AI Chatbot Q

AI Chatbot Q — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • NCover

    NCover

    NCover is a .NET code coverage tool. There are two non-related NCover products that do .NET code coverage. There is an open source NCover that can be found on SourceForge and there is a company called NCover, LLC. There has been additional development on both products since this 2004 reference. The company NCover, LLC began when the founder, Peter Waldschmidt, decided to commercialize the open source tool he created. The commercial versions were launched in 2007, but the last supported free version 1.5.8 is still available on the company site.

    Read more →
  • Zvi Mowshowitz

    Zvi Mowshowitz

    Zvi Mowshowitz is an American writer and member of the rationalist community who primarily discusses new developments in artificial intelligence. He is a former competitive Magic: The Gathering player and was CEO of MetaMed. == Career == Mowshowitz is an alumnus of Columbia University and holds a bachelor's degree in mathematics. He co-founded and was the CEO of MetaMed, a medical research analysis firm. He has worked at Jane Street Capital, and has worked for the gambling industry in Las Vegas. He attempted to launch a blockchain game, Emergents, in 2020. === Magic: The Gathering === Mowshowitz held a developer intern position at Wizards of the Coast R&D in 2005. He created the deck TurboZvi. His first-place finishes at major competitions were the 1999 World Championships as part of the four-person United States national team, the 2001 Pro Tour Tokyo, and two 2003 Grand Prix. He has placed in the top eight of four Pro Tours, and earned over $140,000 playing Magic competitively. In 2007, Mowshowitz was elected into the Magic Hall of Fame. Last updated: 12 May 2013Source: Wizards.com Mowshowitz has written about Magic for several outlets, including the official Magic website. === Later career === Mowshowitz is on the board of directors for the Center for Applied Rationality, and is a member of the rationalist community. He also founded Balsa Research, a nonprofit think tank which advocated for the repeal of the Jones Act, increasing the housing supply, and reform of the National Environmental Policy Act. In 2023, Mowshowitz wrote an article for Vox on the topic of artificial intelligence safety. Mowshowitz has a blog on Substack under the name "Don't Worry about the Vase". He has written on topics such as artificial intelligence, economics, and the COVID-19 pandemic. == Personal life == Mowshowitz is the son of American biochemist Deborah Mowshowitz. His parents have both worked as Columbia University professors.

    Read more →
  • ChessMachine

    ChessMachine

    The ChessMachine was a chess computer sold between 1991 and 1995 by TASC (The Advanced Software Company). It was unique at the time for incorporating both an ARM2 coprocessor for the chess engine on an ISA card which plugged into an IBM PC and a software interface running on the PC to display a chess board and control the engine. The ISA card was sold with a CPU running at either 16 MHz or 32 MHz, and 128 KB, 512 KB, or 1 MB of onboard memory for transposition tables. This made economic sense at the time of introduction because mainstream PCs were only running from 10 MHz to 25 MHz. Two engines were sold with the card: The King by Johann de Koning and Gideon by Ed Schröder. Gideon was famed for winning two World Computer Chess Championships on this hardware. The King later became the engine used in the popular Chessmaster series of chess programs. TASC later incorporated the technology into a dedicated unit, sold from 1993 to 1997. There were two models, the R30 and R40, running at 30 MHz and 40 MHz respectively, and having 512 KB and 1 MB of transposition tables, respectively. The SmartBoard, a wooden sensory board, was connected to the units, which were in tiny boxes approximately the size of chess clocks. They were only sold with The King chess engine. This was the end of the era of strong dedicated chess computers, and these two models are acknowledged as the strongest dedicated chess computers that were ever sold. At the height of its strength, the R30 attained a rating over 2350 on computer rating lists, higher than any other dedicated unit. According to the SSDF rating list, the R30 held its own against its contemporary programs running a Pentium-90 MHz and won against other dedicated units.

    Read more →
  • OntoUML

    OntoUML

    OntoUML is a language for ontology-driven conceptual modeling. OntoUML is built as a UML extension based on the Unified Foundational Ontology. The foundations of UFO and OntoUML can be traced back to Giancarlo Guizzardi's Ph.D. thesis "Ontological foundations for structural conceptual models". In his work, he proposed a novel foundational ontology for conceptual modeling (UFO) and employed it to evaluate and re-design a fragment of the UML 2.0 metamodel for the purposes of conceptual modeling and domain ontology engineering. == Supporting tools == In 2006, Guizzardi co-founded the Ontology & Conceptual Modeling Research Group (NEMO) located at the Federal University of Espírito Santo (UFES) in Vitória city, state of Espírito Santo, Brazil. Since then, NEMO has been responsible for most of the developments in OntoUML. Several papers about ontologies and OntoUML have been authored by members of the NEMO group.

    Read more →
  • Elements (toolchain)

    Elements (toolchain)

    RemObjects Elements is a toolchain for software development, comprising six programming languages: C#, Swift, Go, Java, Oxygene (a form of modern Object Pascal), and Visual Basic .NET. All languages interoperate, meaning a single project can use any combination of languages, and they can all be compiled to .NET, the JVM, native, or WebAssembly. Elements supports Microsoft Windows, all Apple Inc. platforms (including iOS, visionOS and watchOS), Android, and Linux. Elements also supports language conversion, allowing source code in one language to be rewritten in another. Elements is supported in Visual Studio, but RemObjects also makes their own IDEs, Fire (on MacOS) and Water (on Windows.) == Background == RemObjects began in 2002, creating software for Delphi, but in 2005 in response to the growth of .NET and that Delphi was targeting only native Windows, they released Oxygene (known as Chrome at the time) as a new version of Object Pascal, with more modern syntax as well as being .NET-native. Since then, five other languages have been added to the suite, as well as compiling for the web via WebAssembly and to native architectures (eg Intel 32/64 or ARM64). Elements is primarily intended for developers who want to pull together libraries and codebases written in multiple languages, including legacy codebases in older languages while modernizing either with newer syntax and features or by adding in the use of newer or more popular languages. Because of the Oxygene flavour of Object Pascal, supporting Delphi apps is a primary focus, including allowing Pascal to be compiled for other architectures or providing language features that match other prominent languages. == Approach == New versions of the Elements come out approximately every week. RemObjects names its programming languages after chemical elements, sometimes with poetic or musical spelling, rather than referring to them directly. They are: C#: Hydrogene Object Pascal: Oxygene Java: Iodine Visual Basic: Mercury Go: Gold Swift: Silver == History == The Elements compiler was first introduced with version 1.0 in 2005 under the name "Chrome", with support for only the Oxygene language on the .NET platform, primarily as a response to the then-new and not well-received Delphi .NET compiler from Embarcadero. Chrome saw updates to version 1.5 'Floorshow' and Chrome 2.0 'Joyride' over the next few years, moving in parallel with major advancements on the .NET platform for .NET 2.0 (Generics) and .NET 3.x (LINQ), respectively. With the release of version 3.0 (code-named Oxygène after the Jean-Michel Jarre album of the same name) Chrome was rebranded to Oxygene in 2008, and also shipped co-branded by Embarcadero as Delphi Prism (later just Prism) as part of RAD Studio, replacing Embarcadero's own and now-defunct Delphi.NET compiler. 2010 saw the release of Oxygene 4 ("Echoes"), the last version to focus on just a single language and platform. With Oxygene 5 in 2011 and Oxygene 6 in 2013, RemObjects introduced new platform support for Java/Android (code-name "Cooper") and then Cocoa, the Apple development platform (code-name "Toffee"). Elements 7.0 was released at the beginning of 2014, adding the second programming language, C# to the compiler, and delegating Oxygene from the product name to merely branding the Object Pascal-based language. Over the subsequent years, Elements gained support for additional languages, with Apple Swift in 2015, Java in 2017, and subsequently Google's Go and Mercury, a revitalized Visual Basic.NET. Elements also gained support for its fourth target platform, "Island", for CPU-native compilation for Windows, Linux, and WebAssembly. In addition to the chemical elements-based names for the different languages, the "Elements" concept was carried on with the introduction of dedicated development environments alchemically named Fire (for the Mac, in 2015) and Water (for Windows, in 2018). == Fire and Water (IDEs) == Fire and Water are integrated development environments developed by RemObjects Software. They are designed specifically for use with the Elements Compiler. Fire is the version developed for macOS, while Water is intended for Microsoft Windows. Both IDEs are designed to work closely with the Elements compiler and are primarily intended for developers using the RemObjects language ecosystem. They support software development across multiple platforms, including .NET, Android, iOS, macOS, Windows, Linux, and WebAssembly. The IDEs include standard development tools such as syntax highlighting, code completion, debugging, and project navigation. Build operations are managed using a custom system known as EBuild, which is part of the broader Elements toolchain. The IDEs are distributed as part of the RemObjects Elements package and are updated in coordination with the compiler itself. == In media == Oxygene has been mentioned several times by Verity Stob in their Chronicles of Delphi series, currently living at The Register.

    Read more →
  • Jess (programming language)

    Jess (programming language)

    Jess is a rule engine for the Java computing platform, written in the Java programming language. It was developed by Ernest Friedman-Hill of Sandia National Laboratories. It is a superset of the CLIPS language. It was first written in late 1995. The language provides rule-based programming for the automation of an expert system, and is often termed as an expert system shell. In recent years, intelligent agent systems have also developed, which depend on a similar ability. Rather than a procedural paradigm, where one program has a loop that is activated only one time, the declarative paradigm used by Jess applies a set of rules to a set of facts continuously by a process named pattern matching. Rules can modify the set of facts, or can execute any Java code. It uses the Rete algorithm to execute rules. == License == The licensing for Jess is freeware for education and government use, and is proprietary software, needing a license, for commercial use. In contrast, CLIPS, which is the basis and starting code for Jess, is free and open-source software. == Code examples == Code examples: Sample code:

    Read more →
  • Open Mind Common Sense

    Open Mind Common Sense

    Open Mind Common Sense (OMCS) is an artificial intelligence project based at the Massachusetts Institute of Technology (MIT) Media Lab whose goal is to build and utilize a large commonsense knowledge base from the contributions of many thousands of people across the Web. It has been active from 1999 to 2016. Since its founding, it has accumulated more than a million English facts from over 15,000 contributors in addition to knowledge bases in other languages. Much of OMCS's software is built on three interconnected representations: the natural language corpus that people interact with directly, a semantic network built from this corpus called ConceptNet, and a matrix-based representation of ConceptNet called AnalogySpace that can infer new knowledge using dimensionality reduction. The knowledge collected by Open Mind Common Sense has enabled research projects at MIT and elsewhere. == History == The project was the brainchild of Marvin Minsky, Push Singh, Catherine Havasi, and others. Development work began in September 1999, and the project opened to the Internet a year later. Havasi described it in her dissertation as "an attempt to ... harness some of the distributed human computing power of the Internet, an idea which was then only in its early stages." The original OMCS was influenced by the website Everything2 and its predecessor, and presents a minimalist interface that is inspired by Google. Push Singh would have become a professor at the MIT Media Lab and lead the Common Sense Computing group in 2007, but committed suicide on February 28, 2006. The project is currently run by the Digital Intuition Group at the MIT Media Lab under Catherine Havasi. == Database and website == There are many different types of knowledge in OMCS. Some statements convey relationships between objects or events, expressed as simple phrases of natural language: some examples include "A coat is used for keeping warm", "The sun is very hot", and "The last thing you do when you cook dinner is wash your dishes". The database also contains information on the emotional content of situations, in such statements as "Spending time with friends causes happiness" and "Getting into a car wreck makes one angry". OMCS contains information on people's desires and goals, both large and small, such as "People want to be respected" and "People want good coffee". Originally, these statements could be entered into the Web site as unconstrained sentences of text, which had to be parsed later. The current version of the Web site collects knowledge only using more structured fill-in-the-blank templates. OMCS also makes use of data collected by the Game With a Purpose "Verbosity". In its native form, the OMCS database is simply a collection of these short sentences that convey some common knowledge. In order to use this knowledge computationally, it has to be transformed into a more structured representation. == ConceptNet == ConceptNet is a semantic network based on the information in the OMCS database. ConceptNet is expressed as a directed graph whose nodes are concepts, and whose edges are assertions of common sense about these concepts. Concepts represent sets of closely related natural language phrases, which could be noun phrases, verb phrases, adjective phrases, or clauses. ConceptNet is created from the natural-language assertions in OMCS by matching them against patterns using a shallow parser. Assertions are expressed as relations between two concepts, selected from a limited set of possible relations. The various relations represent common sentence patterns found in the OMCS corpus, and in particular, every "fill-in-the-blanks" template used on the knowledge-collection Web site is associated with a particular relation. The data structures that make up ConceptNet were significantly reorganized in 2007, and published as ConceptNet 3. The Software Agents group currently distributes a database and API for the new version 4.0. In 2010, OMCS co-founder and director Catherine Havasi, with Robyn Speer, Dennis Clark and Jason Alonso, created Luminoso, a text analytics software company that builds on ConceptNet. It uses ConceptNet as its primary lexical resource in order to help businesses make sense of and derive insight from vast amounts of qualitative data, including surveys, product reviews and social media. == Machine learning tools == The information in ConceptNet can be used as a basis for machine learning algorithms. One representation, called AnalogySpace, uses singular value decomposition to generalize and represent patterns in the knowledge in ConceptNet, in a way that can be used in AI applications. Its creators distribute a Python machine learning toolkit called Divisi for performing machine learning based on text corpora, structured knowledge bases such as ConceptNet, and combinations of the two. == Comparison to other projects == Other similar projects include Never-Ending Language Learning, Mindpixel (discontinued), Cyc, Learner, SenticNet, Freebase, YAGO, DBpedia, and Open Mind 1001 Questions, which have explored alternative approaches to collecting knowledge and providing incentive for participation. The Open Mind Common Sense project differs from Cyc because it has focused on representing the common sense knowledge it collected as English sentences, rather than using a formal logical structure. ConceptNet is described by one of its creators, Hugo Liu, as being structured more like WordNet than Cyc, due to its "emphasis on informal conceptual-connectedness over formal linguistic-rigor".

    Read more →
  • SHRDLU

    SHRDLU

    SHRDLU is an early natural-language understanding computer program that was developed by Terry Winograd at MIT in 1968–1970. In the program, the user carries on a conversation with the computer, moving objects, naming collections and querying the state of a simplified "blocks world", essentially a virtual box filled with different blocks. SHRDLU was written in the Micro Planner and Lisp programming language on the DEC PDP-6 computer and a DEC graphics terminal. Later additions were made at the computer graphics labs at the University of Utah, adding a full 3D rendering of SHRDLU's "world". The name SHRDLU was derived from ETAOIN SHRDLU, the arrangement of the letter keys on a Linotype machine, arranged in descending order of usage frequency in English. == Functionality == SHRDLU is primarily a language parser that allows user interaction using English terms. The user instructs SHRDLU to move various objects around in the "blocks world" containing various basic objects such as blocks, cones and balls. SHRDLU combined four simple ideas to make the simulation of "understanding" more convincing. One was that SHRDLU's world is so simple that the entire set of objects and locations could be described by including as few as 50 words: nouns like "block" and "cone", verbs like "place on" and "move to", and adjectives like "big" and "blue". The possible combinations of these basic language building blocks are quite simple. SHRDLU also includes a basic memory to supply context. One could ask SHRDLU to "put the green cone on the red block" and then "take the cone off"; "the cone" would be taken to mean the green cone one had just talked about. SHRDLU can search back further through the interactions to find the proper context in most cases when additional adjectives were supplied. One could also ask questions about the history; for instance, one could ask "did you pick up anything before the cone?" A side effect of this memory, and the original rules SHRDLU was supplied with, is that the program can answer questions about what was possible in the world and what was not. For instance, SHRDLU can deduce that blocks could be stacked by looking for examples, but also realize that triangles could not be stacked, after having tried it. The "world" contains basic physics to make blocks fall over, independent of the language parser. Finally, SHRDLU can also remember names given to objects, or arrangements of them. For instance one could say "a steeple is a small triangle on top of a tall rectangle"; SHRDLU can then answer questions about steeples in the blocks world, and build new ones. This is an example of a SHRDLU session: Person: Pick up a big red block. Computer: OK. Person: Grasp the pyramid. Computer: I DON'T UNDERSTAND WHICH PYRAMID YOU MEAN. Person (changing their mind): Find a block which is taller than the one you are holding and put it into the box. Computer: BY "IT", I ASSUME YOU MEAN THE BLOCK WHICH IS TALLER THAN THE ONE I AM HOLDING. Computer: OK. Person: What does the box contain? Computer: THE BLUE PYRAMID AND THE BLUE BLOCK. Person: What is the pyramid supported by? Computer: THE BOX. Person: How many blocks are not in the box? Computer: FOUR OF THEM. Person: Is at least one of them narrower than the one which i told you to pick up? Computer: YES, THE RED CUBE. Person: Is it supported? Computer: YES, BY THE TABLE. Person: Can the table pick up blocks? Computer: NO. Person: Can a pyramid be supported by a block? Computer: YES. Person: Can a pyramid support a pyramid? Computer: I DON'T KNOW. Person: Stack up two pyramids. Computer: I CAN'T. Person: Will you please stack up both of the red blocks and either a green cube or a pyramid? Computer: OK. Person: Which cube is sitting on the table? Computer: THE LARGE GREEN ONE WHICH SUPPORTS THE RED PYRAMID. Person: Is there a large block behind a pyramid? Computer: YES, THREE OF THEM: A LARGE RED ONE, A LARGE GREEN CUBE, AND THE BLUE ONE. Person: Put a small one onto the green cube which supports a pyramid. Computer: OK. Person: Put the littlest pyramid on top of it. Computer: OK. Person: Does the shortest thing the tallest pyramid's support supports support anything green? Computer: YES, THE GREEN PYRAMID. Person: What color is it? Computer: BY "IT", I ASSUME YOU MEAN THE SHORTEST THING THE TALLEST PYRAMID'S SUPPORT SUPPORTS. Computer: RED Person: How many things are on top of green cubes? Computer: I'M NOT SURE WHAT YOU MEAN BY "ON TOP OF" IN THE PHRASE "ON TOP OF GREEN CUBES" . DO YOU MEAN: 1 - DIRECTLY ON THE SURFACE 2 - ANWHERE ON TOP OF ? Person: 2 Computer: THREE OF THEM. Person: Had you touched any pyramid before you put the green one on the little cube? Computer: YES, THE GREEN ONE. Person: When did you pick it up? Computer: WHILE I WAS STACKING UP THE RED CUBE, A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why? Computer: TO GET RID OF IT. Person: Why did you do that? Computer: TO CLEAN OFF THE RED CUBE. Person: Why did you clear off that cube? Computer: TO PUT IT ON A LARGE GREEN CUBE. Person: Why did you do that? Computer: TO STACK UP THE RED CUBE , A LARGE RED BLOCK AND A LARGE GREEN CUBE. Person: Why did you do that? Computer: BECAUSE YOU ASKED ME TO. Person: How did you do it? Computer: BY PUTTING A LARGE RED BLOCK ON THE TABLE ; THEN LETTING GO OF IT ; THEN PUTTING A LARGE GREEN CUBE ON IT ; THEN LETTING GO OF THAT CUBE ; THEN PUTTING THE RED CUBE ON THAT CUBE; THEN LETTING GO OF THAT CUBE. Person: How many objects did you touch while you were doing it? Computer: FOUR OF THEM. Person: What did the red cube support before you started to clean it off? Computer: THE GREEN PYRAMID. Person: There were five blocks to the left of the box then. Computer: NO, ONLY FOUR OF THEM: THE RED CUBE, TWO LARGE GREEN CUBES AND A LARGE RED BLOCK. Person: Put the blue pyramid on the block in the box. Computer: OK. Person: Is there anything which is bigger than every pyramid but is not as wide as the thing that supports it? Computer: YES, THE BLUE BLOCK. Person: Does a steeple Computer (interrupting): SORRY, I DON'T KNOW THE WORD "STEEPLE". Person: A "steeple" is a stack which contains two green cubes and a pyramid. Computer: I UNDERSTAND. Person: Are there any steeples now? Computer: NO. Person: Build one. Computer: OK. Person: Call the biggest block "superblock". Computer: OK. Person: Have you picked superblock up since we began? Computer: YES. Person: Why did you drop it? Computer: BY "IT", I ASSUME YOU MEAN THE SUPERBLOCK. I CAN'T EXPLAIN A NON-EXISTENT EVENT. Person: Is there anything to the right of the red pyramid? Computer: YES, FOUR THINGS: THE BOX, THE RED CUBE, THE BLUE PYRAMID AND THE BLOCK NAMED SUPERBLOCK Person: Thank you. Computer: YOU'RE WELCOME! == Consequences == SHRDLU was considered a tremendously successful demonstration of artificial intelligence (AI). This led other AI researchers to excessive optimism which was soon lost when later systems attempted to deal with situations with a more realistic level of ambiguity and complexity. Subsequent efforts of the SHRDLU type, such as Cyc, have tended to focus on providing the program with considerably more information from which it can draw conclusions. In a 1991 interview, Winograd said about SHRDLU: [...] the famous dialogue with SHRDLU where you could pick up a block, and so on, I very carefully worked through, line by line. If you sat down in front of it, and asked it a question that wasn't in the dialogue, there was some probability it would answer it. I mean, if it was reasonably close to one of the questions that was there in form and in content, it would probably get it. But there was no attempt to get it to the point where you could actually hand it to somebody and they could use it to move blocks around. And there was no pressure for that whatsoever. Pressure was for something you could demo. Take a recent example, Negroponte's Media Lab, where instead of "perish or publish" it's "demo or die." I think that's a problem. I think AI suffered from that a lot, because it led to "Potemkin villages", things which - for the things they actually did in the demo looked good, but when you looked behind that there wasn't enough structure to make it really work more generally. Though not intentionally developed as such, SHRDLU is considered the first known formal example of interactive fiction, as the user interacts with simple commands to move objects around a virtual environment, though lacking the distinct story-telling normally present in the interactive fiction genre. The 1976-1977 game Colossal Cave Adventure is broadly considered to be the first true work of interactive fiction.

    Read more →
  • SMBGhost

    SMBGhost

    SMBGhost (or SMBleedingGhost or CoronaBlue) is a type of security vulnerability, with wormlike features, that affects Windows 10 computers and was first reported publicly on 10 March 2020. == Security vulnerability == A proof of concept (PoC) exploit code was published 1 June 2020 on GitHub by a security researcher. The code could possibly spread to millions of unpatched computers, resulting in as much as tens of billions of dollars in losses. Microsoft recommends all users of Windows 10 versions 1903 and 1909 and Windows Server versions 1903 and 1909 to install patches, and states, "We recommend customers install updates as soon as possible as publicly disclosed vulnerabilities have the potential to be leveraged by bad actors ... An update for this vulnerability was released in March [2020], and customers who have installed the updates, or have automatic updates enabled, are already protected." Workarounds, according to Microsoft, such as disabling SMB compression and blocking port 445, may help but may not be sufficient. According to the advisory division of Homeland Security, "Malicious cyber actors are targeting unpatched systems with the new [threat], ... [and] strongly recommends using a firewall to block server message block ports from the internet and to apply patches to critical- and high-severity vulnerabilities as soon as possible."

    Read more →
  • Composite portrait

    Composite portrait

    Composite portraiture (also known as composite photographs) is a technique invented by Sir Francis Galton in the 1880s after a suggestion by Herbert Spencer for registering photographs of human faces on the two eyes to create an "average" photograph of all those in the photographed group. Spencer had suggested using onion paper and line drawings, but Galton devised a technique for multiple exposures on the same photographic plate. He noticed that these composite portraits were more attractive than any individual member, and this has generated a large body of research on human attractiveness and averageness one hundred years later. He also suggested in a Royal Society presentation in 1883 that the composites provided an interesting concrete representation of human ideal types and concepts. He discussed using the technique to investigate characteristics of common types of humanity, such as criminals. In his mind, it was an extension of the statistical techniques of averages and correlation. In this sense, it represents one of the first implementations of convolution factor analysis and neural networks in the understanding of knowledge representation in the human mind. Galton also suggested that the technique could be used for creating natural types of common objects. During the late 19th century, English psychometrician Sir Francis Galton attempted to define physiognomic characteristics of health, disease, beauty, and criminality, via a method of composite photography. Galton's process involved the photographic superimposition of two or more faces by multiple exposures. After averaging together photographs of violent criminals, he found that the composite appeared "more respectable" than any of the faces comprising it; this was likely due to the irregularities of the skin across the constituent images being averaged out in the final blend. Since the advancement of computer graphics technology in the early 1990s, Galton's composite technique has been adopted and greatly improved using computer graphics software.

    Read more →
  • Decision Model and Notation

    Decision Model and Notation

    In business analysis, the Decision Model and Notation (DMN) is a standard published by the Object Management Group. It is a standard approach for describing and modeling repeatable decisions within organizations to ensure that decision models are interchangeable across organizations. The DMN standard provides the industry with a modeling notation for decisions that will support decision management and business rules. The notation is designed to be readable by business and IT users alike. This enables various groups to effectively collaborate in defining a decision model: the business people who manage and monitor the decisions, the business analysts or functional analysts who document the initial decision requirements and specify the detailed decision models and decision logic, the technical developers responsible for the automation of systems that make the decisions. The primary goal of DMN is to offer a common notation that all business users can easily understand. This includes business analysts who develop decision requirements and models, technical developers who automate decisions, and businesspeople who manage and monitor those decisions. DMN serves as a standardized link between business decision design and implementation.[4] The DMN standard can be effectively used standalone but it is also complementary to the BPMN and CMMN standards. BPMN defines a special kind of activity, the Business Rule Task, which "provides a mechanism for the process to provide input to a business rule engine and to get the output of calculations that the business rule engine might provide" that can be used to show where in a BPMN process a decision defined using DMN should be used. DMN has been made a standard for Business Analysis according to BABOK v3. == Elements of the standard == The standard includes three main elements Decision Requirements Diagrams that show how the elements of decision-making are linked into a dependency network. Decision tables to represent how each decision in such a network can be made. Business context for decisions such as the roles of organizations or the impact on performance metrics. A Friendly Enough Expression Language (FEEL) that can be used to evaluate expressions in a decision table and other logic formats. == Use cases == The standard identifies three main use cases for DMN Defining manual decision making Specifying the requirements for automated decision-making Representing a complete, executable model of decision-making == Benefits == Using the DMN standard will improve business analysis and business process management, since other popular requirement management techniques such as BPMN and UML do not handle decision making growth of projects using business rule management systems or BRMS, which allow faster changes it facilitates better communications between business, IT and analytic roles in a company it provides an effective requirements modeling approach for predictive analytics projects and fulfills the need for "business understanding" in methodologies for advanced analytics such as CRISP-DM it provides a standard notation for decision tables, the most common style of business rules in a business rule management system (BRMS) == Relationship to BPMN == DMN has been designed to work with BPMN. Business process models can be simplified by moving process logic into decision services. DMN is a separate domain within the OMG that provides an explicit way to connect to processes in BPMN. Decisions in DMN can be explicitly linked to processes and tasks that use the decisions. This integration of DMN and BPMN has been studied extensively. DMN expects that the logic of a decision will be deployed as a stateless, side-effect free Decision Service. Such a service can be invoked from a business process and the data in the process can be mapped to the inputs and outputs of the decision service. == DMN BPMN example == As mentioned, BPMN is a related OMG Standard for process modeling. DMN complements BPMN, providing a separation of concerns between the decision and the process. The example here describes a BPMN process and DMN DRD (Decision Requirements Diagram) for onboarding a bank customer. Several decisions are modeled and these decisions will direct the processes response. === New bank account process === In the BPMN process model shown in the figure, a customer makes a request to open a new bank account. The account application provides the account representative with all the information needed to create an account and provide the requested services. This includes the name, address and various forms of identification. In the next steps of the work flow, the know your customer (KYC) services are called. In the KYC services, the name and address are validated; followed by a check against the international criminal database (Interpol) and the database of persons that are 'politically exposed persons (PEP)'. The PEP is a person who is either entrusted with a prominent political position or a close relative thereof. Deposits from persons on the PEP list are potentially corrupt. This is shown as two services on the process model. Anti-money-laundering (AML) regulations require these checks before the customer account is certified. The results of these services plus the forms of identification are sent to the Certify New Account decision. This is shown as a 'rule' activity, verify account, on the process diagram. If the new customer passes certification, then the account is classified into onboarding for business retail, retail, wealth management and high-value business. Otherwise the customer application is declined. The Classify New Customer Decision classifies the customer. If the verify-account process returns a result of 'Manual' then the PEP or the Interpol check returned a close match. The account representative must visually inspect the name and the application to determine if the match is valid and accept or decline the application. === Certify new account decision === An account is certified for opening if the individual's' address is verified, and if valid identification is provided, and if the applicant is not on a list of criminals or politically exposed persons. These are shown as sub-decisions below the 'certify new account' decision. The account verification services provides a 100% match of the applicants address. For identification to be valid, the customer must provide a driver's license, passport or government issued ID. The checks against PEP and Interpol are 'fuzzy' matches and return matching score values. Scores above 85 are considered a 'match' and scores between 65 and 85 would require a 'manual' screening process. People who match either of these lists are rejected by the account application process. If there is a partial match with a score between 65 and 85, against the Interpol or PEP list then the certification is set to manual and an account representative performs a manual verification of the applicant's data. These rules are reflected in the figure below, which presents the decision table for whether to pass the provided name for the lists checks. === Client category === The client's on-boarding process is driven by what category they fall in. The category is decided by the: Type of client, business or private The size of the funds on deposit And the estimated net worth This decision is shown below: There are 6 business rules that determine the client's category and these are shown in the decision table here: === Summary example === In this example, the outcome of the 'Verify Account' decision directed the responses of the new account process. The same is true for the 'Classify Customer' decision. By adding or changing the business rules in the tables, one can easily change the criteria for these decisions and control the process differently. Modeling is a critical aspect of improving an existing process or business challenge. Modeling is generally done by a team of business analysts, IT personnel, and modeling experts. The expressive modeling capabilities of BPMN allows business analyst to understand the functions of the activities of the process. Now with the addition of DMN, business analysts can construct an understandable model of complex decisions. Combining BPMN and DMN yields a very powerful combination of models that work synergistically to simplify processes. == Relationship to decision mining and process mining == Automated discovery techniques that infer decision models from process execution data have been proposed as well. Here, a DMN decision model is derived from a data-enriched event log, along with the process that uses the decisions. In doing so, decision mining complements process mining with traditional data mining approaches. == cDMN extension == Constraint Decision Model and Notation (cDMN) is a formal notation for expressing knowledge in a tabular, intuitive format. It extends DMN with constraint reasoning and related concepts while aiming to retain the us

    Read more →
  • ChessMachine

    ChessMachine

    The ChessMachine was a chess computer sold between 1991 and 1995 by TASC (The Advanced Software Company). It was unique at the time for incorporating both an ARM2 coprocessor for the chess engine on an ISA card which plugged into an IBM PC and a software interface running on the PC to display a chess board and control the engine. The ISA card was sold with a CPU running at either 16 MHz or 32 MHz, and 128 KB, 512 KB, or 1 MB of onboard memory for transposition tables. This made economic sense at the time of introduction because mainstream PCs were only running from 10 MHz to 25 MHz. Two engines were sold with the card: The King by Johann de Koning and Gideon by Ed Schröder. Gideon was famed for winning two World Computer Chess Championships on this hardware. The King later became the engine used in the popular Chessmaster series of chess programs. TASC later incorporated the technology into a dedicated unit, sold from 1993 to 1997. There were two models, the R30 and R40, running at 30 MHz and 40 MHz respectively, and having 512 KB and 1 MB of transposition tables, respectively. The SmartBoard, a wooden sensory board, was connected to the units, which were in tiny boxes approximately the size of chess clocks. They were only sold with The King chess engine. This was the end of the era of strong dedicated chess computers, and these two models are acknowledged as the strongest dedicated chess computers that were ever sold. At the height of its strength, the R30 attained a rating over 2350 on computer rating lists, higher than any other dedicated unit. According to the SSDF rating list, the R30 held its own against its contemporary programs running a Pentium-90 MHz and won against other dedicated units.

    Read more →
  • PagedAttention

    PagedAttention

    PagedAttention is an attention algorithm for efficient serving of large language models (LLMs). It was introduced in 2023 by Woosuk Kwon and colleagues in the paper Efficient Memory Management for Large Language Model Serving with PagedAttention, alongside the vLLM serving engine. The method stores the key–value cache used during autoregressive decoding in fixed-size blocks that can be mapped to non-contiguous physical memory, borrowing ideas from virtual memory, paging, and operating system design. == Background == In transformer inference, the key–value cache grows with sequence length and the number of concurrent requests. Kwon et al. argued that earlier serving systems typically reserved contiguous cache regions in advance, which caused reserved space, internal fragmentation, and external fragmentation. In their experiments, the paper reported that the effective memory utilization of previous systems could fall as low as 20.4%. == Description == PagedAttention partitions the cache of each sequence into fixed-size KV blocks. A request's cache is represented as a sequence of logical blocks, while a block table maps those logical blocks to physical GPU-memory blocks. As a result, neighboring logical blocks do not need to be contiguous in physical memory, and new blocks can be allocated on demand as generation proceeds. The design also makes it easier to share cache state across related decoding paths. In vLLM, physical blocks can be reference-counted and shared among requests or branches, with block-granularity copy-on-write used when a shared block must be modified. The original paper applied this design to parallel sampling, beam search, and prompts with shared prefixes. == Mathematical formulation == For a query token i {\displaystyle i} in causal self-attention, the standard attention output can be written as a i j = exp ⁡ ( q i ⊤ k j / d ) ∑ t = 1 i exp ⁡ ( q i ⊤ k t / d ) , o i = ∑ j = 1 i a i j v j {\displaystyle a_{ij}={\frac {\exp(\mathbf {q} _{i}^{\top }\mathbf {k} _{j}/{\sqrt {d}})}{\sum _{t=1}^{i}\exp(\mathbf {q} _{i}^{\top }\mathbf {k} _{t}/{\sqrt {d}})}},\;\mathbf {o} _{i}=\sum _{j=1}^{i}a_{ij}\mathbf {v} _{j}} where q i {\displaystyle \mathbf {q} _{i}} , k j {\displaystyle \mathbf {k} _{j}} , and v j {\displaystyle \mathbf {v} _{j}} are the query, key, and value vectors, and d {\displaystyle d} is the attention dimension. If the cache is partitioned into blocks of size B {\displaystyle B} , the key and value blocks may be written as K j = ( k ( j − 1 ) B + 1 , … , k j B ) , V j = ( v ( j − 1 ) B + 1 , … , v j B ) {\displaystyle \mathbf {K} _{j}=(\mathbf {k} _{(j-1)B+1},\ldots ,\mathbf {k} _{jB}),\;\mathbf {V} _{j}=(\mathbf {v} _{(j-1)B+1},\ldots ,\mathbf {v} _{jB})} PagedAttention then performs the computation blockwise: A i j = exp ⁡ ( q i ⊤ K j / d ) ∑ t = 1 ⌈ i / B ⌉ exp ⁡ ( q i ⊤ K t / d ) , o i = ∑ j = 1 ⌈ i / B ⌉ V j A i j ⊤ {\displaystyle \mathbf {A} _{ij}={\frac {\exp(\mathbf {q} _{i}^{\top }\mathbf {K} _{j}/{\sqrt {d}})}{\sum _{t=1}^{\lceil i/B\rceil }\exp(\mathbf {q} _{i}^{\top }\mathbf {K} _{t}/{\sqrt {d}})}},\;\mathbf {o} _{i}=\sum _{j=1}^{\lceil i/B\rceil }\mathbf {V} _{j}\mathbf {A} _{ij}^{\top }} where A i j {\displaystyle \mathbf {A} _{ij}} is the vector of attention scores for the j {\displaystyle j} -th KV block. In the formulation given by Kwon et al., this preserves the causal attention calculation while allowing the key and value blocks to reside in non-contiguous physical memory. == Performance and use == The vLLM paper reported that, on its evaluated workloads, the use of PagedAttention and the associated memory-management design improved serving throughput by 2–4× over the compared baselines, including FasterTransformer and Orca, while preserving model outputs. In experiments on OPT-13B with the Alpaca trace, the paper also reported memory savings of 6.1–9.8% for parallel sampling and 37.6–55.2% for beam search through KV-block sharing. A 2024 survey of LLM serving systems described PagedAttention as having become an industry norm in LLM serving frameworks, citing support in TGI, vLLM, and TensorRT-LLM. == Limitations and alternatives == Subsequent work has described trade-offs in the approach. The 2025 vAttention paper argued that PagedAttention requires attention kernels to be rewritten to support paging and increases software complexity, portability issues, redundancy, and execution overhead, proposing instead a memory manager that keeps the cache contiguous in virtual memory while relying on demand paging for physical allocation. === vAttention === Unlike PagedAttention, vAttention does not introduce a different attention rule; it retains the standard attention computation Attention ⁡ ( q i , K , V ) = softmax ⁡ ( q i K ⊤ s c a l e ) V . {\displaystyle \operatorname {Attention} (q_{i},K,V)=\operatorname {softmax} \left({\frac {q_{i}K^{\top }}{\mathrm {scale} }}\right)V.} In the notation of Prabhu et al., the key and value tensors for a request seen so far are K , V ∈ R L ′ × ( H × D ) {\displaystyle K,V\in \mathbb {R} ^{L'\times (H\times D)}} , where L ′ {\displaystyle L'} is the context length seen so far, H {\displaystyle H} is the number of KV heads on a worker, and D {\displaystyle D} is the dimension of each KV head. In systems prior to PagedAttention, the K cache (or V cache) at each layer of a worker is typically allocated as a 4D tensor of shape [ B , L , H , D ] , {\displaystyle [B,L,H,D],} where B {\displaystyle B} is batch size and L {\displaystyle L} is the maximum context length supported by the model. vAttention preserves this contiguous virtual-memory view while deferring physical-memory allocation to runtime. A serving framework maintains separate K and V tensors for each layer, so vAttention reserves 2 N {\displaystyle 2N} virtual-memory buffers on a worker, where N {\displaystyle N} is the number of layers managed by that worker. The maximum size of one virtual-memory buffer is B S = B × S , {\displaystyle BS=B\times S,} where S {\displaystyle S} is the maximum size of a single request's per-layer K cache (or V cache) on a worker. The paper defines S = L × H × D × P , {\displaystyle S=L\times H\times D\times P,} where P {\displaystyle P} is the number of bytes needed to store one element. In this formulation, vAttention keeps the KV cache contiguous in virtual memory and relies on demand paging for physical allocation, rather than modifying the attention kernel to operate over non-contiguous KV-cache blocks.

    Read more →
  • Computational Intelligence (journal)

    Computational Intelligence (journal)

    Computational Intelligence Journal is a peer-reviewed scientific journal covering research on artificial intelligence and computer science. The journal published novel research as well as innovative applications in a broad range of AI, covering Computational Intelligence is an artificial intelligence journal publishing novel research on a broad range of experimental and theoretical topics in AI and computer science. With a broad scope, the journal covers machine learning, knowledge mining, web intelligence, AI language, and philosophical implications. The journal was established in 1985 and is published by Wiley-Blackwell. Currently, the editors-in-chief is Diane Inkpen. The quality of the journal as an academic publishing venue is evaluated according to public citation impact metrics. in 2022, the Computational Intelligence Journal CiteScore of Scopus was 5.3, while Clarivate's Web of Science gives it 0.39 in the Journal Citation Indicator and 2,8 in the Journal Impact Factor.

    Read more →
  • IEEE Transactions on Pattern Analysis and Machine Intelligence

    IEEE Transactions on Pattern Analysis and Machine Intelligence

    IEEE Transactions on Pattern Analysis and Machine Intelligence (sometimes abbreviated as IEEE PAMI or simply PAMI) is a monthly peer-reviewed scientific journal published by the IEEE Computer Society. == Background == The journal covers research in computer vision and image understanding, pattern analysis and recognition, machine intelligence, machine learning, search techniques, document and handwriting analysis, medical image analysis, video and image sequence analysis, content-based retrieval of image and video, and face and gesture recognition. The editor-in-chief is Kyoung Mu Lee (Seoul National University). According to the Journal Citation Reports, the journal has a 2023 impact factor of 20.8.

    Read more →