. == State complexity tradeoffs == Two-way and one-way finite automata, deterministic and nondeterministic and alternating, accept the same class of regular languages. However, transforming an automaton of one type to an equivalent automaton of another type incurs a blow-up in the number of states. Christos Kapoutsis determined that transforming an n {\displaystyle n} -state 2DFA to an equivalent DFA requires n ( n n − ( n − 1 ) n ) {\displaystyle n(n^{n}-(n-1)^{n})} states in the worst case. If an n {\displaystyle n} -state 2DFA or a 2NFA is transformed to an NFA, the worst-case number of states required is ( 2 n n + 1 ) = O ( 4 n n ) {\displaystyle {\binom {2n}{n+1}}=O\left({\frac {4^{n}}{\sqrt {n}}}\right)} . Ladner, Lipton and Stockmeyer. proved that an n {\displaystyle n} -state 2AFA can be converted to a DFA with 2 n 2 n {\displaystyle 2^{n2^{n}}} states. The 2AFA to NFA conversion requires 2 Θ ( n log ⁡ n ) {\displaystyle 2^{\Theta (n\log n)}} states in the worst case, see Geffert and Okhotin. It is an open problem whether every 2NFA can be converted to a 2DFA with only a polynomial increase in the number of states. The problem was raised by Sakoda and Sipser, who compared it to the P vs. NP problem in the computational complexity theory. Berman and Lingas discovered a formal relation between this problem and the L vs. NL open problem, see Kapoutsis for a precise relation. == Sweeping automata == Sweeping automata are 2DFAs of a special kind that process the input string by making alternating left-to-right and right-to-left sweeps, turning only at the endmarkers. Sipser constructed a sequence of languages, each accepted by an n-state NFA, yet which is not accepted by any sweeping automata with fewer than 2 n {\displaystyle 2^{n}} states. == Two-way quantum finite automaton == The concept of 2DFAs was in 1997 generalized to quantum computing by John Watrous's "On the Power of 2-Way Quantum Finite State Automata", in which he demonstrates that these machines can recognize nonregular languages and so are more powerful than DFAs. == Two-way pushdown automaton == A pushdown automaton that is allowed to move either way on its input tape is called two-way pushdown automaton (2PDA); it has been studied by Hartmanis, Lewis, and Stearns (1965). Aho, Hopcroft, Ullman (1968) and Cook (1971) characterized the class of languages recognizable by deterministic (2DPDA) and non-deterministic (2NPDA) two-way pushdown automata; Gray, Harrison, and Ibarra (1967) investigated the closure properties of these languages.

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