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  • Bag-of-words model

    Bag-of-words model

    The bag-of-words (BoW) model is a model of text which uses an unordered collection (a "bag") of words. It is used in natural language processing and information retrieval (IR). It disregards word order (and thus most of syntax or grammar) but captures multiplicity. The bag-of-words model is commonly used in methods of document classification where, for example, the (frequency of) occurrence of each word is used as a feature for training a classifier. It has also been used for computer vision. An early reference to "bag of words" in a linguistic context can be found in Zellig Harris's 1954 article on Distributional Structure. == Definition == The following models a text document using bag-of-words. Here are two simple text documents: Based on these two text documents, a list is constructed as follows for each document: Representing each bag-of-words as a JSON object, and attributing to the respective JavaScript variable: Each key is the word, and each value is the number of occurrences of that word in the given text document. The order of elements is free, so, for example {"too":1,"Mary":1,"movies":2,"John":1,"watch":1,"likes":2,"to":1} is also equivalent to BoW1. It is also what we expect from a strict JSON object representation. Note: if another document is like a union of these two, its JavaScript representation will be: So, as we see in the bag algebra, the "union" of two documents in the bags-of-words representation is, formally, the disjoint union, summing the multiplicities of each element. === Word order === The BoW representation of a text removes all word ordering. For example, the BoW representation of "man bites dog" and "dog bites man" are the same, so any algorithm that operates with a BoW representation of text must treat them in the same way. Despite this lack of syntax or grammar, BoW representation is fast and may be sufficient for simple tasks that do not require word order. For instance, for document classification, if the words "stocks" "trade" "investors" appears multiple times, then the text is likely a financial report, even though it would be insufficient to distinguish between Yesterday, investors were rallying, but today, they are retreating.andYesterday, investors were retreating, but today, they are rallying.and so the BoW representation would be insufficient to determine the detailed meaning of the document. == Implementations == Implementations of the bag-of-words model might involve using frequencies of words in a document to represent its contents. The frequencies can be "normalized" by the inverse of document frequency, or tf–idf. Additionally, for the specific purpose of classification, supervised alternatives have been developed to account for the class label of a document. Lastly, binary (presence/absence or 1/0) weighting is used in place of frequencies for some problems (e.g., this option is implemented in the WEKA machine learning software system). == Hashing trick == A common alternative to using dictionaries is the hashing trick, where words are mapped directly to indices with a hash function. When using a hash function, no memory is required to store a dictionary. In practice, hashing simplifies the implementation of bag-of-words models and improves scalability. Collisions can occur when two words are hashed to the same index, but this happens infrequently and may function as a form of regularization.

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  • Project Mariner

    Project Mariner

    Project Mariner was a research prototype developed by Google DeepMind that explored human-agent interactions, particularly within web browsers. It automated tasks such as online shopping, information retrieval, and form-filling, aiming to enhance user productivity by delegating routine web-based tasks to an AI agent. Project Mariner operated as an experimental Chrome extension that understands the contents of your screen, including images, code, forms, and more. It could interpret complex goals, plan actionable steps, and navigate websites to carry out tasks, while keeping the user informed and allowing them to intervene at any time. As of May 2025, Project Mariner was available to Google AI Ultra subscribers in the US and was being integrated into the Gemini API and Vertex AI, allowing developers to build applications powered by the agent Google plans to bring Project Mariner’s capabilities to more countries and integrate it into Google Search's AI Mode, which was currently in the Search Labs testing phase. Project Mariner was discontinued on May 4, 2026.

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  • Linguistic value

    Linguistic value

    In artificial intelligence, fuzzy logic operations research, and related fields, a linguistic value is a natural language term which is derived using quantitative or qualitative reasoning such as with probability and statistics or fuzzy sets and systems. Variables that take linguistic values are called linguistic variables. == Examples of linguistic variables and values == For example, "age" may be a linguistic variable if its values are not numerical, e.g. very young, quite young, not young, old, not very old etc. These values could be derived from the numeric values for age. As another example, if a shuttle heat shield is deemed of having a linguistic value of a "very low" percentage of damage in re-entry, based upon knowledge from experts in the field, that probability would be given a value of say, 5%. From there on out, if it were to be used in an equation, the variable of percentage of damage will be at 5% if it deemed very low percentage.

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  • OpenAI Operator

    OpenAI Operator

    OpenAI Operator was an AI agent developed by OpenAI, capable of autonomously performing tasks through web browser interactions, including filling forms, placing online orders, scheduling appointments, and other repetitive browser-based tasks. It uses OpenAI's advanced models to expand practical automation capabilities for users in daily activities. Operator was launched on January 23, 2025. It was released as a limited-access research preview to ChatGPT Pro-tier subscribers in the United States on February 1, 2025, with future plans to broaden availability. Operator was deprecated after the release of ChatGPT agent, and shut down on August 31, 2025. == Performance and limitations == In benchmark assessments, Operator achieved notable success, scoring 38.1% on OSWorld benchmarks (OS-level tasks) and 58.1% on WebArena benchmarks (web interactions). However, it did not reach human-level accuracy and faced limitations with intricate user interfaces and extended workflows. == Safety and privacy == OpenAI emphasized privacy and safety measures within Operator, including stringent data protection protocols and built-in safety checks designed to prevent unauthorized sensitive actions or information misuse. == Availability == Initially, Operator was only available to ChatGPT Pro subscribers in the U.S., with plans for broader availability to Plus, Team, and Enterprise users in the future.

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  • Neural processing unit

    Neural processing unit

    A neural processing unit (NPU), also known as an AI accelerator or deep learning processor, is a class of specialized hardware accelerator or computer system designed to accelerate artificial intelligence and machine learning applications, including artificial neural networks and computer vision. == Use == Their purpose is either to efficiently execute already trained AI models (inference) or to train AI models. NPUs can be more efficient in terms of speed or power consumption. NPU applications include algorithms for robotics, Internet of things, and data-intensive or sensor-driven tasks. They are often manycore or spatial designs and focus on low-precision arithmetic, novel dataflow architectures, or in-memory computing capability. As of 2024, a widely used datacenter-grade AI integrated circuit chip, the Nvidia H100 GPU, contains tens of billions of MOSFETs. === Consumer devices === AI accelerators are used in Apple silicon, Qualcomm, Samsung, Huawei, and Google Tensor smartphone processors. Vision processing units are accelerators specialized for machine vision algorithms such as CNN (convolutional neural networks) and SIFT (scale-invariant feature transform). They are used in devices that need to keep track of objects visually such as AR headsets and drones. It is more recently (circa 2017) added to processors from Apple and (circa 2022) to processors from Intel and AMD. All models of Intel Meteor Lake processors have a built-in versatile processor unit (VPU) for accelerating inference for computer vision and deep learning. On consumer devices, the NPU is intended to be small, power-efficient, but reasonably fast when used to run small models. To do this they are designed to support low-bitwidth operations using data types such as INT4, INT8, FP8, and FP16. A common metric is trillions of operations per second (TOPS). Although TOPS does not explicitly specify the kind of operations, it is typically INT8 additions and multiplications. === Datacenters === Accelerators are used in cloud computing servers: e.g., tensor processing units (TPU) for Google Cloud Platform, and Trainium and Inferentia chips for Amazon Web Services. Many vendor-specific terms exist for devices in this category, and it is an emerging technology without a dominant design. Since the late 2010s, graphics processing units designed by companies such as Nvidia and AMD often include AI-specific hardware in the form of dedicated functional units for low-precision matrix-multiplication operations. These GPUs are commonly used as AI accelerators, both for training and inference. === Scientific computation === Although NPUs are tailored for low-precision (e.g., FP16, INT8) matrix multiplication operations, they can be used to emulate higher-precision matrix multiplications in scientific computing. As modern GPUs place much focus on making the NPU part fast, using emulated FP64 (Ozaki scheme) on NPUs can potentially outperform native FP64. This has been demonstrated using FP16-emulated FP64 on NVIDIA TITAN RTX and using INT8-emulated FP64 on NVIDIA consumer GPUs and the A100 GPU. Consumer GPUs especially benefited as they have limited FP64 hardware capacity, showing a 6× speedup. Since CUDA Toolkit 13.0 Update 2, cuBLAS automatically uses INT8-emulated FP64 matrix multiplication of the equivalent precision if it is faster than native. This is in addition to the FP16-emulated FP32 feature introduced in version 12.9. == Programming == An operating system or a higher-level library may provide application programming interfaces such as TensorFlow with LiteRT Next (Android), CoreML (iOS, macOS) or DirectML (Windows). Formats such as ONNX are used to represent trained neural networks. Consumer CPU-integrated NPUs are accessible through vendor-specific APIs. AMD (Ryzen AI), Intel (OpenVINO), Apple silicon (CoreML), and Qualcomm (SNPE) each have their own APIs, which can be built upon by a higher-level library. GPUs generally use existing GPGPU pipelines such as CUDA and OpenCL adapted for lower precisions and specialized matrix-multiplication operations. Vulkan is also being used. Custom-built systems such as the Google TPU use private interfaces. There are a large number of separate underlying acceleration APIs and compilers/runtimes in use in the AI field, causing a great increase in software development effort due to the many combinations involved. As of 2025, the open standard organization Khronos Group is pursuing standardization of AI-related interfaces to reduce the amount of work needed. Khronos is working on three separate fronts: expansion of data types and intrinsic operations in OpenCL and Vulkan, inclusion of compute graphs in SPIR-V, and a NNEF/SkriptND file format for describing a neural network.

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  • Mental mapping

    Mental mapping

    In behavioral geography, a mental map is a person's point-of-view perception of their area of interaction. Although this kind of subject matter would seem most likely to be studied by fields in the social sciences, this particular subject is most often studied by modern-day geographers. Researchers have also applied mental mapping to understand and define cognitive regions. They study it to determine subjective qualities from the public such as personal preference and practical uses of geography like driving directions. Mass media also have a virtually direct effect on a person's mental map of the geographical world. The perceived geographical dimensions of a foreign nation (relative to one's own nation) may often be heavily influenced by the amount of time and relative news coverage that the news media may spend covering news events from that foreign region. For instance, a person might perceive a small island to be nearly the size of a continent, merely based on the amount of news coverage that they are exposed to on a regular basis. In psychology, the term names the information maintained in the mind of an organism by means of which it may plan activities, select routes over previously traveled territories, etc. The rapid traversal of a familiar maze depends on this kind of mental map if scents or other markers laid down by the subject are eliminated before the maze is re-run. == Background == Mental maps are an outcome of the field of behavioral geography. The imagined maps are considered one of the first studies that intersected geographical settings with human action. The most prominent contribution and study of mental maps was in the writings of Kevin Lynch. In The Image of the City, Lynch used simple sketches of maps created from memory of an urban area to reveal five elements of the city; nodes, edges, districts, paths and landmarks. Lynch claimed that “Most often our perception of the city is not sustained, but rather partial, fragmentary, mixed with other concerns. Nearly every sense is in operation, and the image is the composite of them all.” (Lynch, 1960, p 2.) The creation of a mental map relies on memory as opposed to being copied from a preexisting map or image. In The Image of the City, Lynch asks a participant to create a map as follows: “Make it just as if you were making a rapid description of the city to a stranger, covering all the main features. We don’t expect an accurate drawing- just a rough sketch.” (Lynch 1960, p 141) In the field of human geography mental maps have led to an emphasizing of social factors and the use of social methods versus quantitative or positivist methods. Mental maps have often led to revelations regarding social conditions of a particular space or area. Haken and Portugali (2003) developed an information view, which argued that the face of the city is its information . Bin Jiang (2012) argued that the image of the city (or mental map) arises out of the scaling of city artifacts and locations. He addressed that why the image of city can be formed , and he even suggested ways of computing the image of the city, or more precisely the kind of collective image of the city, using increasingly available geographic information such as Flickr and Twitter . Using mental maps, we will be able to predict individual decision making and spatial selection, as well as evaluate their routing and navigation. A cognitive maps utility as a mnemonic and metaphorical device is precisely one of its other benefits as a shaper of the world and local attitudes. The first major field of study within the domain of memory maps is geography, spatial cognition and neurophysiology. This aims to understand how routes are drawn by subject from their set of subjects out into space which lead to memorization and internal representations. Overall these representations take the form of drawings, positioning in a graph, or oral/textual narratives, but are reflected as behavior is space that can be recorded as tracking items. == Research applications == Mental maps have been used in a collection of spatial research. Many studies have been performed that focus on the quality of an environment in terms of feelings such as fear, desire and stress. A study by Matei et al. in 2001 used mental maps to reveal the role of media in shaping urban space in Los Angeles. The study used Geographic Information Systems (GIS) to process 215 mental maps taken from seven neighborhoods across the city. The results showed that people's fear perceptions in Los Angeles are not associated with high crime rates but are instead associated with a concentration of certain ethnicities in a given area. The mental maps recorded in the study draw attention to these areas of concentrated ethnicities as parts of the urban space to avoid or stay away from. Mental maps have also been used to describe the urban experience of children. In a 2008 study by Olga den Besten mental maps were used to map out the fears and dislikes of children in Berlin and Paris. The study looked into the absence of children in today's cities and the urban environment from a child's perspective of safety, stress and fear. Peter Gould and Rodney White have performed prominent analyses in the book “Mental Maps.” This book is an investigation into people's spatial desires. The book asks of its participants: “Suppose you were suddenly given the chance to choose where you would like to live- an entirely free choice that you could make quite independently of the usual constraints of income or job availability. Where would you choose to go?” (Gould, 1974, p 15) Gould and White use their findings to create a surface of desire for various areas of the world. The surface of desire is meant to show people's environmental preferences and regional biases. In an experiment done by Edward C. Tolman, the development of a mental map was seen in rats. A rat was placed in a cross shaped maze and allowed to explore it. After this initial exploration, the rat was placed at one arm of the cross and food was placed at the next arm to the immediate right. The rat was conditioned to this layout and learned to turn right at the intersection in order to get to the food. When placed at different arms of the cross maze however, the rat still went in the correct direction to obtain the food because of the initial mental map it had created of the maze. Rather than just deciding to turn right at the intersection no matter what, the rat was able to determine the correct way to the food no matter where in the maze it was placed. The idea of mental maps is also used in strategic analysis. David Brewster, an Australian strategic analyst, has applied the concept to strategic conceptions of South Asia and Southeast Asia. He argues that popular mental maps of where regions begin and end can have a significant impact on the strategic behaviour of states. A collection of essays, documenting current geographical and historical research in mental maps is published by the Journal of Cultural Geography in 2018.

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  • Horovod (machine learning)

    Horovod (machine learning)

    Horovod is a free and open-source distributed deep learning training framework for TensorFlow, Keras, PyTorch and Apache MXNet. It is designed to scale existing single-GPU training scripts to efficiently run on multiple GPUs and computer nodes with minimal code changes, using synchronous data-parallel training based on the ring-allreduce communication pattern. Horovod was initially developed at Uber and released as an open-source project in 2017, and is now hosted by the LF AI & Data Foundation, a project of the Linux Foundation. == History == Horovod was created at Uber as part of the company's internal machine learning platform Michelangelo to simplify scaling TensorFlow models across many GPUs. The first public release of the library, version 0.9.0, was tagged on GitHub in August 2017 under the Apache 2.0 licence. In October 2017, Uber Engineering publicly introduced Horovod as an open-source component of its deep learning toolkit. In February 2018 Alexander Sergeev and Mike Del Balso published a technical paper describing Horovod's design and benchmarking its performance on up to 512 GPUs, showing near-linear scaling for several image-classification models when compared with single-GPU baselines. In December 2018 Uber contributed Horovod to the LF Deep Learning Foundation (later LF AI & Data), making it a Linux Foundation project. Horovod entered incubation under LF AI & Data and graduated as a full foundation project in 2020. Since its initial release the project has expanded beyond TensorFlow to provide APIs for PyTorch, Keras and Apache MXNet, as well as integrations with frameworks such as Apache Spark and Ray, support for elastic training, and tooling for automated performance tuning and profiling. == Design and features == Horovod core principles are based on the MPI concepts size, rank, local rank, allreduce, allgather, broadcast, and alltoall. Horovod implements synchronous data-parallel training, in which each worker process maintains a replica of the model and computes gradients on different mini-batches of data. The gradients are aggregated across workers using the ring-allreduce communication pattern rather than a central parameter server, which reduces communication bottlenecks and can improve scaling on multi-GPU clusters. Communication is built on top of collective-communication libraries such as MPI, NCCL, Gloo and Intel oneCCL, and supports both GPU and CPU training. In the benchmark experiments reported in the original paper, Horovod achieved around 90% scaling efficiency on 512 GPUs for the ResNet-101 and Inception v3 convolutional neural networks, and around 68% scaling efficiency for the VGG-16 model. Horovod can be deployed on-premises or in cloud environments and is distributed as a Python package with optional GPU support via CUDA. The official documentation provides guides for running Horovod with Docker, Kubernetes (including via Kubeflow and the MPI Operator), commercial platforms such as Databricks, and cluster schedulers such as LSF. == Adoption and use cases == Within Uber, Horovod has been used for applications including autonomous driving research, fraud detection and trip forecasting. Major cloud providers have integrated Horovod into their managed machine learning offerings. Amazon Web Services supports distributed training with Horovod in services such as Amazon SageMaker and AWS Deep Learning Containers, while Microsoft Azure documents Horovod-based training workflows for Azure Synapse Analytics. Technical guides from academic and research computing centres, including Purdue University and the NASA Advanced Supercomputing programme, describe Horovod-based workflows for multi-GPU training on supercomputers and clusters. Horovod is also used in conjunction with Apache Spark and dedicated storage systems as part of end-to-end data processing and model-training pipelines. Industry blogs and technical tutorials describe deployments of Horovod on Kubernetes, on-premises clusters and cloud-managed Kubernetes services such as Amazon EKS.

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  • Catastrophic interference

    Catastrophic interference

    Catastrophic interference, also known as catastrophic forgetting, is the tendency of an artificial neural network to abruptly and drastically forget previously learned information upon learning new information. Neural networks are an important part of the connectionist approach to cognitive science. The issue of catastrophic interference when modeling human memory with connectionist models was originally brought to the attention of the scientific community by research from McCloskey and Cohen (1989), and Ratcliff (1990). It is a radical manifestation of the 'sensitivity-stability' dilemma or the 'stability-plasticity' dilemma. Specifically, these problems refer to the challenge of making an artificial neural network that is sensitive to, but not disrupted by, new information. Lookup tables and connectionist networks lie on the opposite sides of the stability plasticity spectrum. The former remains completely stable in the presence of new information but lacks the ability to generalize, i.e. infer general principles, from new inputs. On the other hand, connectionist networks like the standard backpropagation network can generalize to unseen inputs, but they are sensitive to new information. Backpropagation models can be analogized to human memory insofar as they have a similar ability to generalize, but these networks often exhibit less stability than human memory. Notably, these backpropagation networks are susceptible to catastrophic interference. This is an issue when modelling human memory, because unlike these networks, humans typically do not show catastrophic forgetting. == Discovery == The term catastrophic interference was originally coined by McCloskey and Cohen (1989) but was also brought to the attention of the scientific community by research from Ratcliff (1990). === The Sequential Learning Problem: McCloskey and Cohen (1989) === McCloskey and Cohen (1989) noted the problem of catastrophic interference during two different experiments with backpropagation neural network modelling. Experiment 1: Learning the ones and twos addition facts In their first experiment they trained a standard backpropagation neural network on a single training set consisting of 17 single-digit ones problems (i.e., 1 + 1 through 9 + 1, and 1 + 2 through 1 + 9) until the network could represent and respond properly to all of them. The error between the actual output and the desired output steadily declined across training sessions, which reflected that the network learned to represent the target outputs better across trials. Next, they trained the network on a single training set consisting of 17 single-digit twos problems (i.e., 2 + 1 through 2 + 9, and 1 + 2 through 9 + 2) until the network could represent, respond properly to all of them. They noted that their procedure was similar to how a child would learn their addition facts. Following each learning trial on the twos facts, the network was tested for its knowledge on both the ones and twos addition facts. Like the ones facts, the twos facts were readily learned by the network. However, McCloskey and Cohen noted the network was no longer able to properly answer the ones addition problems even after one learning trial of the twos addition problems. The output pattern produced in response to the ones facts often resembled an output pattern for an incorrect number more closely than the output pattern for a correct number. This is considered to be a drastic amount of error. Furthermore, the problems 2+1 and 1+2, which were included in both training sets, even showed dramatic disruption during the first learning trials of the twos facts. Experiment 2: Replication of Barnes and Underwood (1959) study In their second connectionist model, McCloskey and Cohen attempted to replicate the study on retroactive interference in humans by Barnes and Underwood (1959). They trained the model on A-B and A-C lists and used a context pattern in the input vector (input pattern), to differentiate between the lists. Specifically the network was trained to respond with the right B response when shown the A stimulus and A-B context pattern and to respond with the correct C response when shown the A stimulus and the A-C context pattern. When the model was trained concurrently on the A-B and A-C items then the network readily learned all of the associations correctly. In sequential training the A-B list was trained first, followed by the A-C list. After each presentation of the A-C list, performance was measured for both the A-B and A-C lists. They found that the amount of training on the A-C list in Barnes and Underwood study that lead to 50% correct responses, lead to nearly 0% correct responses by the backpropagation network. Furthermore, they found that the network tended to show responses that looked like the C response pattern when the network was prompted to give the B response pattern. This indicated that the A-C list apparently had overwritten the A-B list. This could be likened to learning the word dog, followed by learning the word stool and then finding that you think of the word stool when presented with the word dog. McCloskey and Cohen tried to reduce interference through a number of manipulations including changing the number of hidden units, changing the value of the learning rate parameter, overtraining on the A-B list, freezing certain connection weights, changing target values 0 and 1 instead 0.1 and 0.9. However, none of these manipulations satisfactorily reduced the catastrophic interference exhibited by the networks. Overall, McCloskey and Cohen (1989) concluded that: at least some interference will occur whenever new learning alters the weights involved in representing old learning the greater the amount of new learning, the greater the disruption in old knowledge interference was catastrophic in the backpropagation networks when learning was sequential but not concurrent === Constraints Imposed by Learning and Forgetting Functions: Ratcliff (1990) === Ratcliff (1990) used multiple sets of backpropagation models applied to standard recognition memory procedures, in which the items were sequentially learned. After inspecting the recognition performance models he found two major problems: Well-learned information was catastrophically forgotten as new information was learned in both small and large backpropagation networks. Even one learning trial with new information resulted in a significant loss of the old information, paralleling the findings of McCloskey and Cohen (1989). Ratcliff also found that the resulting outputs were often a blend of the previous input and the new input. In larger networks, items learned in groups (e.g. AB then CD) were more resistant to forgetting than were items learned singly (e.g. A then B then C...). However, the forgetting for items learned in groups was still large. Adding new hidden units to the network did not reduce interference. Discrimination between the studied items and previously unseen items decreased as the network learned more. This finding contradicts studies on human memory, which indicated that discrimination increases with learning. Ratcliff attempted to alleviate this problem by adding 'response nodes' that would selectively respond to old and new inputs. However, this method did not work as these response nodes would become active for all inputs. A model which used a context pattern also failed to increase discrimination between new and old items. == Proposed solutions == The main cause of catastrophic interference seems to be overlap in the representations at the hidden layer of distributed neural networks. In a distributed representation, each input tends to create changes in the weights of many of the nodes. Catastrophic forgetting occurs because when many of the weights where "knowledge is stored" are changed, it is unlikely for prior knowledge to be kept intact. During sequential learning, the inputs become mixed, with the new inputs being superimposed on top of the old ones. Another way to conceptualize this is by visualizing learning as a movement through a weight space. This weight space can be likened to a spatial representation of all of the possible combinations of weights that the network could possess. When a network first learns to represent a set of patterns, it finds a point in the weight space that allows it to recognize all of those patterns. However, when the network then learns a new set of patterns, it will move to a place in the weight space for which the only concern is the recognition of the new patterns. To recognize both sets of patterns, the network must find a place in the weight space suitable for recognizing both the new and the old patterns. Below are a number of techniques which have empirical support in successfully reducing catastrophic interference in backpropagation neural networks: === Orthogonality === Many of the early techniques in reducing representational overlap involved making either the input vecto

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  • Lost Art-Database

    Lost Art-Database

    The Lost Art-Datenbank is an online database published by the German Lost Art Foundation (Deutsches Zentrum Kulturgutverluste. It contains information on cultural objects looted from Jewish collectors or transferred due to Nazi persecution during the Nazi era. Until 2015, it was managed by the Koordinierungsstelle für Kulturgutverluste (Magdeburg Coordination Office). == Creation == Following the Washington Conference of 1998, and the commitments to provide more transparency regarding looted art, Germany launched the Lost Art Database in 2000 order to help Holocaust victims and their families track down artworks that had been looted from them or lost due to Nazi persecution. == Functionality == The Lost Art Database lists art and books and other cultural objects that were lost, seized, stolen or forceably sold during the Nazi era. The database is divided into search requests from victims' families, heirs or institutions and "found" reports from cultural institutions on items with unresolved provenance gaps from the Nazi periods. The section on reports of finds lists objects that are known to have been unlawfully seized or relocated as a result of the war. In addition, reports are published here on cultural objects for which an uncertain or incomplete provenance may indicate a possible unlawful seizure or war-related relocation. The publication of reports in the Lost Art Internet Database is carried out on behalf of and with the consent of the reporting persons and institutions. The responsibility for the content of the reports lies with these legal or natural persons. There have been controversies over which items should be included in the database. Lost Art is based on the Washington Principles adopted in 1998, which Germany has committed itself to implementing (Joint Declaration, 1999). The Lost Art Database is considered a key resource in the search for looted art and the victims of persecution. Every item in the Lost Art Database has an identifier, known as a Lost Art ID. Proveana is the linked research database. == Other lost art databases == Other countries have launched databases to help identify Nazi looted art. Each database has its own area of focus. The German Lost Art Database allows families or heirs to submit information. Other countries have databases that focus on looted artworks that have not been found or artworks that were repatriated to the national authorities after the defeat of the Nazis but were never returned to their original owners. Other databases have been created for stolen antiquities, looted art from colonial era, art stolen from Syria, Iraq, Ukraine, or from museums or collectors.

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  • ProVisual Engine

    ProVisual Engine

    The ProVisual Engine is an AI-powered imaging system developed by Samsung Electronics for mobile devices. It was introduced in 2024 with the Galaxy S24 series as a component of Samsung's Galaxy AI ecosystem, providing advanced image processing to enhance image quality in photography and videography. == Overview == The ProVisual Engine processes images using adaptive scene recognition, real-time optimization, and advanced image processing. It adjusts color accuracy, dynamic range, and noise levels, providing both automated and manual controls to accommodate various user preferences. == Features == The ProVisual Engine encompasses several features. === Quad Tele System === The Quad Tele System features 2x, 3x, 5x, and 10x optical zoom, supported by digital processing to enhance zoom clarity and detail. It incorporates Image Signal Processing (ISP) to refine detail retention, reduce noise, and enhance image clarity at different zoom levels while minimizing distortion. === Nightography === Nightography utilizes noise reduction techniques and advanced sensor technology to enhance low-light photography. By adjusting exposure and minimizing motion blur, the system helps produce more precise and more detailed images in dark environments for both photos and videos. === Generative Edit === Generative Edit allows for object removal, background expansion, and intelligent resizing. It reconstructs missing areas by filling backgrounds and completing cut-off objects, adjusting composition while preserving image integrity and refinement. === Expert RAW === Expert RAW allows users to capture RAW images directly from the camera app for advanced shooting and editing. It includes HDR (High Dynamic Range) support to enhance detail and dynamic range. The ProVisual Engine utilizes multi-frame processing to generate RAW images with increased clarity and depth for post-processing. === Enhance-X and Camera Shift === Enhance-X is an AI-based image processing tool that applies upscaling, noise reduction, and sharpening. Its Camera Shift feature adjusts the perceived camera height by modifying framing and proportions. A recent update extended support to human and pet images. == Compatible devices == As of 2025, the ProVisual Engine is available on the following devices: === Galaxy S series === Galaxy S26 Series (Galaxy S26, S26+. S26 Ultra) Galaxy S25 Series (Galaxy S25, S25+, S25 Edge, S25 Ultra, S25 FE) Galaxy S24 Series (Galaxy S24, S24+, S24 Ultra) === Galaxy Z series === Galaxy Z Fold 7 Galaxy Z Flip 7, Z Flip 7 FE Galaxy Z Fold 6 Galaxy Z Flip 6 === Galaxy Tab S series === Galaxy Tab S10 series (Tab S10+, Tab S10 Ultra) Galaxy Tab S9 series (Tab S9, Tab S9+, Tab S9 Ultra) === Galaxy Z series === Galaxy Z Fold 7, Z Flip 7, Z Flip 7 FE Galaxy Z Fold 6, Z Flip 6 === Galaxy Tab S series === Galaxy Tab S10 series (Tab S10+, Tab S10 Ultra) Galaxy Tab S9 series (Tab S9, Tab S9+, Tab S9 Ultra) Note: Quad Tele System refers to the multi-telephoto setup (2×, 3×, 5×, 10×) available only on the Ultra models (S24 Ultra and S25 Ultra). Note: On Galaxy Tab models, only Enhance-X editing features are supported; the Expert RAW camera app is not available.

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  • Eline Van der Velden

    Eline Van der Velden

    Eline van der Velden is a Dutch comedian, writer, actress and producer based in London, England. She is best known for her work creating Tilly Norwood, an AI-generated "actress". == Early life == Van der Velden was born on the Dutch island of Curaçao, Netherlands Antilles to Dutch businessman Steven van der Velden and physiotherapist Quirine van der Velden. She moved to the United Kingdom at age 14 to study drama and musical theatre at Tring Park School for the Performing Arts. She graduated with an MSc in physics from Imperial College London in 2008. == Career == She was nominated by the International Academy of Digital Arts and Sciences for the Lovie Awards and won Best Online Comedy in 2013 for two of her submitted entries. She has created multiple online shows such as Sketch My Life with London Hughes and Emily Hartridge and Match.com Parody. She became managing director of Makers Channel (makerschannel.co.uk), the first curated video platform in Europe in 2015. Makers Channel has been recently acquired by a Belgian media company De Persgroep, due to its success in the Netherlands. In 2016, she appeared in adverts for the Dutch shampoo brand Andrelon. Miss Holland, a comedy character created by Van der Velden, made headlines in 2016 as she asked the British public to teach her the national anthem. As an actress, she has starred in Dutch TV series De Troon, Beatrix and the Golden Calf-winning series Overspel. In Belgium, she appeared opposite Jamie Dornan in Flying Home. Van der Velden starred in the BBC Three series Putting It Out There, in which she challenges social perceptions of body hair, heels, spit, personal space, and authority figures. In 2018, she starred in the BBC One comedy series Soft Border Patrol and the BBC Three comedy series Miss Holland. In 2025, Particle6 Group, which Van der Velden founded in 2016, introduced Tilly Norwood, an AI-generated "actress" at the Zurich Film Festival. The announcement was met with outrage and a condemnation by the American actors' union SAG-AFTRA. == Awards and recognition == Miss Holland won the Best Online Comedy at the 2013 Lovie Awards, judged by Stephen Fry. The Match.com Parody video won Best Online Comedy People's Lovie Award, the people's vote. Miss Holland and Match.com Parody Date 1 were also featured in the 2013 Google Lovie Letters.

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  • Liang Wenfeng

    Liang Wenfeng

    Liang Wenfeng (Chinese: 梁文锋; pinyin: Liáng Wénfēng; born 1985) is a Chinese entrepreneur and businessman who is the co-founder of the quantitative hedge fund High-Flyer, as well as the founder and CEO of its artificial intelligence company DeepSeek. Liang attended Zhejiang University, and began his career by applying machine learning methods to quantitative finance. Through High-Flyer, he built large-scale computing infrastructure that was later used to support artificial intelligence research, leading to the creation of DeepSeek in 2023. DeepSeek gained international attention following the release of DeepSeek-R1, which analysts described as demonstrating high-level performance with comparatively limited compute resources. In 2025, Liang was named to Time magazine's list of 100 Most Influential People in AI and Fortune's list of the Most Powerful People in Business. == Early life == Liang was born in 1985 in the village of Mililing (米历岭村), Qinba town (覃巴镇), Wuchuan city (吴川市), Guangdong. His parents were both primary school teachers. Liang was routinely praised by both locals and teachers alike. Even since middle school, Liang was recalled for being well-known for reading comic books, while also being very proficient in mathematics. == Education == After elementary school, Liang attended Wuchuan No. 1 Middle School. There, he quickly excelled in class and ranked highly amongst his peers. He taught himself high school and university-level mathematics courses. Liang then attended Wuchaun No. 1 High School. In these years, he developed hobbies of mathematical modeling and conducting research projects. Compared to his peers, he was always ranked highly. For every mathematics exam, he always ranked within the top three. He was also the top scorer in the Zhanjiang region of Guangdong for the college entrance exam. Thus, in 2002, Liang left high school early to further pursue his education at the university level at the young age of 17. Attending Zhejiang University at the age of 17, Liang earned a Bachelor of Engineering in Electronic Information Engineering in 2007 and his Master of Engineering in Information & Communication Engineering in 2010. His master's dissertation was titled "Study on Object Tracking Algorithm Based on Low-Cost PTZ camera" (基于低成本PTZ摄像机的目标跟踪算法研究). In his college years, DJI founder Wang Tao asked Liang to join as a co-founder. Liang declined the invitation to pursue artificial intelligence methodologies in financial markets. While he states that those around him had entrepreneurial mindsets, he himself valued academics. == Career == === Early career (2008–2016) === During the 2008 financial crisis, Liang formed a team with his classmates to accumulate data related to financial markets. He also led the team to explore quantitative trading using machine learning and other technologies. After his graduation, Liang moved to a cheap flat in Chengdu, Sichuan, where he experimented with ways to apply AI to various fields. These ventures failed, until he tried applying AI to finance. In 2013, Liang attempted to integrate artificial intelligence with quantitative trading and founded Hangzhou Yakebi Investment Management Co Ltd with Xu Jin, an alumnus of Zhejiang University. In 2015, they co-founded Hangzhou Huanfang Technology Co Ltd, which is today's Zhejiang Jiuzhang Asset Management Co Ltd. === High-Flyer (2016–2023) === In February 2016, Liang and two other engineering classmates co-founded Ningbo High-Flyer Quantitative Investment Management Partnership (Limited Partnership). The team relied on mathematics and AI to make investments. Much of the early startup culture was described by former employees to be "geeky" and "quirky," often seen as contrary to the existing culture in large Chinese tech companies. In 2019, Liang founded High-Flyer AI which was dedicated to research on AI algorithms and its basic applications. By this time, High-Flyer had over 10 billion yuan in assets under management. On 30 August 2019, Liang Wenfeng delivered a keynote speech entitled "The Future of Quantitative Investment in China from a Programmer's Perspective" at the Private Equity Golden Bull Award ceremony held by China Securities Journal, and sparked heated discussions. Liang stated that the criterion for determining what is quantitative or non-quantitative is whether the investment decision is made by quantitative methods or by people. Quantitative funds do not have portfolio managers making the decisions and instead are just servers. He also stated High-Flyer's mission is to improve the effectiveness of China's secondary market. In February 2021, Gregory Zuckerman's book The Man Who Solved the Market: How Jim Simons Launched the Quant Revolution was published. Liang wrote the preface for the Chinese edition of the book where he stated that whenever he encountered difficulties at work, he would think of Simons' words "There must be a way to model prices". In January 2025, Zuckerman wrote in The Wall Street Journal where he acknowledged this fact and stated he has been trying to get in touch with Liang but much like Simons, Liang is very secretive and difficult to contact. During 2021, Liang started buying thousands of Nvidia GPUs for his AI side project while running High-Flyer. Liang wanted to build something and it will be a game changer which his business partners thought was only possible from giants such as ByteDance and Alibaba Group. === DeepSeek (since 2023) === ==== DeepSeek begins ==== In May 2023, Liang announced High-Flyer would pursue the development of artificial general intelligence and launched DeepSeek. During that month in an interview with 36Kr, Liang stated that High-Flyer had acquired 10,000 Nvidia A100 GPUs before the US government imposed AI chip restrictions on China. That laid the foundation for DeepSeek to operate as an LLM developer. Liang also stated DeepSeek gets funding from High-Flyer. This was because when DeepSeek was founded, venture capital firms were reluctant in providing funding as it was unlikely that it would be able to generate an exit in a short period of time. Liang only personally holds 1% of the company, with 99% of the company being held by Ningbo High-Flyer Quantitative Investment Management Partnership (Limited Partnership). With DeepSeek's funding model, it lacks commercial pressure and rigid key performance indicators, enabling the company to deviate from previously established model architectures. ==== Early development ==== In July 2024, Liang was interviewed again by 36Kr. He stated that when DeepSeek-V2 was released and triggered an AI price war in China, it came as a huge surprise as the team did not expect pricing to be so sensitive. Liang's aggressive pricing of the language model forced domestic tech giants including Alibaba and Baidu to cut their own rates by over 95%. He also stated that as China's economy develops, it should gradually become a contributor instead of freeriding. What is lacking in China's innovation is not capital but a lack of confidence and knowledge on organizing talent into it. DeepSeek has not hired anyone particularly special and employees tend to be locally educated. When it comes to disruptive technologies, closed source approaches can only temporarily delay others in catching up. As the goal was long-term, DeepSeek sought employees who had ability and passion rather than experience. To retain a high talent density relative to larger firms like Bytedance or Baidu, DeepSeek aimed to maintain a low-hierarchy corporate culture, with members working in project-based groups, as well as competitive compensation. Liang emphasized his vision for DeepSeek employees to bring their "unique experience and ideas" instead of needing to be explicitly directed, with an overall bottom-up approach to division of labor. Liang noted that a significant outcome of this approach was the multi-head latent attention training architecture, which was attributed directly to a young DeepSeek researcher's personal interest. This advancement played a core role in reducing the cost of training the DeepSeek-V3 model, released in December 2024. ==== Release of DeepSeek-R1 ==== Also on 20 January 2025, DeepSeek, the company Liang founded and served as the CEO, released DeepSeek-R1, a 671-billion-parameter open-source reasoning AI model, alongside the publication of a detailed technical paper explaining its architecture and training methodology. The model was built using just 2,048 Nvidia H800 GPUs at a cost of $5.6 million, showcasing a resource-efficient approach that contrasted sharply with the billion-dollar budgets of Western competitors. The development of DeepSeek-R1 occurred amidst U.S. sanctions where Trump limited sales of Nvidia chips to China. By 27 January, DeepSeek surpassed ChatGPT to become the #1 free app on the United States iOS App Store. U.S. stocks plummeted, as more than $1 trillion was erased in market capitalization amid panic over DeepSeek. Technology journ

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  • Aldus PhotoStyler

    Aldus PhotoStyler

    Aldus PhotoStyler was a graphics software program developed by the Taiwanese company Ulead. Released in June 1991 as the first 24 bit image editor for Windows, it was bought the same year by the Aldus Prepress group. Its main competition was Adobe Photoshop. Version 2.0 (late 1993) introduced a new user interface and improved color calibration. PhotoStyler SE - lacking some features of the version 2.0 - was bundled with scanners like HP ScanJet. The product disappeared from the Adobe product line after Adobe acquired Aldus in 1994.

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  • Stockfish (chess)

    Stockfish (chess)

    Stockfish is a free and open-source chess engine, available for various desktop and mobile platforms. It can be used in chess software through the Universal Chess Interface. Stockfish has been one of the strongest chess engines in the world for several years. It has won all main events of the Top Chess Engine Championship (TCEC) and the Chess.com Computer Chess Championship (CCC) since 2020 and, as of May 2026, is the strongest CPU chess engine in the world with an estimated Elo rating of 3653 in a time control of 40/15 (15 minutes to make 40 moves), according to CCRL. The Stockfish engine was developed by Tord Romstad, Marco Costalba, and Joona Kiiski, and was derived from Glaurung, an open-source engine by Tord Romstad released in 2004. It is now being developed and maintained by the Stockfish community. Stockfish historically used only a classical hand-crafted function to evaluate board positions, but with the introduction of the efficiently updatable neural network (NNUE) in August 2020, Stockfish 12 adopted a hybrid evaluation system that primarily used the neural network and occasionally relied on the hand-crafted evaluation. In July 2023, Stockfish removed the hand-crafted evaluation and transitioned to a fully neural network-based approach. == Features == Stockfish uses a tree-search algorithm based on alpha–beta search with several hand-designed heuristics. Stockfish represents positions using bitboards. Stockfish supports Chess960, a feature it inherited from Glaurung. Support for Syzygy tablebases, previously available in a fork maintained by Ronald de Man, was integrated into Stockfish in 2014. In 2018, support for the 7-man Syzygy was added, shortly after the tablebase was made available. Stockfish supports an unlimited number of CPU threads in multiprocessor systems, with a maximum transposition table size of 32 TB. Stockfish has been a very popular engine on various platforms. On desktop, it is the default chess engine bundled with the Internet Chess Club interface programs BlitzIn and Dasher. On mobile, it has been bundled with the Stockfish app, SmallFish and Droidfish. Other Stockfish-compatible graphical user interfaces (GUIs) include Fritz, Arena, Stockfish for Mac, and PyChess. Stockfish can be compiled to WebAssembly or JavaScript, allowing it to run in the browser. Both Chess.com and Lichess provide Stockfish in this form in addition to a server-side program. Release versions and development versions are available as C++ source code and as precompiled versions for Microsoft Windows, macOS, Linux 32-bit/64-bit and Android. == History == The program originated from Glaurung, an open-source chess engine created by Tord Romstad and first released in 2004. Four years later, Marco Costalba forked the project, naming it Stockfish because it was "produced in Norway and cooked in Italy" (Romstad is Norwegian and Costalba is Italian). The first version, Stockfish 1.0, was released in November 2008. For a while, new ideas and code changes were transferred between the two programs in both directions, until Romstad decided to discontinue Glaurung in favor of Stockfish, which was the stronger engine at the time. The last Glaurung version (2.2) was released in December 2008. Around 2011, Romstad decided to abandon his involvement with Stockfish in order to spend more time on his new iOS chess app. On 18 June 2014 Marco Costalba announced that he had "decided to step down as Stockfish maintainer" and asked that the community create a fork of the current version and continue its development. An official repository, managed by a volunteer group of core Stockfish developers, was created soon after and currently manages the development of the project. === Fishtest === Since 2013, Stockfish has been developed using a distributed testing framework named Fishtest, where volunteers can donate CPU time for testing improvements to the program. Changes to game-playing code are accepted or rejected based on results of playing of tens of thousands of games on the framework against an older "reference" version of the program, using sequential probability ratio testing. Tests on the framework are verified using the chi-squared test, and only if the results are statistically significant are they deemed reliable and used to revise the software code. After the inception of Fishtest, Stockfish gained 120 Elo points in 12 months, propelling it to the top of all major rating lists. As of May 2026, the framework has used a total of more than 20,100 years of CPU time to play over 10 billion chess games. === NNUE === In June 2020, Stockfish introduced the efficiently updatable neural network (NNUE) approach, based on earlier work by computer shogi programmers. Instead of using manually designed heuristics to evaluate the board, this approach introduced a neural network trained on millions of positions which could be evaluated quickly on CPU. On 2 September 2020, the twelfth version of Stockfish was released, incorporating NNUE, and reportedly winning ten times more game pairs than it loses when matched against version eleven. In July 2023, the classical evaluation was completely removed in favor of the NNUE evaluation. == Competition results == === Top Chess Engine Championship === Stockfish is a TCEC multiple-time champion and the current leader in trophy count. Ever since TCEC restarted in 2013, Stockfish has finished first or second in every season except one. Stockfish finished second in TCEC Season 4 and 5, with scores of 23–25 first against Houdini 3 and later against Komodo 1142 in the Superfinal event. Season 5 was notable for the winning Komodo team as they accepted the award posthumously for the program's creator Don Dailey, who succumbed to an illness during the final stage of the event. In his honor, the version of Stockfish that was released shortly after that season was named "Stockfish DD". On 30 May 2014, Stockfish 170514 (a development version of Stockfish 5 with tablebase support) convincingly won TCEC Season 6, scoring 35.5–28.5 against Komodo 7x in the Superfinal. Stockfish 5 was released the following day. In TCEC Season 7, Stockfish again made the Superfinal, but lost to Komodo with a score of 30.5–33.5. In TCEC Season 8, despite losses on time caused by buggy code, Stockfish nevertheless qualified once more for the Superfinal, but lost 46.5–53.5 to Komodo. In Season 9, Stockfish defeated Houdini 5 with a score of 54.5–45.5. Stockfish finished third during season 10 of TCEC, the only season since 2013 in which Stockfish had failed to qualify for the superfinal. It did not lose a game but was still eliminated because it was unable to score enough wins against lower-rated engines. After this technical elimination, Stockfish went on a long winning streak, winning seasons 11 (59–41 against Houdini 6.03), 12 (60–40 against Komodo 12.1.1), and 13 (55–45 against Komodo 2155.00) convincingly. In Season 14, Stockfish faced a new challenger in Leela Chess Zero, eking out a win by one point (50.5–49.5). Its winning streak was finally ended in Season 15, when Leela qualified again and won 53.5–46.5, but Stockfish promptly won Season 16, defeating AllieStein 54.5–45.5, after Leela failed to qualify for the Superfinal. In Season 17, Stockfish faced Leela again in the superfinal, losing 52.5–47.5. However, Stockfish has won every Superfinal since: beating Leela 53.5–46.5 in Season 18, 54.5–45.5 in Season 19, 53–47 in Season 20, and 56–44 in Season 21. In Season 22, Komodo Dragon beat out Leela to qualify for the Superfinal, losing to Stockfish by a large margin 59.5–40.5. Stockfish did not lose an opening pair in this match. Leela made the Superfinal in Seasons 23 and 24, but was crushed by Stockfish both times (58.5–41.5 and 58–42). In Season 25, Stockfish once again defeated Leela, but this time by a narrower margin of 52–48. Stockfish also took part in the TCEC cup, winning the first edition, but was surprisingly upset by Houdini in the semifinals of the second edition. Stockfish recovered to beat Komodo in the third-place playoff. In the third edition, Stockfish made it to the finals, but was defeated by Leela Chess Zero after blundering in a 7-man endgame tablebase draw. It turned this result around in the fourth edition, defeating Leela in the final 4.5–3.5. In TCEC Cup 6, Stockfish finished third after losing to AllieStein in the semifinals, the first time it had failed to make the finals. Since then, Stockfish has consistently won the tournament, with the exception of the 11th edition which Leela won 8.5–7.5. === Chess.com Computer Chess Championship === Ever since Chess.com hosted its first Chess.com Computer Chess Championship in 2018, Stockfish has been the most successful engine. It dominated the earlier championships, winning six consecutive titles before finishing second in CCC7. Since then, its dominance has come under threat from the neural-network engines Leelenstein and Leela Chess Zero, but it has continued to perform w

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  • VP-Expert

    VP-Expert

    VP-Expert is an artificial intelligence development tool that gained popularity in the late 1980s and early 1990s. Published by Paperback Software, VP-Expert was designed to facilitate the creation of rule-based expert systems, primarily for applications in business and industry. It was the best-selling expert-system software for microcomputers in the late 1980s. == History == VP-Expert was created by Brian Sawyer and published by Paperback Software in 1987. VP-Expert was widely adopted during the late 1980s. By April 1989, InfoWorld described it as "the best-selling expert-system software for personal computers." In June 1991, ownership of VP-Expert transferred from Paperback Software to WordTech Systems, Inc. following Paperback Software’s liquidation after a legal dispute with Lotus Development Corporation regarding its VP-Planner spreadsheet. VP-Expert continued to receive positive reviews with InfoWorld stating in 1992 "for automatically creating simple expert systems and being able to edit them into more sophisticated applications, hardly a better product exists than VP-Expert". == Features == VP-Expert used an inference engine based on backward chaining to reach conclusions through English-like if/then rules. It operated through a text interface and included an explanation facility that showed the reasoning steps used to justify its conclusions. == Applications == VP-Expert found applications across various domains. In environmental analysis, researchers used VP-Expert to develop a knowledge-based system for analyzing the impact of particulate matter air pollution on human health. In engineering design, VP-Expert was utilized in the creation of a prototype expert system to assist in fishway design. In aviation management, the tool was employed to develop an expert system aimed at maximizing airport capacity while adhering to noise-mitigation plans. == Limitations == While VP-Expert offered certain advantages, it also had limitations. Its rule-based approach could become challenging to manage for large and complex knowledge bases, and the process of eliciting and encoding knowledge from experts could be time-consuming and difficult.

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