AI Assistant Jobs Remote

AI Assistant Jobs Remote — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Telebirr

    Telebirr

    Telebirr (Amharic: ቴሌብር) is a mobile payment service developed and was launched by Ethio telecom, the state owned telecommunication and Internet service provider in Ethiopia. It took five months to develop the end-to-end service. It facilitates the delivery of cashless transactions. The platform deployed currently has the capacity of processing up to 100 transactions per second (TPS) and can be scaled up to 1000 TPS. The service is accessible via SMS, USSD, and smartphone applications. Telebirr works in five languages. == Services == Though the service is fully accessible for any customer of Ethio telecom, the users need to register through the mobile application called Telebirr or using an authorized agent or Ethio telecom shop or Unstructured Supplementary Service Data (USSD), 127# nationally. However, Telebirr also provides a “quick registration” by using any information that already exists in Ethio telecom's system.

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  • Harrison White

    Harrison White

    Harrison Colyar White (March 21, 1930 – May 18, 2024) was an American sociologist who was the Giddings Professor of Sociology at Columbia University. White played an influential role in the “Harvard Revolution” in social networks and the New York School of relational sociology. He is credited with the development of a number of mathematical models of social structure including vacancy chains and blockmodels. He has been a leader of a revolution in sociology that is still in process, using models of social structure that are based on patterns of relations instead of the attributes and attitudes of individuals. Among social network researchers, White is widely respected. For instance, at the 1997 International Network of Social Network Analysis conference, the organizer held a special “White Tie” event, dedicated to White. Social network researcher Emmanuel Lazega refers to him as both “Copernicus and Galileo” because he invented both the vision and the tools. The most comprehensive documentation of his theories can be found in the book Identity and Control, first published in 1992. A major rewrite of the book appeared in June 2008. In 2011, White received the W.E.B. DuBois Career of Distinguished Scholarship Award from the American Sociological Association, which honors "scholars who have shown outstanding commitment to the profession of sociology and whose cumulative work has contributed in important ways to the advancement of the discipline." Before his retirement to live in Tucson, Arizona, White was interested in sociolinguistics and business strategy as well as sociology. == Life and career == === Early years === White was born on March 21, 1930, in Washington, D.C. He had three siblings and his father was a doctor in the US Navy. Although moving around to different Naval bases throughout his adolescence, he considered himself Southern, and Nashville, TN to be his home. At the age of 15, he entered the Massachusetts Institute of Technology (MIT), receiving his undergraduate degree at 20 years of age; five years later, in 1955, he received a doctorate in theoretical physics, also from MIT with John C. Slater as his advisor. His dissertation was titled A quantum-mechanical calculation of inter-atomic force constants in copper. This was published in the Physical Review as "Atomic Force Constants of Copper from Feynman's Theorem" (1958). While at MIT he also took a course with the political scientist Karl Deutsch, who White credits with encouraging him to move toward the social sciences. === Princeton University === After receiving his PhD in theoretical physics, he received a Fellowship from the Ford Foundation to begin his second doctorate in sociology at Princeton University. His dissertation advisor was Marion J. Levy. White also worked with Wilbert Moore, Fred Stephan, and Frank W. Notestein while at Princeton. His cohort was very small, with only four or five other graduate students including David Matza, and Stanley Udy. At the same time, he took up a position as an operations analyst at the Operations Research Office, Johns Hopkins University from 1955 to 1956. During this period, he worked with Lee S. Christie on Queuing with Preemptive Priorities or with Breakdown, which was published in 1958. Christie previously worked alongside mathematical psychologist R. Duncan Luce in the Small Group Laboratory at MIT while White was completing his first PhD in physics also at MIT. While continuing his studies at Princeton, White also spent a year as a fellow at the Center for Advanced Study in the Behavioral Sciences, Stanford University, California where he met Harold Guetzkow. Guetzkow was a faculty member at the Carnegie Institute of Technology, known for his application of simulations to social behavior and long-time collaborator with many other pioneers in organization studies, including Herbert A. Simon, James March, and Richard Cyert. Upon meeting Simon through his mutual acquaintance with Guetzkow, White received an invitation to move from California to Pittsburgh to work as an assistant professor of Industrial Administration and Sociology at the Graduate School of Industrial Administration, Carnegie Institute of Technology (later Carnegie-Mellon University), where he stayed for a couple of years, between 1957 and 1959. In an interview, he claimed to have fought with the dean, Leyland Bock, to have the word "sociology" included in his title. It was also during his time at the Stanford Center for Advanced Study that White met his first wife, Cynthia A. Johnson, who was a graduate of Radcliffe College, where she had majored in art history. The couple's joint work on the French Impressionists, Canvases and Careers (1965) and “Institutional Changes in the French Painting World” (1964), originally grew out of a seminar on art in 1957 at the Center for Advanced Study led by Robert Wilson. White originally hoped to use sociometry to map the social structure of French art to predict shifts, but he had an epiphany that it was not social structure but institutional structure which explained the shift. It was also during these years that White, still a graduate student in sociology, wrote and published his first social scientific work, "Sleep: A Sociological Interpretation" in Acta Sociologica in 1960, together with Vilhelm Aubert, a Norwegian sociologist. This work was a phenomenological examination of sleep which attempted to "demonstrate that sleep was more than a straightforward biological activity... [but rather also] a social event". For his dissertation, White carried out empirical research on a research and development department in a manufacturing firm, consisting of interviews and a 110-item questionnaire with managers. He specifically used sociometric questions, which he used to model the "social structure" of relationships between various departments and teams in the organization. In May 1960 he submitted as his doctoral dissertation, titled Research and Development as a Pattern in Industrial Management: A Case Study in Institutionalisation and Uncertainty, earning a PhD in sociology from Princeton University. His first publication based on his dissertation was ''Management conflict and sociometric structure'' in the American Journal of Sociology. === University of Chicago === In 1959 James Coleman left the University of Chicago to found a new department of social relations at Johns Hopkins University, this left a vacancy open for a mathematical sociologist like White. He moved to Chicago to start working as an associate professor at the Department of Sociology. At that time, highly influential sociologists, such as Peter Blau, Mayer Zald, Elihu Katz, Everett Hughes, Erving Goffman were there. As Princeton only required one year in residence, and White took the opportunity to take positions at Johns Hopkins, Stanford, and Carnegie while still working on his dissertation, it was at Chicago that White credits as being his "real socialization in a way, into sociology." It was here that White advised his first two graduate students Joel H. Levine and Morris Friedell, both who went on to make contributions to social network analysis in sociology. While at the Center for Advanced Study, White began learning anthropology and became fascinated with kinship. During his stay at the University of Chicago White was able to finish An Anatomy of Kinship, published in 1963 within the Prentice-Hall series in Mathematical Analysis of Social Behavior, with James Coleman and James March as chief editors. The book received significant attention from many mathematical sociologists of the time, and contributed greatly to establish White as a model builder. === The Harvard Revolution === In 1963, White left Chicago to be an associate professor of sociology at the Harvard Department of Social Relations—the same department founded by Talcott Parsons and still heavily influenced by the structural-functionalist paradigm of Parsons. As White previously only taught graduate courses at Carnegie and Chicago, his first undergraduate course was An Introduction to Social Relations (see Influence) at Harvard, which became infamous among network analysts. As he "thought existing textbooks were grotesquely unscientific," the syllabus of the class was noted for including few readings by sociologists, and comparatively more readings by anthropologists, social psychologists, and historians. White was also a vocal critic of what he called the "attributes and attitudes" approach of Parsonsian sociology, and came to be the leader of what has been variously known as the “Harvard Revolution," the "Harvard breakthrough," or the "Harvard renaissance" in social networks. He worked closely with small group researchers George C. Homans and Robert F. Bales, which was largely compatible with his prior work in organizational research and his efforts to formalize network analysis. Overlapping White's early years, Charles Tilly, a graduate of the Harvard Department of Social

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  • K-nearest neighbors algorithm

    K-nearest neighbors algorithm

    In statistics, the k-nearest neighbors algorithm (k-NN) is a non-parametric supervised learning method. It was first developed by Evelyn Fix and Joseph Hodges in 1951, and later expanded by Thomas Cover. In classification, a new example is assigned a label based on the labels of its k nearest training examples; in regression, the prediction is computed from the values of those neighbors. Most often, it is used for classification, as a k-NN classifier, the output of which is a class membership. An object is classified by a plurality vote of its neighbors, with the object being assigned to the class most common among its k nearest neighbors (k is a positive integer, typically small). If k = 1, then the object is simply assigned to the class of that single nearest neighbor. The k-NN algorithm can also be generalized for regression. In k-NN regression, also known as nearest neighbor smoothing, the output is the property value for the object. This value is the average of the values of k nearest neighbors. If k = 1, then the output is simply assigned to the value of that single nearest neighbor, also known as nearest neighbor interpolation. For both classification and regression, a useful technique can be to assign weights to the contributions of the neighbors, so that nearer neighbors contribute more to the average than distant ones. For example, a common weighting scheme consists of giving each neighbor a weight of 1/d, where d is the distance to the neighbor. The input consists of the k closest training examples in a data set. The neighbors are taken from a set of objects for which the class (for k-NN classification) or the object property value (for k-NN regression) is known. This can be thought of as the training set for the algorithm, though no explicit training step is required. A peculiarity (sometimes even a disadvantage) of the k-NN algorithm is its sensitivity to the local structure of the data. In k-NN classification the function is only approximated locally and all computation is deferred until function evaluation. Since this algorithm relies on distance, if the features represent different physical units or come in vastly different scales, then feature-wise normalizing of the training data can greatly improve its accuracy. == Statistical setting == Suppose we have pairs ( X 1 , Y 1 ) , ( X 2 , Y 2 ) , … , ( X n , Y n ) {\displaystyle (X_{1},Y_{1}),(X_{2},Y_{2}),\dots ,(X_{n},Y_{n})} taking values in R d × { 1 , 2 } {\displaystyle \mathbb {R} ^{d}\times \{1,2\}} , where Y is the class label of X, so that X | Y = r ∼ P r {\displaystyle X|Y=r\sim P_{r}} for r = 1 , 2 {\displaystyle r=1,2} (and probability distributions P r {\displaystyle P_{r}} ). Given some norm ‖ ⋅ ‖ {\displaystyle \|\cdot \|} on R d {\displaystyle \mathbb {R} ^{d}} and a point x ∈ R d {\displaystyle x\in \mathbb {R} ^{d}} , let ( X ( 1 ) , Y ( 1 ) ) , … , ( X ( n ) , Y ( n ) ) {\displaystyle (X_{(1)},Y_{(1)}),\dots ,(X_{(n)},Y_{(n)})} be a reordering of the training data such that ‖ X ( 1 ) − x ‖ ≤ ⋯ ≤ ‖ X ( n ) − x ‖ {\displaystyle \|X_{(1)}-x\|\leq \dots \leq \|X_{(n)}-x\|} . == Algorithm == The training examples are vectors in a multidimensional feature space, each with a class label. The training phase of the algorithm consists only of storing the feature vectors and class labels of the training samples. In the classification phase, k is a user-defined constant, and an unlabeled vector (a query or test point) is classified by assigning the label which is most frequent among the k training samples nearest to that query point. A commonly used distance metric for continuous variables is Euclidean distance. For discrete variables, such as for text classification, another metric can be used, such as the overlap metric (or Hamming distance). In the context of gene expression microarray data, for example, k-NN has been employed with correlation coefficients, such as Pearson and Spearman, as a metric. Often, the classification accuracy of k-NN can be improved significantly if the distance metric is learned with specialized algorithms such as large margin nearest neighbor or neighborhood components analysis. A drawback of the basic "majority voting" classification occurs when the class distribution is skewed. That is, examples of a more frequent class tend to dominate the prediction of the new example, because they tend to be common among the k nearest neighbors due to their large number. One way to overcome this problem is to weight the classification, taking into account the distance from the test point to each of its k nearest neighbors. The class (or value, in regression problems) of each of the k nearest points is multiplied by a weight proportional to the inverse of the distance from that point to the test point. Another way to overcome skew is by abstraction in data representation. For example, in a self-organizing map (SOM), each node is a representative (a center) of a cluster of similar points, regardless of their density in the original training data. k-NN can then be applied to the SOM. == Parameter selection == The best choice of k depends upon the data; generally, larger values of k reduces effect of the noise on the classification, but make boundaries between classes less distinct. A good k can be selected by various heuristic techniques (see hyperparameter optimization). The special case where the class is predicted to be the class of the closest training sample (i.e. when k = 1) is called the nearest neighbor algorithm. The accuracy of the k-NN algorithm can be severely degraded by the presence of noisy or irrelevant features, or if the feature scales are not consistent with their importance. Much research effort has been put into selecting or scaling features to improve classification. A particularly popular approach is the use of evolutionary algorithms to optimize feature scaling. Another popular approach is to scale features by the mutual information of the training data with the training classes. In binary (two class) classification problems, it is helpful to choose k to be an odd number as this avoids tied votes. One popular way of choosing the empirically optimal k in this setting is via bootstrap method. == The 1-nearest neighbor classifier == The most intuitive nearest neighbour type classifier is the one nearest neighbour classifier that assigns a point x to the class of its closest neighbour in the feature space, that is C n 1 n n ( x ) = Y ( 1 ) {\displaystyle C_{n}^{1nn}(x)=Y_{(1)}} . As the size of training data set approaches infinity, the one nearest neighbour classifier guarantees an error rate of no worse than twice the Bayes error rate (the minimum achievable error rate given the distribution of the data). == The weighted nearest neighbour classifier == The k-nearest neighbour classifier can be viewed as assigning the k nearest neighbours a weight 1 / k {\displaystyle 1/k} and all others 0 weight. This can be generalised to weighted nearest neighbour classifiers. That is, where the ith nearest neighbour is assigned a weight w n i {\displaystyle w_{ni}} , with ∑ i = 1 n w n i = 1 {\textstyle \sum _{i=1}^{n}w_{ni}=1} . An analogous result on the strong consistency of weighted nearest neighbour classifiers also holds. Let C n w n n {\displaystyle C_{n}^{wnn}} denote the weighted nearest classifier with weights { w n i } i = 1 n {\displaystyle \{w_{ni}\}_{i=1}^{n}} . Subject to regularity conditions, which in asymptotic theory are conditional variables which require assumptions to differentiate among parameters with some criteria. On the class distributions the excess risk has the following asymptotic expansion R R ( C n w n n ) − R R ( C Bayes ) = ( B 1 s n 2 + B 2 t n 2 ) { 1 + o ( 1 ) } , {\displaystyle {\mathcal {R}}_{\mathcal {R}}(C_{n}^{wnn})-{\mathcal {R}}_{\mathcal {R}}(C^{\text{Bayes}})=\left(B_{1}s_{n}^{2}+B_{2}t_{n}^{2}\right)\{1+o(1)\},} for constants B 1 {\displaystyle B_{1}} and B 2 {\displaystyle B_{2}} where s n 2 = ∑ i = 1 n w n i 2 {\displaystyle s_{n}^{2}=\sum _{i=1}^{n}w_{ni}^{2}} and t n = n − 2 / d ∑ i = 1 n w n i { i 1 + 2 / d − ( i − 1 ) 1 + 2 / d } {\displaystyle t_{n}=n^{-2/d}\sum _{i=1}^{n}w_{ni}\left\{i^{1+2/d}-(i-1)^{1+2/d}\right\}} . The optimal weighting scheme { w n i ∗ } i = 1 n {\displaystyle \{w_{ni}^{}\}_{i=1}^{n}} , that balances the two terms in the display above, is given as follows: set k ∗ = ⌊ B n 4 d + 4 ⌋ {\displaystyle k^{}=\lfloor Bn^{\frac {4}{d+4}}\rfloor } , w n i ∗ = 1 k ∗ [ 1 + d 2 − d 2 k ∗ 2 / d { i 1 + 2 / d − ( i − 1 ) 1 + 2 / d } ] {\displaystyle w_{ni}^{}={\frac {1}{k^{}}}\left[1+{\frac {d}{2}}-{\frac {d}{2{k^{}}^{2/d}}}\{i^{1+2/d}-(i-1)^{1+2/d}\}\right]} for i = 1 , 2 , … , k ∗ {\displaystyle i=1,2,\dots ,k^{}} and w n i ∗ = 0 {\displaystyle w_{ni}^{}=0} for i = k ∗ + 1 , … , n {\displaystyle i=k^{}+1,\dots ,n} . With optimal weights the dominant term in the asymptotic expansion of the excess risk is O ( n − 4 d + 4 ) {\displaystyle {\mathcal {O}}(n^{-{\frac {4}{d+4}}})}

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  • GraphLab

    GraphLab

    Turi is a graph-based, high performance, distributed computation framework written in C++. The GraphLab project was started by Prof. Carlos Guestrin of Carnegie Mellon University in 2009. It is an open source project that uses the Apache License. While GraphLab was originally developed for machine learning tasks, it has also been developed for other data-mining tasks. == Motivation == As the amounts of collected data and computing power grow (multicore, GPUs, clusters, clouds), modern datasets no longer fit into one computing node. Efficient distributed parallel algorithms for handling large-scale data are required. The GraphLab framework is a parallel programming abstraction targeted for sparse iterative graph algorithms. GraphLab provides a programming interface, allowing deployment of distributed machine learning algorithms. The main design considerations behind the design of GraphLab are: Sparse data with local dependencies Iterative algorithms Potentially asynchronous execution == GraphLab toolkits == On top of GraphLab, several implemented libraries of algorithms: Topic modeling - contains applications like LDA, which can be used to cluster documents and extract topical representations. Graph analytics - contains applications like pagerank and triangle counting, which can be applied to general graphs to estimate community structure. Clustering - contains standard data clustering tools such as Kmeans Collaborative filtering - contains a collection of applications used to make predictions about users interests and factorize large matrices. Graphical models - contains tools for making joint predictions about collections of related random variables. Computer vision - contains a collection of tools for reasoning about images. == Turi == Turi (formerly called Dato and before that GraphLab Inc.) is a company that was founded by Prof. Carlos Guestrin from University of Washington in May 2013 to continue development support of the GraphLab open source project. Dato Inc. raised a $6.75M Series A from Madrona Venture Group and New Enterprise Associates (NEA). They raised a $18.5M Series B from Vulcan Capital and Opus Capital, with participation from Madrona and NEA. On August 5, 2016, Turi was acquired by Apple Inc. for $200,000,000.

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  • AFNLP

    AFNLP

    AFNLP (Asian Federation of Natural Language Processing Associations) is the organization for coordinating the natural language processing related activities and events in the Asia-Pacific region. == Foundation == AFNLP was founded on 4 October 2000. == Member Associations == ALTA – Australasian Language Technology Association ANLP Japan Association of Natural Language Processing ROCLING Taiwan ROC Computational Linguistics Society SIG-KLC Korea SIG-Korean Language Computing of Korea Information Science Society == Existing Asian Initiatives == NLPRS: Natural Language Processing Pacific Rim Symposium IRAL: International Workshop on Information Retrieval with Asian Languages PACLING: Pacific Association for Computational Linguistics PACLIC: Pacific Asia Conference on Language, Information and Computation PRICAI: Pacific Rim International Conference on AI ICCPOL: International Conference on Computer Processing of Oriental Languages ROCLING: Research on Computational Linguistics Conference == Conferences == IJCNLP-04: The 1st International Joint Conference on Natural Language Processing in Hainan Island, China IJCNLP-05: The 2nd International Joint Conference on Natural Language Processing in Jeju Island, Korea IJCNLP-08: The 3rd International Joint Conference on Natural Language Processing in Hyderabad, India ACL-IJCNLP-2009: Joint Conference of the 47th Annual Meeting of the Association for Computational Linguistics (ACL) and 4th International Joint Conference on Natural Language Processing (IJCNLP) in Singapore IJNCLP-11: The 5th International Joint Conference on Natural Language Processing in Chiang Mai, Thailand

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  • Facial recognition system

    Facial recognition system

    A facial recognition system is a technology potentially capable of matching a human face from a digital image or a video frame against a database of faces. Such a system is typically employed to authenticate users through ID verification services, and works by pinpointing and measuring facial features from a given image. Development on similar systems began in the 1960s as a form of computer application. Since their inception, facial recognition systems have seen wider uses in recent times on smartphones and in other forms of technology, such as robotics. Because computerized facial recognition involves the measurement of a human's physiological characteristics, facial recognition systems are categorized as biometrics. Although the accuracy of facial recognition systems as a biometric technology is lower than iris recognition, fingerprint image acquisition, palm recognition or voice recognition, it is widely adopted due to its contactless process. Facial recognition systems have been deployed in advanced human–computer interaction, video surveillance, law enforcement, passenger screening, decisions on employment and housing, and automatic indexing of images. Facial recognition systems are employed throughout the world today by governments and private companies. Their effectiveness varies, and some systems have previously been scrapped because of their ineffectiveness. The use of facial recognition systems has also raised controversy, with claims that the systems violate citizens' privacy, commonly make incorrect identifications, encourage gender norms and racial profiling, and do not protect important biometric data. The appearance of synthetic media such as deepfakes has also raised concerns about its security. These claims have led to the ban of facial recognition systems in several cities in the United States. Growing societal concerns led social networking company Meta Platforms to shut down its Facebook facial recognition system in 2021, deleting the face-scan data of more than one billion users. The change represented one of the largest shifts in facial recognition usage in the technology's history. IBM also stopped offering facial recognition technology due to similar concerns. == History of facial recognition technology == Automated facial recognition was pioneered in the 1960s by Woody Bledsoe, Helen Chan Wolf, and Charles Bisson, whose work focused on teaching computers to recognize human faces. Their early facial recognition project was dubbed "man-machine" because a human first needed to establish the coordinates of facial features in a photograph before they could be used by a computer for recognition. Using a graphics tablet, a human would pinpoint facial features coordinates, such as the pupil centers, the inside and outside corners of eyes, and the widows peak in the hairline. The coordinates were used to calculate 20 individual distances, including the width of the mouth and of the eyes. A human could process about 40 pictures an hour, building a database of these computed distances. A computer would then automatically compare the distances for each photograph, calculate the difference between the distances, and return the closed records as a possible match. In 1970, Takeo Kanade publicly demonstrated a face-matching system that located anatomical features such as the chin and calculated the distance ratio between facial features without human intervention. Later tests revealed that the system could not always reliably identify facial features. Nonetheless, interest in the subject grew and in 1977 Kanade published the first detailed book on facial recognition technology. In 1993, the Defense Advanced Research Project Agency (DARPA) and the Army Research Laboratory (ARL) established the face recognition technology program FERET to develop "automatic face recognition capabilities" that could be employed in a productive real life environment "to assist security, intelligence, and law enforcement personnel in the performance of their duties." Face recognition systems that had been trialled in research labs were evaluated. The FERET tests found that while the performance of existing automated facial recognition systems varied, a handful of existing methods could viably be used to recognize faces in still images taken in a controlled environment. The FERET tests spawned three US companies that sold automated facial recognition systems. Vision Corporation and Miros Inc were founded in 1994, by researchers who used the results of the FERET tests as a selling point. Viisage Technology was established by an identification card defense contractor in 1996 to commercially exploit the rights to the facial recognition algorithm developed by Alex Pentland at MIT. Following the 1993 FERET face-recognition vendor test, the Department of Motor Vehicles (DMV) offices in West Virginia and New Mexico became the first DMV offices to use automated facial recognition systems to prevent people from obtaining multiple driving licenses using different names. Driver's licenses in the United States were at that point a commonly accepted form of photo identification. DMV offices across the United States were undergoing a technological upgrade and were in the process of establishing databases of digital ID photographs. This enabled DMV offices to deploy the facial recognition systems on the market to search photographs for new driving licenses against the existing DMV database. DMV offices became one of the first major markets for automated facial recognition technology and introduced US citizens to facial recognition as a standard method of identification. The increase of the US prison population in the 1990s prompted U.S. states to established connected and automated identification systems that incorporated digital biometric databases, in some instances this included facial recognition. In 1999, Minnesota incorporated the facial recognition system FaceIT by Visionics into a mug shot booking system that allowed police, judges and court officers to track criminals across the state. Until the 1990s, facial recognition systems were developed primarily by using photographic portraits of human faces. Research on face recognition to reliably locate a face in an image that contains other objects gained traction in the early 1990s with the principal component analysis (PCA). The PCA method of face detection is also known as Eigenface and was developed by Matthew Turk and Alex Pentland. Turk and Pentland combined the conceptual approach of the Karhunen–Loève theorem and factor analysis, to develop a linear model. Eigenfaces are determined based on global and orthogonal features in human faces. A human face is calculated as a weighted combination of a number of Eigenfaces. Because few Eigenfaces were used to encode human faces of a given population, Turk and Pentland's PCA face detection method greatly reduced the amount of data that had to be processed to detect a face. Pentland in 1994 defined Eigenface features, including eigen eyes, eigen mouths and eigen noses, to advance the use of PCA in facial recognition. In 1997, the PCA Eigenface method of face recognition was improved upon using linear discriminant analysis (LDA) to produce Fisherfaces. LDA Fisherfaces became dominantly used in PCA feature based face recognition. While Eigenfaces were also used for face reconstruction. In these approaches no global structure of the face is calculated which links the facial features or parts. Purely feature based approaches to facial recognition were overtaken in the late 1990s by the Bochum system, which used Gabor filter to record the face features and computed a grid of the face structure to link the features. Christoph von der Malsburg and his research team at the University of Bochum developed Elastic Bunch Graph Matching in the mid-1990s to extract a face out of an image using skin segmentation. By 1997, the face detection method developed by Malsburg outperformed most other facial detection systems on the market. The so-called "Bochum system" of face detection was sold commercially on the market as ZN-Face to operators of airports and other busy locations. The software was "robust enough to make identifications from less-than-perfect face views. It can also often see through such impediments to identification as mustaches, beards, changed hairstyles and glasses—even sunglasses". Real-time face detection in video footage became possible in 2001 with the Viola–Jones object detection framework for faces. Paul Viola and Michael Jones combined their face detection method with the Haar-like feature approach to object recognition in digital images to launch AdaBoost, the first real-time frontal-view face detector. By 2015, the Viola–Jones algorithm had been implemented using small low power detectors on handheld devices and embedded systems. Therefore, the Viola–Jones algorithm has not only broadened the practical application of face recognition systems but

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  • Variable kernel density estimation

    Variable kernel density estimation

    In statistics, adaptive or "variable-bandwidth" kernel density estimation is a form of kernel density estimation in which the size of the kernels used in the estimate are varied depending upon either the location of the samples or the location of the test point. It is a particularly effective technique when the sample space is multi-dimensional. == Rationale == Given a set of samples, { x → i } {\displaystyle \lbrace {\vec {x}}_{i}\rbrace } , we wish to estimate the density, P ( x → ) {\displaystyle P({\vec {x}})} , at a test point, x → {\displaystyle {\vec {x}}} : P ( x → ) ≈ W n h D {\displaystyle P({\vec {x}})\approx {\frac {W}{nh^{D}}}} W = ∑ i = 1 n w i {\displaystyle W=\sum _{i=1}^{n}w_{i}} w i = K ( x → − x → i h ) {\displaystyle w_{i}=K\left({\frac {{\vec {x}}-{\vec {x}}_{i}}{h}}\right)} where n is the number of samples, K is the "kernel", h is its width and D is the number of dimensions in x → {\displaystyle {\vec {x}}} . The kernel can be thought of as a simple, linear filter. Using a fixed filter width may mean that in regions of low density, all samples will fall in the tails of the filter with very low weighting, while regions of high density will find an excessive number of samples in the central region with weighting close to unity. To fix this problem, we vary the width of the kernel in different regions of the sample space. There are two methods of doing this: balloon and pointwise estimation. In a balloon estimator, the kernel width is varied depending on the location of the test point. In a pointwise estimator, the kernel width is varied depending on the location of the sample. For multivariate estimators, the parameter, h, can be generalized to vary not just the size, but also the shape of the kernel. This more complicated approach will not be covered here. == Balloon estimators == A common method of varying the kernel width is to make it inversely proportional to the density at the test point: h = k [ n P ( x → ) ] 1 / D {\displaystyle h={\frac {k}{\left[nP({\vec {x}})\right]^{1/D}}}} where k is a constant. If we back-substitute the estimated PDF, and assuming a Gaussian kernel function, we can show that W is a constant: W = k D ( 2 π ) D / 2 {\displaystyle W=k^{D}(2\pi )^{D/2}} A similar derivation holds for any kernel whose normalising function is of the order hD, although with a different constant factor in place of the (2 π)D/2 term. This produces a generalization of the k-nearest neighbour algorithm. That is, a uniform kernel function will return the KNN technique. There are two components to the error: a variance term and a bias term. The variance term is given as: e 1 = P ∫ K 2 n h D {\displaystyle e_{1}={\frac {P\int K^{2}}{nh^{D}}}} . The bias term is found by evaluating the approximated function in the limit as the kernel width becomes much larger than the sample spacing. By using a Taylor expansion for the real function, the bias term drops out: e 2 = h 2 n ∇ 2 P {\displaystyle e_{2}={\frac {h^{2}}{n}}\nabla ^{2}P} An optimal kernel width that minimizes the error of each estimate can thus be derived. == Use for statistical classification == The method is particularly effective when applied to statistical classification. There are two ways we can proceed: the first is to compute the PDFs of each class separately, using different bandwidth parameters, and then compare them as in Taylor. Alternatively, we can divide up the sum based on the class of each sample: P ( j , x → ) ≈ 1 n ∑ i = 1 , c i = j n w i {\displaystyle P(j,{\vec {x}})\approx {\frac {1}{n}}\sum _{i=1,c_{i}=j}^{n}w_{i}} where ci is the class of the ith sample. The class of the test point may be estimated through maximum likelihood.

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  • Absorbing Markov chain

    Absorbing Markov chain

    In the mathematical theory of probability, an absorbing Markov chain is a Markov chain in which every state can reach an absorbing state. An absorbing state is a state that, once entered, cannot be left. Like general Markov chains, there can be continuous-time absorbing Markov chains with an infinite state space. However, this article concentrates on the discrete-time discrete-state-space case. == Formal definition == A Markov chain is an absorbing chain if there is at least one absorbing state and it is possible to go from any state to at least one absorbing state in a finite number of steps. In an absorbing Markov chain, a state that is not absorbing is called transient. === Canonical form === Let an absorbing Markov chain with transition matrix P have t transient states and r absorbing states. The rows of P represent sources, while columns represent destinations. By ordering the transient states before the absorbing states, it can be assumed that P has the form P = [ Q R 0 I r ] , {\displaystyle P={\begin{bmatrix}Q&R\\\mathbf {0} &I_{r}\end{bmatrix}},} where Q is a t-by-t matrix, R is a nonzero t-by-r matrix, 0 is an r-by-t zero matrix, and Ir is the r-by-r identity matrix. Thus, Q describes the probability of transitioning from some transient state to another while R describes the probability of transitioning from some transient state to some absorbing state. The probability of transitioning from i to j in exactly k steps is the (i,j)-entry of Pk, further computed below. When considering only transient states, the probability is found in the upper left of Pk, the (i,j)-entry of Qk. == Fundamental matrix == === Expected number of visits to a transient state === A basic property about an absorbing Markov chain is the expected number of visits to a transient state j starting from a transient state i (before being absorbed). This can be established to be given by the (i, j) entry of so-called fundamental matrix N, obtained by summing Qk for all k (from 0 to ∞). It can be proven that N := ∑ k = 0 ∞ Q k = ( I t − Q ) − 1 , {\displaystyle N:=\sum _{k=0}^{\infty }Q^{k}=(I_{t}-Q)^{-1},} where It is the t-by-t identity matrix. The computation of this formula is the matrix equivalent of the geometric series of scalars, ∑ k = 0 ∞ q k = 1 1 − q {\displaystyle {\textstyle \sum }_{k=0}^{\infty }q^{k}={\tfrac {1}{1-q}}} . With the matrix N in hand, also other properties of the Markov chain are easy to obtain. === Expected number of steps before being absorbed === The expected number of steps before being absorbed in any absorbing state, when starting in transient state i can be computed via a sum over transient states. The value is given by the ith entry of the vector t := N 1 , {\displaystyle \mathbf {t} :=N\mathbf {1} ,} where 1 is a length-t column vector whose entries are all 1. === Absorbing probabilities === By induction, P k = [ Q k ( I t − Q k ) N R 0 I r ] . {\displaystyle P^{k}={\begin{bmatrix}Q^{k}&(I_{t}-Q^{k})NR\\\mathbf {0} &I_{r}\end{bmatrix}}.} The probability of eventually being absorbed in the absorbing state j when starting from transient state i is given by the (i,j)-entry of the matrix B := N R {\displaystyle B:=NR} . The number of columns of this matrix equals the number of absorbing states r. An approximation of those probabilities can also be obtained directly from the (i,j)-entry of P k {\displaystyle P^{k}} for a large enough value of k, when i is the index of a transient, and j the index of an absorbing state. This is because ( lim k → ∞ P k ) i , t + j = B i , j {\displaystyle \left(\lim _{k\to \infty }P^{k}\right)_{i,t+j}=B_{i,j}} . === Transient visiting probabilities === The probability of visiting transient state j when starting at a transient state i is the (i,j)-entry of the matrix H := ( N − I t ) ( N dg ) − 1 , {\displaystyle H:=(N-I_{t})(N_{\operatorname {dg} })^{-1},} where Ndg is the diagonal matrix with the same diagonal as N. === Variance on number of transient visits === The variance on the number of visits to a transient state j with starting at a transient state i (before being absorbed) is the (i,j)-entry of the matrix N 2 := N ( 2 N dg − I t ) − N sq , {\displaystyle N_{2}:=N(2N_{\operatorname {dg} }-I_{t})-N_{\operatorname {sq} },} where Nsq is the Hadamard product of N with itself (i.e. each entry of N is squared). === Variance on number of steps === The variance on the number of steps before being absorbed when starting in transient state i is the ith entry of the vector ( 2 N − I t ) t − t sq , {\displaystyle (2N-I_{t})\mathbf {t} -\mathbf {t} _{\operatorname {sq} },} where tsq is the Hadamard product of t with itself (i.e., as with Nsq, each entry of t is squared). == Examples == === String generation === Consider the process of repeatedly flipping a fair coin until the sequence (heads, tails, heads) appears. This process is modeled by an absorbing Markov chain with transition matrix P = [ 1 / 2 1 / 2 0 0 0 1 / 2 1 / 2 0 1 / 2 0 0 1 / 2 0 0 0 1 ] . {\displaystyle P={\begin{bmatrix}1/2&1/2&0&0\\0&1/2&1/2&0\\1/2&0&0&1/2\\0&0&0&1\end{bmatrix}}.} The first state represents the empty string, the second state the string "H", the third state the string "HT", and the fourth state the string "HTH". Although in reality, the coin flips cease after the string "HTH" is generated, the perspective of the absorbing Markov chain is that the process has transitioned into the absorbing state representing the string "HTH" and, therefore, cannot leave. For this absorbing Markov chain, the fundamental matrix is N = ( I − Q ) − 1 = ( [ 1 0 0 0 1 0 0 0 1 ] − [ 1 / 2 1 / 2 0 0 1 / 2 1 / 2 1 / 2 0 0 ] ) − 1 = [ 1 / 2 − 1 / 2 0 0 1 / 2 − 1 / 2 − 1 / 2 0 1 ] − 1 = [ 4 4 2 2 4 2 2 2 2 ] . {\displaystyle {\begin{aligned}N&=(I-Q)^{-1}=\left({\begin{bmatrix}1&0&0\\0&1&0\\0&0&1\end{bmatrix}}-{\begin{bmatrix}1/2&1/2&0\\0&1/2&1/2\\1/2&0&0\end{bmatrix}}\right)^{-1}\\[4pt]&={\begin{bmatrix}1/2&-1/2&0\\0&1/2&-1/2\\-1/2&0&1\end{bmatrix}}^{-1}={\begin{bmatrix}4&4&2\\2&4&2\\2&2&2\end{bmatrix}}.\end{aligned}}} The expected number of steps starting from each of the transient states is t = N 1 = [ 4 4 2 2 4 2 2 2 2 ] [ 1 1 1 ] = [ 10 8 6 ] . {\displaystyle \mathbf {t} =N\mathbf {1} ={\begin{bmatrix}4&4&2\\2&4&2\\2&2&2\end{bmatrix}}{\begin{bmatrix}1\\1\\1\end{bmatrix}}={\begin{bmatrix}10\\8\\6\end{bmatrix}}.} Therefore, the expected number of coin flips before observing the sequence (heads, tails, heads) is 10, the entry for the state representing the empty string. === Games of chance === Games based entirely on chance can be modeled by an absorbing Markov chain. A classic example of this is the ancient Indian board game Snakes and Ladders. The graph on the left plots the probability mass in the lone absorbing state that represents the final square as the transition matrix is raised to larger and larger powers. To determine the expected number of turns to complete the game, compute the vector t as described above and examine tstart, which is approximately 39.2. === Infectious disease testing === Infectious disease testing, either of blood products or in medical clinics, is often taught as an example of an absorbing Markov chain. The public U.S. Centers for Disease Control and Prevention (CDC) model for HIV and for hepatitis B, for example, illustrates the property that absorbing Markov chains can lead to the detection of disease, versus the loss of detection through other means. In the standard CDC model, the Markov chain has five states, a state in which the individual is uninfected, then a state with infected but undetectable virus, a state with detectable virus, and absorbing states of having quit/been lost from the clinic, or of having been detected (the goal). The typical rates of transition between the Markov states are the probability p per unit time of being infected with the virus, w for the rate of window period removal (time until virus is detectable), q for quit/loss rate from the system, and d for detection, assuming a typical rate λ {\displaystyle \lambda } at which the health system administers tests of the blood product or patients in question. It follows that we can "walk along" the Markov model to identify the overall probability of detection for a person starting as undetected, by multiplying the probabilities of transition to each next state of the model as: p ( p + q ) w ( w + q ) d ( d + q ) {\displaystyle {\frac {p}{(p+q)}}{\frac {w}{(w+q)}}{\frac {d}{(d+q)}}} . The subsequent total absolute number of false negative tests—the primary CDC concern—would then be the rate of tests, multiplied by the probability of reaching the infected but undetectable state, times the duration of staying in the infected undetectable state: p ( p + q ) 1 ( w + q ) λ {\displaystyle {\frac {p}{(p+q)}}{\frac {1}{(w+q)}}\lambda } .

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  • Tom's Planner

    Tom's Planner

    Tom's Planner is a web-based tool and application service provider for project planning, management and collaboration. == History == Tom's Planner is based on Curaçao. In November 2009, it announced its public beta launch on TechCrunch and moved out of beta in August 2010. In 2013 Tom's Planner acquired its competitor Gantto. == Software == Tom's Planner is project management software that enables the creation of project schedules (Gantt charts) using a visual perspective. Tom's Planner uses the Freemium Business Model. Users can register for a free account or choose a paid version. Tom's Planner is available in five languages and is used by thousands of users on a daily basis in more than 100 countries worldwide. Customers range from fortune 500 companies to small mom-and-pop shops. == Reviews == Tom's Planner has been reviewed by PC World, TechCrunch, Lifehacker, and several other periodicals.

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  • PVLV

    PVLV

    The primary value learned value (PVLV) model is a possible explanation for the reward-predictive firing properties of dopamine (DA) neurons. It simulates behavioral and neural data on Pavlovian conditioning and the midbrain dopaminergic neurons that fire in proportion to unexpected rewards. It is an alternative to the temporal-differences (TD) algorithm. It is used as part of Leabra.

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  • Online machine learning

    Online machine learning

    In computer science, online machine learning is a method of machine learning in which data becomes available in a sequential order and is used to update the best predictor for future data at each step, as opposed to batch learning techniques which generate the best predictor by learning on the entire training data set at once. Online learning is a common technique used in areas of machine learning where it is computationally infeasible to train over the entire dataset, requiring the need of out-of-core algorithms. It is also used in situations where it is necessary for the algorithm to dynamically adapt to new patterns in the data, or when the data itself is generated as a function of time, e.g., prediction of prices in the financial international markets. Online learning algorithms may be prone to catastrophic interference, a problem that can be addressed by incremental learning approaches. Online machine learning algorithms find applications in a wide variety of fields such as sponsored search to maximize ad revenue, portfolio optimization, shortest path prediction (with stochastic weights, e.g. traffic on roads for a maps application), spam filtering, real-time fraud detection, dynamic pricing for e-commerce, etc. There is also growing interest in usage of online learning paradigms for LLMs to enable continuous, real-time adaptation after the initial training. == Introduction == In the setting of supervised learning, a function of f : X → Y {\displaystyle f:X\to Y} is to be learned, where X {\displaystyle X} is thought of as a space of inputs and Y {\displaystyle Y} as a space of outputs, that predicts well on instances that are drawn from a joint probability distribution p ( x , y ) {\displaystyle p(x,y)} on X × Y {\displaystyle X\times Y} . In reality, the learner never knows the true distribution p ( x , y ) {\displaystyle p(x,y)} over instances. Instead, the learner usually has access to a training set of examples ( x 1 , y 1 ) , … , ( x n , y n ) {\displaystyle (x_{1},y_{1}),\ldots ,(x_{n},y_{n})} . In this setting, the loss function is given as V : Y × Y → R {\displaystyle V:Y\times Y\to \mathbb {R} } , such that V ( f ( x ) , y ) {\displaystyle V(f(x),y)} measures the difference between the predicted value f ( x ) {\displaystyle f(x)} and the true value y {\displaystyle y} . The ideal goal is to select a function f ∈ H {\displaystyle f\in {\mathcal {H}}} , where H {\displaystyle {\mathcal {H}}} is a space of functions called a hypothesis space, so that some notion of total loss is minimized. Depending on the type of model (statistical or adversarial), one can devise different notions of loss, which lead to different learning algorithms. == Statistical view of online learning == In statistical learning models, the training sample ( x i , y i ) {\displaystyle (x_{i},y_{i})} are assumed to have been drawn from the true distribution p ( x , y ) {\displaystyle p(x,y)} and the objective is to minimize the expected "risk" I [ f ] = E [ V ( f ( x ) , y ) ] = ∫ V ( f ( x ) , y ) d p ( x , y ) . {\displaystyle I[f]=\mathbb {E} [V(f(x),y)]=\int V(f(x),y)\,dp(x,y)\ .} A common paradigm in this situation is to estimate a function f ^ {\displaystyle {\hat {f}}} through empirical risk minimization or regularized empirical risk minimization (usually Tikhonov regularization). The choice of loss function here gives rise to several well-known learning algorithms such as regularized least squares and support vector machines. A purely online model in this category would learn based on just the new input ( x t + 1 , y t + 1 ) {\displaystyle (x_{t+1},y_{t+1})} , the current best predictor f t {\displaystyle f_{t}} and some extra stored information (which is usually expected to have storage requirements independent of training data size). For many formulations, for example nonlinear kernel methods, true online learning is not possible, though a form of hybrid online learning with recursive algorithms can be used where f t + 1 {\displaystyle f_{t+1}} is permitted to depend on f t {\displaystyle f_{t}} and all previous data points ( x 1 , y 1 ) , … , ( x t , y t ) {\displaystyle (x_{1},y_{1}),\ldots ,(x_{t},y_{t})} . In this case, the space requirements are no longer guaranteed to be constant since it requires storing all previous data points, but the solution may take less time to compute with the addition of a new data point, as compared to batch learning techniques. A common strategy to overcome the above issues is to learn using mini-batches, which process a small batch of b ≥ 1 {\displaystyle b\geq 1} data points at a time, this can be considered as pseudo-online learning for b {\displaystyle b} much smaller than the total number of training points. Mini-batch techniques are used with repeated passing over the training data to obtain optimized out-of-core versions of machine learning algorithms, for example, stochastic gradient descent. When combined with backpropagation, this is currently the de facto training method for training artificial neural networks. === Example: linear least squares === The simple example of linear least squares is used to explain a variety of ideas in online learning. The ideas are general enough to be applied to other settings, for example, with other convex loss functions. === Batch learning === Consider the setting of supervised learning with f {\displaystyle f} being a linear function to be learned: f ( x j ) = ⟨ w , x j ⟩ = w ⋅ x j {\displaystyle f(x_{j})=\langle w,x_{j}\rangle =w\cdot x_{j}} where x j ∈ R d {\displaystyle x_{j}\in \mathbb {R} ^{d}} is a vector of inputs (data points) and w ∈ R d {\displaystyle w\in \mathbb {R} ^{d}} is a linear filter vector. The goal is to compute the filter vector w {\displaystyle w} . To this end, a square loss function V ( f ( x j ) , y j ) = ( f ( x j ) − y j ) 2 = ( ⟨ w , x j ⟩ − y j ) 2 {\displaystyle V(f(x_{j}),y_{j})=(f(x_{j})-y_{j})^{2}=(\langle w,x_{j}\rangle -y_{j})^{2}} is used to compute the vector w {\displaystyle w} that minimizes the empirical loss I n [ w ] = ∑ j = 1 n V ( ⟨ w , x j ⟩ , y j ) = ∑ j = 1 n ( x j T w − y j ) 2 {\displaystyle I_{n}[w]=\sum _{j=1}^{n}V(\langle w,x_{j}\rangle ,y_{j})=\sum _{j=1}^{n}(x_{j}^{\mathsf {T}}w-y_{j})^{2}} where y j ∈ R . {\displaystyle y_{j}\in \mathbb {R} .} Let X {\displaystyle X} be the i × d {\displaystyle i\times d} data matrix and y ∈ R i {\displaystyle y\in \mathbb {R} ^{i}} is the column vector of target values after the arrival of the first i {\displaystyle i} data points. Assuming that the covariance matrix Σ i = X T X {\displaystyle \Sigma _{i}=X^{\mathsf {T}}X} is invertible (otherwise it is preferential to proceed in a similar fashion with Tikhonov regularization), the best solution f ∗ ( x ) = ⟨ w ∗ , x ⟩ {\displaystyle f^{}(x)=\langle w^{},x\rangle } to the linear least squares problem is given by w ∗ = ( X T X ) − 1 X T y = Σ i − 1 ∑ j = 1 i x j y j . {\displaystyle w^{}=(X^{\mathsf {T}}X)^{-1}X^{\mathsf {T}}y=\Sigma _{i}^{-1}\sum _{j=1}^{i}x_{j}y_{j}.} Now, calculating the covariance matrix Σ i = ∑ j = 1 i x j x j T {\displaystyle \Sigma _{i}=\sum _{j=1}^{i}x_{j}x_{j}^{\mathsf {T}}} takes time O ( i d 2 ) {\displaystyle O(id^{2})} , inverting the d × d {\displaystyle d\times d} matrix takes time O ( d 3 ) {\displaystyle O(d^{3})} , while the rest of the multiplication takes time O ( d 2 ) {\displaystyle O(d^{2})} , giving a total time of O ( i d 2 + d 3 ) {\displaystyle O(id^{2}+d^{3})} . When there are n {\displaystyle n} total points in the dataset, to recompute the solution after the arrival of every datapoint i = 1 , … , n {\displaystyle i=1,\ldots ,n} , the naive approach will have a total complexity O ( n 2 d 2 + n d 3 ) {\displaystyle O(n^{2}d^{2}+nd^{3})} . Note that when storing the matrix Σ i {\displaystyle \Sigma _{i}} , then updating it at each step needs only adding x i + 1 x i + 1 T {\displaystyle x_{i+1}x_{i+1}^{\mathsf {T}}} , which takes O ( d 2 ) {\displaystyle O(d^{2})} time, reducing the total time to O ( n d 2 + n d 3 ) = O ( n d 3 ) {\displaystyle O(nd^{2}+nd^{3})=O(nd^{3})} , but with an additional storage space of O ( d 2 ) {\displaystyle O(d^{2})} to store Σ i {\displaystyle \Sigma _{i}} . === Online learning: recursive least squares === The recursive least squares (RLS) algorithm considers an online approach to the least squares problem. It can be shown that by initialising w 0 = 0 ∈ R d {\displaystyle \textstyle w_{0}=0\in \mathbb {R} ^{d}} and Γ 0 = I ∈ R d × d {\displaystyle \textstyle \Gamma _{0}=I\in \mathbb {R} ^{d\times d}} , the solution of the linear least squares problem given in the previous section can be computed by the following iteration: Γ i = Γ i − 1 − Γ i − 1 x i x i T Γ i − 1 1 + x i T Γ i − 1 x i {\displaystyle \Gamma _{i}=\Gamma _{i-1}-{\frac {\Gamma _{i-1}x_{i}x_{i}^{\mathsf {T}}\Gamma _{i-1}}{1+x_{i}^{\mathsf {T}}\Gamma _{i-1}x_{i}}}} w i = w i − 1 − Γ i x i ( x i T w i − 1 − y i ) {\displaystyle w_{i}=w_{i-1}-\Gamma _{i}x_{i}\left(x_{i}^{\mathsf {T}}w_{

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  • Q-learning

    Q-learning

    Q-learning is a reinforcement learning algorithm that trains an agent to assign values to its possible actions based on its current state, without requiring a model of the environment (model-free). It can handle problems with stochastic transitions and rewards without requiring adaptations. For example, in a grid maze, an agent learns to reach an exit worth 10 points. At a junction, Q-learning might assign a higher value to moving right than left if right gets to the exit faster, improving this choice by trying both directions over time. For any finite Markov decision process, Q-learning finds an optimal policy in the sense of maximizing the expected value of the total reward over any and all successive steps, starting from the current state. Q-learning can identify an optimal action-selection policy for any given finite Markov decision process, given infinite exploration time and a partly random policy. "Q" refers to the function that the algorithm computes: the expected reward—that is, the quality—of an action taken in a given state. == Reinforcement learning == Reinforcement learning involves an agent, a set of states S {\displaystyle {\mathcal {S}}} , and a set A {\displaystyle {\mathcal {A}}} of actions per state. By performing an action a ∈ A {\displaystyle a\in {\mathcal {A}}} , the agent transitions from state to state. Executing an action in a specific state provides the agent with a reward (a numerical score). The goal of the agent is to maximize its total reward. It does this by adding the maximum reward attainable from future states to the reward for achieving its current state, effectively influencing the current action by the potential future reward. This potential reward is a weighted sum of expected values of the rewards of all future steps starting from the current state. As an example, consider the process of boarding a train, in which the reward is measured by the negative of the total time spent boarding (alternatively, the cost of boarding the train is equal to the boarding time). One strategy is to enter the train door as soon as they open, minimizing the initial wait time for yourself. If the train is crowded, however, then you will have a slow entry after the initial action of entering the door as people are fighting you to depart the train as you attempt to board. The total boarding time, or cost, is then: 0 seconds wait time + 15 seconds fight time On the next day, by random chance (exploration), you decide to wait and let other people depart first. This initially results in a longer wait time. However, less time is spent fighting the departing passengers. Overall, this path has a higher reward than that of the previous day, since the total boarding time is now: 5 second wait time + 0 second fight time Through exploration, despite the initial (patient) action resulting in a larger cost (or negative reward) than in the forceful strategy, the overall cost is lower, thus revealing a more rewarding strategy. == Algorithm == After Δ t {\displaystyle \Delta t} steps into the future the agent will decide some next step. The weight for this step is calculated as γ Δ t {\displaystyle \gamma ^{\Delta t}} , where γ {\displaystyle \gamma } (the discount factor) is a number between 0 and 1 ( 0 ≤ γ ≤ 1 {\displaystyle 0\leq \gamma \leq 1} ). Assuming γ < 1 {\displaystyle \gamma <1} , it has the effect of valuing rewards received earlier higher than those received later (reflecting the value of a "good start"). γ {\displaystyle \gamma } may also be interpreted as the probability to succeed (or survive) at every step Δ t {\displaystyle \Delta t} . The algorithm, therefore, has a function that calculates the quality of a state–action combination: Q : S × A → R {\displaystyle Q:{\mathcal {S}}\times {\mathcal {A}}\to \mathbb {R} } . Before learning begins, ⁠ Q {\displaystyle Q} ⁠ is initialized to a possibly arbitrary fixed value (chosen by the programmer). Then, at each time t {\displaystyle t} the agent selects an action A t {\displaystyle A_{t}} , observes a reward R t + 1 {\displaystyle R_{t+1}} , enters a new state S t + 1 {\displaystyle S_{t+1}} (that may depend on both the previous state S t {\displaystyle S_{t}} and the selected action), and Q {\displaystyle Q} is updated. The core of the algorithm is a Bellman equation as a simple value iteration update, using the weighted average of the current value and the new information: Q n e w ( S t , A t ) ← ( 1 − α ⏟ learning rate ) ⋅ Q ( S t , A t ) ⏟ current value + α ⏟ learning rate ⋅ ( R t + 1 ⏟ reward + γ ⏟ discount factor ⋅ max a Q ( S t + 1 , a ) ⏟ estimate of optimal future value ⏟ new value (temporal difference target) ) {\displaystyle Q^{new}(S_{t},A_{t})\leftarrow (1-\underbrace {\alpha } _{\text{learning rate}})\cdot \underbrace {Q(S_{t},A_{t})} _{\text{current value}}+\underbrace {\alpha } _{\text{learning rate}}\cdot {\bigg (}\underbrace {\underbrace {R_{t+1}} _{\text{reward}}+\underbrace {\gamma } _{\text{discount factor}}\cdot \underbrace {\max _{a}Q(S_{t+1},a)} _{\text{estimate of optimal future value}}} _{\text{new value (temporal difference target)}}{\bigg )}} where R t + 1 {\displaystyle R_{t+1}} is the reward received when moving from the state S t {\displaystyle S_{t}} to the state S t + 1 {\displaystyle S_{t+1}} , and α {\displaystyle \alpha } is the learning rate ( 0 < α ≤ 1 ) {\displaystyle (0<\alpha \leq 1)} . Note that Q n e w ( S t , A t ) {\displaystyle Q^{new}(S_{t},A_{t})} is the sum of three terms: ( 1 − α ) Q ( S t , A t ) {\displaystyle (1-\alpha )Q(S_{t},A_{t})} : the current value (weighted by one minus the learning rate) α R t + 1 {\displaystyle \alpha \,R_{t+1}} : the reward R t + 1 {\displaystyle R_{t+1}} to obtain if action A t {\displaystyle A_{t}} is taken when in state S t {\displaystyle S_{t}} (weighted by learning rate) α γ max a Q ( S t + 1 , a ) {\displaystyle \alpha \gamma \max _{a}Q(S_{t+1},a)} : the maximum reward that can be obtained from state S t + 1 {\displaystyle S_{t+1}} (weighted by learning rate and discount factor) An episode of the algorithm ends when state S t + 1 {\displaystyle S_{t+1}} is a final or terminal state. However, Q-learning can also learn in non-episodic tasks (as a result of the property of convergent infinite series). If the discount factor is lower than 1, the action values are finite even if the problem can contain infinite loops or paths. For all final states s f {\displaystyle s_{f}} , Q ( s f , a ) {\displaystyle Q(s_{f},a)} is never updated, but is set to the reward value r {\displaystyle r} observed for state s f {\displaystyle s_{f}} . In most cases, Q ( s f , a ) {\displaystyle Q(s_{f},a)} can be taken to equal zero. == Influence of variables == === Learning rate === The learning rate or step size determines to what extent newly acquired information overrides old information. A factor of 0 makes the agent learn nothing (exclusively exploiting prior knowledge), while a factor of 1 makes the agent consider only the most recent information (ignoring prior knowledge to explore possibilities). In fully deterministic environments, a learning rate of α t = 1 {\displaystyle \alpha _{t}=1} is optimal. When the problem is stochastic, the algorithm converges under some technical conditions on the learning rate that require it to decrease to zero. In practice, often a constant learning rate is used, such as α t = 0.1 {\displaystyle \alpha _{t}=0.1} for all t {\displaystyle t} . === Discount factor === The discount factor ⁠ γ {\displaystyle \gamma } ⁠ determines the importance of future rewards. A factor of 0 will make the agent "myopic" (or short-sighted) by only considering current rewards, i.e. r t {\displaystyle r_{t}} (in the update rule above), while a factor approaching 1 will make it strive for a long-term high reward. If the discount factor meets or exceeds 1, the action values may diverge. For ⁠ γ = 1 {\displaystyle \gamma =1} ⁠, without a terminal state, or if the agent never reaches one, all environment histories become infinitely long, and utilities with additive, undiscounted rewards generally become infinite. Even with a discount factor only slightly lower than 1, Q-function learning leads to propagation of errors and instabilities when the value function is approximated with an artificial neural network. In that case, starting with a lower discount factor and increasing it towards its final value accelerates learning. === Initial conditions (Q0) === Since Q-learning is an iterative algorithm, it implicitly assumes an initial condition before the first update occurs. High initial values, also known as "optimistic initial conditions", can encourage exploration: no matter what action is selected, the update rule will cause it to have lower values than the other alternative, thus increasing their choice probability. The first reward r {\displaystyle r} can be used to reset the initial conditions. According to this idea, the first time an action is taken the reward is used to set the value

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  • Artificial consciousness

    Artificial consciousness

    Artificial consciousness, also known as machine consciousness, synthetic consciousness, or digital consciousness, is consciousness hypothesized to be possible for artificial intelligence. It is also the corresponding field of study, which draws insights from philosophy of mind, philosophy of artificial intelligence, cognitive science and neuroscience. The term "sentience" can be used when specifically designating ethical considerations stemming from a form of phenomenal consciousness (P-consciousness, or the ability to feel qualia). Since sentience involves the ability to experience ethically positive or negative (i.e., valenced) mental states, it may justify welfare concerns and legal protection, as with non-human animals. Some scholars believe that consciousness is generated by the interoperation of various parts of the brain; these mechanisms are labeled the neural correlates of consciousness (NCC). Some further believe that constructing a system (e.g., a computer system) that can emulate this NCC interoperation would result in a system that is conscious. Some scholars reject the possibility of non-biological conscious beings. == Philosophical views == As there are many hypothesized types of consciousness, there are many potential implementations of artificial consciousness. In the philosophical literature, perhaps the most common taxonomy of consciousness is into "access" and "phenomenal" variants. Access consciousness concerns those aspects of experience that can be apprehended, while phenomenal consciousness concerns those aspects of experience that seemingly cannot be apprehended, instead being characterized qualitatively in terms of "raw feels", "what it is like" or qualia. === Plausibility debate === Type-identity theorists and other skeptics hold the view that consciousness can be realized only in particular physical systems because consciousness has properties that necessarily depend on physical constitution. In his 2001 article "Artificial Consciousness: Utopia or Real Possibility," Giorgio Buttazzo says that a common objection to artificial consciousness is that, "Working in a fully automated mode, they [the computers] cannot exhibit creativity, unreprogrammation (which means can 'no longer be reprogrammed', from rethinking), emotions, or free will. A computer, like a washing machine, is a slave operated by its components." For other theorists (e.g., functionalists), who define mental states in terms of causal roles, any system that can instantiate the same pattern of causal roles, regardless of physical constitution, will instantiate the same mental states, including consciousness. ==== Thought experiments ==== David Chalmers proposed two thought experiments intending to demonstrate that "functionally isomorphic" systems (those with the same "fine-grained functional organization", i.e., the same information processing) will have qualitatively identical conscious experiences, regardless of whether they are based on biological neurons or digital hardware. The "fading qualia" is a reductio ad absurdum thought experiment. It involves replacing, one by one, the neurons of a brain with a functionally identical component, for example based on a silicon chip. Chalmers makes the hypothesis, knowing it in advance to be absurd, that "the qualia fade or disappear" when neurons are replaced one-by-one with identical silicon equivalents. Since the original neurons and their silicon counterparts are functionally identical, the brain's information processing should remain unchanged, and the subject's behaviour and introspective reports would stay exactly the same. Chalmers argues that this leads to an absurd conclusion: the subject would continue to report normal conscious experiences even as their actual qualia fade away. He concludes that the subject's qualia actually don't fade, and that the resulting robotic brain, once every neuron is replaced, would remain just as sentient as the original biological brain. Similarly, the "dancing qualia" thought experiment is another reductio ad absurdum argument. It supposes that two functionally isomorphic systems could have different perceptions (for instance, seeing the same object in different colors, like red and blue). It involves a switch that alternates between a chunk of brain that causes the perception of red, and a functionally isomorphic silicon chip, that causes the perception of blue. Since both perform the same function within the brain, the subject would not notice any change during the switch. Chalmers argues that this would be highly implausible if the qualia were truly switching between red and blue, hence the contradiction. Therefore, he concludes that the equivalent digital system would not only experience qualia, but it would perceive the same qualia as the biological system (e.g., seeing the same color). Greg Egan's short story Learning To Be Me (mentioned in §In fiction), illustrates how undetectable duplication of the brain and its functionality could be from a first-person perspective. Critics object that Chalmers' proposal begs the question in assuming that all mental properties and external connections are already sufficiently captured by abstract causal organization. Van Heuveln et al. argue that the dancing qualia argument contains an equivocation fallacy, conflating a "change in experience" between two systems with an "experience of change" within a single system. Mogensen argues that the fading qualia argument can be resisted by appealing to vagueness at the boundaries of consciousness and the holistic structure of conscious neural activity, which suggests consciousness may require specific biological substrates rather than being substrate-independent. Anil Seth argues that the complexity of brain neurons intrinsically matters in addition to their function and that it is not possible to replace any part of the brain with a perfect silicon equivalent. He points out that some of biological neurons exhibit activity aimed at cleaning up metabolic waste products, and writes that a perfect silicon replacement would require a silicon-based metabolism, but silicon is not suitable for creating such artificial metabolism. ==== In large language models ==== In 2022, Google engineer Blake Lemoine made a viral claim that Google's LaMDA chatbot was sentient. Lemoine supplied as evidence the chatbot's humanlike answers to many of his questions; however, the chatbot's behavior was judged by the scientific community as likely a consequence of mimicry, rather than machine sentience. Lemoine's claim was widely derided for being ridiculous. Moreover, attributing consciousness based solely on the basis of LLM outputs or the immersive experience created by an algorithm is considered a fallacy. However, while philosopher Nick Bostrom states that LaMDA is unlikely to be conscious, he additionally poses the question of "what grounds would a person have for being sure about it?" One would have to have access to unpublished information about LaMDA's architecture, and also would have to understand how consciousness works, and then figure out how to map the philosophy onto the machine: "(In the absence of these steps), it seems like one should be maybe a little bit uncertain. [...] there could well be other systems now, or in the relatively near future, that would start to satisfy the criteria." David Chalmers argued in 2023 that LLMs today display impressive conversational and general intelligence abilities, but are likely not conscious yet, as they lack some features that may be necessary, such as recurrent processing, a global workspace, and unified agency. Nonetheless, he considers that non-biological systems can be conscious, and suggested that future, extended models (LLM+s) incorporating these elements might eventually meet the criteria for consciousness, raising both profound scientific questions and significant ethical challenges. However, the view that consciousness can exist without biological phenomena is controversial and some reject it. Kristina Šekrst cautions that anthropomorphic terms such as "hallucination" can obscure important ontological differences between artificial and human cognition. While LLMs may produce human-like outputs, she argues that it does not justify ascribing mental states or consciousness to them. Instead, she advocates for an epistemological framework (such as reliabilism) that recognizes the distinct nature of AI knowledge production. She suggests that apparent understanding in LLMs may be a sophisticated form of AI hallucination. She also questions what would happen if an LLM were trained without any mention of consciousness. === Testing === Sentience is an inherently first-person phenomenon. Because of that, and due to the lack of an empirical definition of sentience, directly measuring it may be impossible. Although systems may display numerous behaviors correlated with sentience, determining whether a system is sentient is known as the hard pr

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  • Stochastic block model

    Stochastic block model

    The stochastic block model is a generative model for random graphs. This model tends to produce graphs containing communities, subsets of nodes characterized by being connected with one another with particular edge densities. For example, edges may be more common within communities than between communities. Its mathematical formulation was first introduced in 1983 in the field of social network analysis by Paul W. Holland et al. The stochastic block model is important in statistics, machine learning, and network science, where it serves as a useful benchmark for the task of recovering community structure in graph data. == Definition == The stochastic block model takes the following parameters: The number n {\displaystyle n} of vertices; a partition of the vertex set { 1 , … , n } {\displaystyle \{1,\ldots ,n\}} into disjoint subsets C 1 , … , C r {\displaystyle C_{1},\ldots ,C_{r}} , called communities; a symmetric r × r {\displaystyle r\times r} matrix P {\displaystyle P} of edge probabilities. The edge set is then sampled at random as follows: any two vertices u ∈ C i {\displaystyle u\in C_{i}} and v ∈ C j {\displaystyle v\in C_{j}} are connected by an edge with probability P i j {\displaystyle P_{ij}} . An example problem is: given a graph with n {\displaystyle n} vertices, where the edges are sampled as described, recover the groups C 1 , … , C r {\displaystyle C_{1},\ldots ,C_{r}} . == Special cases == If the probability matrix is a constant, in the sense that P i j = p {\displaystyle P_{ij}=p} for all i , j {\displaystyle i,j} , then the result is the Erdős–Rényi model G ( n , p ) {\displaystyle G(n,p)} . This case is degenerate—the partition into communities becomes irrelevant—but it illustrates a close relationship to the Erdős–Rényi model. The planted partition model is the special case that the values of the probability matrix P {\displaystyle P} are a constant p {\displaystyle p} on the diagonal and another constant q {\displaystyle q} off the diagonal. Thus two vertices within the same community share an edge with probability p {\displaystyle p} , while two vertices in different communities share an edge with probability q {\displaystyle q} . Sometimes it is this restricted model that is called the stochastic block model. The case where p > q {\displaystyle p>q} is called an assortative model, while the case p < q {\displaystyle p P j k {\displaystyle P_{ii}>P_{jk}} whenever j ≠ k {\displaystyle j\neq k} : all diagonal entries dominate all off-diagonal entries. A model is called weakly assortative if P i i > P i j {\displaystyle P_{ii}>P_{ij}} whenever i ≠ j {\displaystyle i\neq j} : each diagonal entry is only required to dominate the rest of its own row and column. Disassortative forms of this terminology exist, by reversing all inequalities. For some algorithms, recovery might be easier for block models with assortative or disassortative conditions of this form. == Typical statistical tasks == Much of the literature on algorithmic community detection addresses three statistical tasks: detection, partial recovery, and exact recovery. === Detection === The goal of detection algorithms is simply to determine, given a sampled graph, whether the graph has latent community structure. More precisely, a graph might be generated, with some known prior probability, from a known stochastic block model, and otherwise from a similar Erdos-Renyi model. The algorithmic task is to correctly identify which of these two underlying models generated the graph. === Partial recovery === In partial recovery, the goal is to approximately determine the latent partition into communities, in the sense of finding a partition that is correlated with the true partition significantly better than a random guess. === Exact recovery === In exact recovery, the goal is to recover the latent partition into communities exactly. The community sizes and probability matrix may be known or unknown. == Statistical lower bounds and threshold behavior == Stochastic block models exhibit a sharp threshold effect reminiscent of percolation thresholds. Suppose that we allow the size n {\displaystyle n} of the graph to grow, keeping the community sizes in fixed proportions. If the probability matrix remains fixed, tasks such as partial and exact recovery become feasible for all non-degenerate parameter settings. However, if we scale down the probability matrix at a suitable rate as n {\displaystyle n} increases, we observe a sharp phase transition: for certain settings of the parameters, it will become possible to achieve recovery with probability tending to 1, whereas on the opposite side of the parameter threshold, the probability of recovery tends to 0 no matter what algorithm is used. For partial recovery, the appropriate scaling is to take P i j = P ~ i j / n {\displaystyle P_{ij}={\tilde {P}}_{ij}/n} for fixed P ~ {\displaystyle {\tilde {P}}} , resulting in graphs of constant average degree. In the case of two equal-sized communities, in the assortative planted partition model with probability matrix P = ( p ~ / n q ~ / n q ~ / n p ~ / n ) , {\displaystyle P=\left({\begin{array}{cc}{\tilde {p}}/n&{\tilde {q}}/n\\{\tilde {q}}/n&{\tilde {p}}/n\end{array}}\right),} partial recovery is feasible with probability 1 − o ( 1 ) {\displaystyle 1-o(1)} whenever ( p ~ − q ~ ) 2 > 2 ( p ~ + q ~ ) {\displaystyle ({\tilde {p}}-{\tilde {q}})^{2}>2({\tilde {p}}+{\tilde {q}})} , whereas any estimator fails partial recovery with probability 1 − o ( 1 ) {\displaystyle 1-o(1)} whenever ( p ~ − q ~ ) 2 < 2 ( p ~ + q ~ ) {\displaystyle ({\tilde {p}}-{\tilde {q}})^{2}<2({\tilde {p}}+{\tilde {q}})} . For exact recovery, the appropriate scaling is to take P i j = P ~ i j log ⁡ n / n {\displaystyle P_{ij}={\tilde {P}}_{ij}\log n/n} , resulting in graphs of logarithmic average degree. Here a similar threshold exists: for the assortative planted partition model with r {\displaystyle r} equal-sized communities, the threshold lies at p ~ − q ~ = r {\displaystyle {\sqrt {\tilde {p}}}-{\sqrt {\tilde {q}}}={\sqrt {r}}} . In fact, the exact recovery threshold is known for the fully general stochastic block model. == Algorithms == In principle, exact recovery can be solved in its feasible range using maximum likelihood, but this amounts to solving a constrained or regularized cut problem such as minimum bisection that is typically NP-complete. Hence, no known efficient algorithms will correctly compute the maximum-likelihood estimate in the worst case. However, a wide variety of algorithms perform well in the average case, and many high-probability performance guarantees have been proven for algorithms in both the partial and exact recovery settings. Successful algorithms include spectral clustering of the vertices, semidefinite programming, forms of belief propagation, and community detection among others. == Variants == Several variants of the model exist. One minor tweak allocates vertices to communities randomly, according to a categorical distribution, rather than in a fixed partition. More significant variants include the degree-corrected stochastic block model, the hierarchical stochastic block model, the geometric block model, censored block model and the mixed-membership block model. == Topic models == Stochastic block model have been recognised to be a topic model on bipartite networks. In a network of documents and words, Stochastic block model can identify topics: group of words with a similar meaning. == Extensions to signed graphs == Signed graphs allow for both favorable and adverse relationships and serve as a common model choice for various data analysis applications, e.g., correlation clustering. The stochastic block model can be trivially extended to signed graphs by assigning both positive and negative edge weights or equivalently using a difference of adjacency matrices of two stochastic block models. == DARPA/MIT/AWS Graph Challenge: streaming stochastic block partition == GraphChallenge encourages community approaches to developing new solutions for analyzing graphs and sparse data derived from social media, sensor feeds, and scientific data to enable relationships between events to be discovered as they unfold in the field. Streaming stochastic block partition is one of the challenges since 2017. Spectral clustering has demonstrated outstanding performance compared to the original and even improved base algorithm, matching its quality of clusters while being multiple orders of magnitude faster.

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  • Random neural network

    Random neural network

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

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