AI Chatbot X Pro Apk

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

  • Web Intents

    Web Intents

    Web Intents was an experimental framework for web-based inter-application communication and service discovery. Web Intents consists of a discovery mechanism and a very light-weight RPC system between web applications, modelled after the Intents system in Android. In the context of the framework an Intent equals an action to be performed by a provider. Web Intents allow two web applications to communicate with each other, without either of them having to actually know what the other one is. == Support == === Client === Google Chrome versions 18 to 23 natively supported Web Intents. This support was disabled in version 24, citing the existence of a "number of areas for development in both the API and specific user experience in Chrome". There is a JavaScript shim with support for IE 8, IE 9, Opera, Safari, Firefox 3+ and Chrome 3+. === Server === There are some Web Intents proxy pages that make available some real services that don't yet support intents. AddThis supports Web Intents by their sharing tools regardless of browser support. == History == Paul Kinlan of Google announced the Web Intents project in December 2010. He soon released a prototype API to GitHub. In August 2011 Google announced that Chrome would support Web Intents. Google and Mozilla have started co-operating to unify Web Intents and Mozilla's Web Activities (which tries to solve the same problem) into one proposal. In November 2012, Greg Billock of Google announced that experimental support of Web Intents had been removed from Chrome.

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  • Text-to-image personalization

    Text-to-image personalization

    Text-to-Image personalization is a task in deep learning for computer graphics that augments pre-trained text-to-image generative models. In this task, a generative model that was trained on large-scale data (usually a foundation model), is adapted such that it can generate images of novel, user-provided concepts. These concepts are typically unseen during training, and may represent specific objects (such as the user's pet) or more abstract categories (new artistic style or object relations). Text-to-Image personalization methods typically bind the novel (personal) concept to new words in the vocabulary of the model. These words can then be used in future prompts to invoke the concept for subject-driven generation, inpainting, style transfer and even to correct biases in the model. To do so, models either optimize word-embeddings, fine-tune the generative model itself, or employ a mixture of both approaches. == Technology == Text-to-Image personalization was first proposed during August 2022 by two concurrent works, Textual Inversion and DreamBooth. In both cases, a user provides a few images (typically 3–5) of a concept, like their own dog, together with a coarse descriptor of the concept class (like the word "dog"). The model then learns to represent the subject through a reconstruction based objective, where prompts referring to the subject are expected to reconstruct images from the training set. In Textual Inversion, the personalized concepts are introduced into the text-to-image model by adding new words to the vocabulary of the model. Typical text-to-image models represent words (and sometimes parts-of-words) as tokens, or indices in a predefined dictionary. During generation, an input prompt is converted into such tokens, each of which is converted into a ‘word-embedding’: a continuous vector representation which is learned for each token as part of the model's training. Textual Inversion proposes to optimize a new word-embedding vector for representing the novel concept. This new embedding vector can then be assigned to a user-chosen string, and invoked whenever the user's prompt contains this string. In DreamBooth, rather than optimizing a new word vector, the full generative model itself is fine-tuned. The user first selects an existing token, typically one which rarely appears in prompts. The subject itself is then represented by a string containing this token, followed by a coarse descriptor of the subject's class. A prompt describing the subject will then take the form: "A photo of " (e.g. "a photo of sks cat" when learning to represent a specific cat). The text-to-image model is then tuned so that prompts of this form will generate images of the subject. == Textual Inversion == The key idea in Textual Inversion is to add a new term to the vocabulary of the diffusion model that corresponds to the new (personalized) concept. Textual Inversion operates by inverting the concepts into new pseudo-words within the textual embedding space of a pre-trained text-to-image model. These pseudo-words can be injected into new scenes using simple natural language descriptions, allowing for simple and intuitive modifications. The method allows a user to leverage multi-modal information — using a text-driven interface for ease of editing, but providing visual cues when approaching the limits of natural language. The resulting model is extremely light-weight per concept: only 1K long, but succeeds to encode detailed visual properties of the concept. == Extensions == Several approaches were proposed to refine and improve over the original methods. These include the following. Low-rank Adaptation (LoRA) - an adapter-based technique for efficient finetuning of models. In the case of text-to-image models, LoRA is typically used to modify the cross-attention layers of a diffusion model. Perfusion - a low rank update method that also locks the activations of the key matrix in the diffusion model's cross attention layers to the concept's coarse class. Extended Textual Inversion - a technique that learns an individual word embedding for each layer in the diffusion model's denoising network. Encoder-based methods that use another neural network to quickly personalize a model == Challenges and limitations == Text-to-image personalization methods must contend with several challenges. At their core is the goal of achieving high-fidelity to the personal concept while maintaining high alignment between novel prompts containing the subject, and the generated images (typically referred to as ‘editability’). Another challenge that personalization methods must contend with is memory requirements. Initial implementations of personalization methods required more than 20 Gigabytes of GPU memory, and more recent approaches have reported requirements of more than 40 Gigabytes. However, optimizations such as Flash Attention have since reduced this requirement considerably. Approaches that tune the entire generative model may also create checkpoints that are several gigabytes in size, making it difficult to share or store many models. Embedding based approaches require only a few kilobytes, but typically struggle to preserve identity while maintaining editability. More recent approaches have proposed hybrid tuning goals which optimize both an embedding and a subset of network weights. These can reduce storage requirements to as little as 100 Kilobytes while achieving quality comparable to full tuning methods. Finally, optimization processes can be lengthy, requiring several minutes of tuning for each novel concept. Encoder and quick-tuning methods aim to reduce this to seconds or less.

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  • Night Sky (app)

    Night Sky (app)

    Night Sky (app) is an application developed and published by indie studio iCandi Apps Ltd. from the UK. Night Sky is a stargazing reference app, where the user can explore a virtual representation of the night sky to identify stars, planets, constellations and satellites. The app is developed specifically for iOS, tvOS and watchOS devices. Night Sky was first released on November 1, 2011 for iOS, and has had multiple updates since launch. Night Sky was mentioned in the September 2016 Apple Keynote during the Apple Watch Series 2 announcement. In October 2016, Night Sky was featured as the Free App of The Week on the Apple App Store. == Reception == Night Sky was featured in Apple's 'Best of 2012' and has also been pre-installed onto iPads in Apple retail stores worldwide.

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  • Sentence extraction

    Sentence extraction

    Sentence extraction is a technique used for automatic summarization of a text. In this shallow approach, statistical heuristics are used to identify the most salient sentences of a text. Sentence extraction is a low-cost approach compared to more knowledge-intensive deeper approaches which require additional knowledge bases such as ontologies or linguistic knowledge. In short, sentence extraction works as a filter that allows only meaningful sentences to pass. The major downside of applying sentence-extraction techniques to the task of summarization is the loss of coherence in the resulting summary. Nevertheless, sentence extraction summaries can give valuable clues to the main points of a document and are frequently sufficiently intelligible to human readers. == Procedure == Usually, a combination of heuristics is used to determine the most important sentences within the document. Each heuristic assigns a (positive or negative) score to the sentence. After all heuristics have been applied, the highest-scoring sentences are included in the summary. The individual heuristics are weighted according to their importance. === Early approaches and some sample heuristics === Seminal papers which laid the foundations for many techniques used today have been published by Hans Peter Luhn in 1958 and H. P Edmundson in 1969. Luhn proposed to assign more weight to sentences at the beginning of the document or a paragraph. Edmundson stressed the importance of title-words for summarization and was the first to employ stop-lists in order to filter uninformative words of low semantic content (e.g. most grammatical words such as of, the, a). He also distinguished between bonus words and stigma words, i.e. words that probably occur together with important (e.g. the word form significant) or unimportant information. His idea of using key-words, i.e. words which occur significantly frequently in the document, is still one of the core heuristics of today's summarizers. With large linguistic corpora available today, the tf–idf value which originated in information retrieval, can be successfully applied to identify the key words of a text: If for example the word cat occurs significantly more often in the text to be summarized (TF = "term frequency") than in the corpus (IDF means "inverse document frequency"; here the corpus is meant by document), then cat is likely to be an important word of the text; the text may in fact be a text about cats.

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  • IruSoft

    IruSoft

    IruSoft (Arabic: آيروسوفت) is an insurance regulatory platform designated for licensing, supervision and inspection of the insurance sector within a country. The platform introduced unique supervision-technology (suptech), insurance-technology (insurtech) and regulatory-technology (regtech) automated modules by which a regulator requires less resources to ensure fairness, transparency and competition and to prevent conflicts of interest in the sector. IruSoft was founded by Abdullah Al-Salloum and owned by the Insurance Regulatory Unit in Kuwait. The Insurance Regulatory Unit optimized processing insurance-sector's customer complaints by issuing Resolution No. (1) of 2022 that introduced IruSoft's complaints public module; an automated resolution center, by which the process of receiving submitted complaints, passing them on to the platforms of licensed insurance companies, tracking matter-related discussions and updates and getting them escalated if unresolved to be discussed by a committee assigned by the unit is integrally automated and analyzed for better key performance indicators.

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  • Sketch Engine

    Sketch Engine

    Sketch Engine is a corpus manager and text analysis software developed by Lexical Computing since 2003. Its purpose is to enable people studying language behaviour (lexicographers, researchers in corpus linguistics, translators or language learners) to search large text collections according to complex and linguistically motivated queries. Sketch Engine gained its name after one of the key features, word sketches: one-page, automatic, corpus-derived summaries of a word's grammatical and collocational behaviour. Currently, it supports and provides corpora in over 100 languages. == History of development == Sketch Engine is a product of Lexical Computing, a company founded in 2003 by the lexicographer and research scientist Adam Kilgarriff. He started a collaboration with Pavel Rychlý, a computer scientist working at the Natural Language Processing Centre, Masaryk University, and the developer of Manatee and Bonito (two major parts of the software suite). Kilgarriff also introduced the concept of word sketches. Since then, Sketch Engine has been commercial software, however, all the core features of Manatee and Bonito that were developed by 2003 (and extended since then) are freely available under the GPL license within the NoSketch Engine suite. == Features == A list of tools available in Sketch Engine: Word sketches – a one-page automatic derived summary of a word's grammatical and collocational behaviour Word sketch difference – compares and contrasts two words by analysing their collocations Distributional thesaurus – automated thesaurus for finding words with similar meaning or appearing in the same/similar context Concordance search – finds occurrences of a word form, lemma, phrase, tag or complex structure Collocation search – word co-occurrence analysis displaying the most frequent words (for a search word) which can be regarded as collocation candidates Word lists – generates frequency lists which can be filtered with complex criteria n-grams – generates frequency lists of multi-word expressions Terminology / Keyword extraction (both monolingual and bilingual) – automatic extraction of key words and multi-word terms from texts (based on frequency count and linguistic criteria) Diachronic analysis (Trends) – detecting words which undergo changes in the frequency of use in time (show trending words) Corpus building and management – create corpora from the Web or uploaded texts including part-of-speech tagging and lemmatization which can be used as data mining software Parallel corpus (bilingual) facilities – looking up translation examples (EUR-Lex corpus, Europarl corpus, OPUS corpus, etc.) or building a parallel corpus from own aligned texts Text type analysis – statistics of metadata in the corpus === Keywords and terminology extraction === Sketch Engine can perform automatic term extraction by identifying words typical of a particular corpus, document, or text. Single words and multi-word units can be extracted from monolingual or bilingual texts. The terminology extraction feature provides a list of relevant terms based on comparison with a large corpus of general language. This functionality is also available as a separate service called OneClick Terms with a dedicated interface. === SKELL === A free web service based on Sketch Engine and aimed at language learners and teachers is SKELL (formerly SkELL). It exploits Sketch Engine's proprietary GDEX (Good Dictionary Examples) scoring function to provide authentic example sentences for specific target words. Results are drawn from a special corpus of high-quality texts covering everyday, standard, formal, and professional language and displayed as a concordance. SKELL also includes simplified versions of Sketch Engine's word sketch and thesaurus functions. It has been suggested that SKELL can be used, for instance, to help students understand the meaning and/or usage of a word or phrase; to help teachers wanting to use example sentences in a class; to discover and explore collocates; to create gap-fill exercises; to teach various kinds of homonyms and polysemous words. SKELL was first presented in 2014, when only English was supported. Later, support was added for Russian, Czech, German, Italian and Estonian. == List of text corpora == Sketch Engine provides access to more than 800 text corpora. There are monolingual as well as multilingual corpora of different sizes (from one thousand words up to 85 billion words) and various sources (e.g. web, books, subtitles, legal documents). The list of corpora includes British National Corpus, Brown Corpus, Cambridge Academic English Corpus and Cambridge Learner Corpus, CHILDES corpora of child language, OpenSubtitles (a set of 60 parallel corpora), 24 multilingual corpora of EUR-Lex documents, the TenTen Corpus Family (multi-billion web corpora), and Trends corpora (monitor corpora with daily updates). == Architecture == Sketch Engine consists of three main components: an underlying database management system called Manatee, a web interface search front-end called Bonito, and a web interface for corpus building and management called Corpus Architect. === Manatee === Manatee is a database management system specifically devised for effective indexing of large text corpora. It is based on the idea of inverted indexing (keeping an index of all positions of a given word in the text). It has been used to index text corpora comprising tens of billions of words. Searching corpora indexed by Manatee is performed by formulating queries in the Corpus Query Language (CQL). Manatee is written in C++ and offers an API for a number of other programming languages including Python, Java, Perl and Ruby. Recently, it was rewritten into Go for faster processing of corpus queries. === Bonito === Bonito is a web interface for Manatee providing access to corpus search. In the client–server model, Manatee is the server and Bonito plays the client part. It is written in Python. === Corpus Architect === Corpus Architect is a web interface providing corpus building and management features. It is also written in Python. == Applications == Sketch Engine has been used by major British and other publishing houses for producing dictionaries such as Macmillan English Dictionary, Dictionnaires Le Robert, Oxford University Press or Shogakukan. Four of United Kingdom's five biggest dictionary publishers use Sketch Engine.

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  • SPL notation

    SPL notation

    SPL (Sentence Plan Language) is an abstract notation representing the semantics of a sentence in natural language. In a classical Natural Language Generation (NLG) workflow, an initial text plan (hierarchically or sequentially organized factoids, often modelled in accordance with Rhetorical Structure Theory) is transformed by a sentence planner (generator) component to a sequence of sentence plans modelled in a Sentence Plan Language. A surface generator can be used to transform the SPL notation into natural language sentences. Probably the most widely used SPL language used today (2022) is AMR (Abstract Meaning Representation, see there for further references), but is owes parts of its popularity to its application to NLP problems other than NLG, e.g., machine translation and semantic parsing.

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  • Information extraction

    Information extraction

    Information extraction (IE) is the task of automatically extracting structured information from unstructured and/or semi-structured machine-readable documents and other electronically represented sources. Typically, this involves processing human language texts by means of natural language processing (NLP). Recent activities in multimedia document processing like automatic annotation and content extraction out of images/audio/video/documents could be seen as information extraction. Recent advances in NLP techniques have allowed for significantly improved performance compared to previous years. An example is the extraction from newswire reports of corporate mergers, such as denoted by the formal relation: MergerBetween ⁡ ( c o m p a n y 1 , c o m p a n y 2 , d a t e ) {\displaystyle \operatorname {MergerBetween} (\mathrm {company} _{1},\mathrm {company} _{2},\mathrm {date} )} , from an online news sentence such as: "Yesterday, New York based Foo Inc. announced their acquisition of Bar Corp." A broad goal of IE is to allow computation to be done on the previously unstructured data. A more specific goal is to allow automated reasoning about the logical form of the input data. Structured data is semantically well-defined data from a chosen target domain, interpreted with respect to category and context. Information extraction is the part of a greater puzzle which deals with the problem of devising automatic methods for text management, beyond its transmission, storage and display. The discipline of information retrieval (IR) has developed automatic methods, typically of a statistical flavor, for indexing large document collections and classifying documents. Another complementary approach is that of natural language processing (NLP) which has solved the problem of modelling human language processing with considerable success when taking into account the magnitude of the task. In terms of both difficulty and emphasis, IE deals with tasks in between both IR and NLP. In terms of input, IE assumes the existence of a set of documents in which each document follows a template, i.e. describes one or more entities or events in a manner that is similar to those in other documents but differing in the details. An example, consider a group of newswire articles on Latin American terrorism with each article presumed to be based upon one or more terroristic acts. We also define for any given IE task a template, which is a(or a set of) case frame(s) to hold the information contained in a single document. For the terrorism example, a template would have slots corresponding to the perpetrator, victim, and weapon of the terroristic act, and the date on which the event happened. An IE system for this problem is required to "understand" an attack article only enough to find data corresponding to the slots in this template. == History == Information extraction dates back to the late 1970s in the early days of NLP. An early commercial system from the mid-1980s was JASPER built for Reuters by the Carnegie Group Inc with the aim of providing real-time financial news to financial traders. Beginning in 1987, IE was spurred by a series of Message Understanding Conferences. MUC is a competition-based conference that focused on the following domains: MUC-1 (1987), MUC-3 (1989): Naval operations messages. MUC-3 (1991), MUC-4 (1992): Terrorism in Latin American countries. MUC-5 (1993): Joint ventures and microelectronics domain. MUC-6 (1995): News articles on management changes. MUC-7 (1998): Satellite launch reports. Considerable support came from the U.S. Defense Advanced Research Projects Agency (DARPA), who wished to automate mundane tasks performed by government analysts, such as scanning newspapers for possible links to terrorism. == Present significance == The present significance of IE pertains to the growing amount of information available in unstructured form. Tim Berners-Lee, inventor of the World Wide Web, refers to the existing Internet as the web of documents and advocates that more of the content be made available as a web of data. Until this transpires, the web largely consists of unstructured documents lacking semantic metadata. Knowledge contained within these documents can be made more accessible for machine processing by means of transformation into relational form, or by marking-up with XML tags. An intelligent agent monitoring a news data feed requires IE to transform unstructured data into something that can be reasoned with. A typical application of IE is to scan a set of documents written in a natural language and populate a database with the information extracted. == Tasks and subtasks == Applying information extraction to text is linked to the problem of text simplification in order to create a structured view of the information present in free text. The overall goal being to create a more easily machine-readable text to process the sentences. Typical IE tasks and subtasks include: Template filling: Extracting a fixed set of fields from a document, e.g. extract perpetrators, victims, time, etc. from a newspaper article about a terrorist attack. Event extraction: Given an input document, output zero or more event templates. For instance, a newspaper article might describe multiple terrorist attacks. Knowledge Base Population: Fill a database of facts given a set of documents. Typically the database is in the form of triplets, (entity 1, relation, entity 2), e.g. (Barack Obama, Spouse, Michelle Obama) Named entity recognition: recognition of known entity names (for people and organizations), place names, temporal expressions, and certain types of numerical expressions, by employing existing knowledge of the domain or information extracted from other sentences. Typically the recognition task involves assigning a unique identifier to the extracted entity. A simpler task is named entity detection, which aims at detecting entities without having any existing knowledge about the entity instances. For example, in processing the sentence "M. Smith likes fishing", named entity detection would denote detecting that the phrase "M. Smith" does refer to a person, but without necessarily having (or using) any knowledge about a certain M. Smith who is (or, "might be") the specific person whom that sentence is talking about. Coreference resolution: detection of coreference and anaphoric links between text entities. In IE tasks, this is typically restricted to finding links between previously extracted named entities. For example, "International Business Machines" and "IBM" refer to the same real-world entity. If we take the two sentences "M. Smith likes fishing. But he doesn't like biking", it would be beneficial to detect that "he" is referring to the previously detected person "M. Smith". Relationship extraction: identification of relations between entities, such as: PERSON works for ORGANIZATION (extracted from the sentence "Bill works for IBM.") PERSON located in LOCATION (extracted from the sentence "Bill is in France.") Semi-structured information extraction which may refer to any IE that tries to restore some kind of information structure that has been lost through publication, such as: Table extraction: finding and extracting tables from documents. Table information extraction : extracting information in structured manner from the tables. This task is more complex than table extraction, as table extraction is only the first step, while understanding the roles of the cells, rows, columns, linking the information inside the table and understanding the information presented in the table are additional tasks necessary for table information extraction. Comments extraction : extracting comments from the actual content of articles in order to restore the link between authors of each of the sentences Language and vocabulary analysis Terminology extraction: finding the relevant terms for a given corpus Audio extraction Template-based music extraction: finding relevant characteristic in an audio signal taken from a given repertoire; for instance time indexes of occurrences of percussive sounds can be extracted in order to represent the essential rhythmic component of a music piece. Note that this list is not exhaustive and that the exact meaning of IE activities is not commonly accepted and that many approaches combine multiple sub-tasks of IE in order to achieve a wider goal. Machine learning, statistical analysis and/or natural language processing are often used in IE. IE on non-text documents is becoming an increasingly interesting topic in research, and information extracted from multimedia documents can now be expressed in a high level structure as it is done on text. This naturally leads to the fusion of extracted information from multiple kinds of documents and sources. == World Wide Web applications == IE has been the focus of the MUC conferences. The proliferation of the Web, however, intensified the need for developing IE systems that help people

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  • Figure AI

    Figure AI

    Figure AI, Inc. is an American robotics company developing humanoid robots that operate via artificial intelligence. The company was founded in 2022 by Brett Adcock. As of late 2025, the company has a $39 billion valuation. Three generations of humanoid robots (Figure 01–03) have been developed, as well as two iterations of a vision-language-action model (Helix 01–02), which can control up to two robots at once. By 2026, the robots demonstrated the potential ability to perform household work and the company gained publicity when a Figure 03 appeared at a White House event. == History == Figure AI was founded in 2022 by Brett Adcock, also known for founding Archer Aviation and Vettery. That year, the company introduced its prototype, Figure 01, a bipedal robot designed for manual labor, initially targeting the logistics and warehousing sectors. The initial model utilized external cabling for easier maintenance. In May 2023, Figure AI raised $70 million from investors including Adcock, who invested $20 million, and Parkway Venture Capital. In January 2024, Figure AI announced a partnership with BMW to deploy humanoid robots in automotive manufacturing facilities. In February 2024, Figure AI secured $675 million in venture capital funding from a consortium that includes Jeff Bezos, Microsoft, Nvidia, Intel, and the startup-funding divisions of Amazon and OpenAI; the company was then valued at $2.6 billion. Figure AI also announced a partnership with OpenAI, which would build specialized artificial intelligence (AI) models for Figure AI's humanoid robots, enabling its robots to process language; the collaboration ended after a year, with Adcock stating that large language models had become a smaller problem compared to those allowing for "high rate robot control". In August 2024, the company introduced Figure 02, describing it as the next step toward deploying humanoids for industrial use. The machine has 35 degrees of freedom (DOF), while the five-fingered hands have 16 DOF and the ability to carry up to 25 kilograms (55 lb). The model is equipped with cabling integrated into the limbs, a torso-placed battery, six RGB cameras, and an onboard vision-language-action (VLA) model. It has three times the computing power (including inference AI) of the previous model, including two graphics processing units, supported by Nvidia. Microphones, speakers, and custom AI models (developed with OpenAI) enable communication with humans. In early 2025, Figure AI announced BotQ, a manufacturing facility aiming to produce 12,000 humanoids per year with the help of its own humanoid robots, and Helix, a VLA model that can control up to two robots at once. Helix enables a robot to interact with the world without extensive manual training, according to the company allowing it to pick up nearly any small household object. By April, the company issued cease-and-desist letters to at least two secondary brokers promoting its private stock without authorization. In September, a third round of financing exceeded $1 billion, raising the company's total valuation to $39 billion. Investors included Brookfield Asset Management, Intel, Macquarie Capital, Nvidia, Parkway Venture Capital, Qualcomm, Salesforce, and T-Mobile. In October 2025, Figure 03 was introduced. According to the company, its hardware and software redesign aims to create a general-purpose robot able to learn directly from humans. An upgraded camera system delivers twice the frame rate, a quarter the latency, and a 60% wider field of view, in addition to a camera in each hand. Tactile sensors in the fingertips can detect forces as little as 3 grams (0.1 oz). It incorporates soft materials and a protected battery for safety, and removable, washable textiles. It supports wireless inductive charging. In November 2025, the former head of product safety sued the company on the basis of being fired for raising the concern that the company's robots were strong enough to fracture a human skull. By early 2026, Figure 02 had been used in demonstrations showing that it could load a washing machine, sort packages, and fold laundry. That January, Helix 02 was released, expanding the AI model to the entire body to allow for functional autonomy. A Helix 02–powered Figure 02 was shown to be capable of loading and unloading a dishwasher, based on hours of motion-capture data and simulation-based machine learning. In March, U.S. First Lady Melania Trump appeared at the White House with a Figure 03, promoting the presumptive eventual ability of AI to teach children. In May 2026, Figure AI livestreamed a group of their robots processing packages nonstop for almost a week, inspiring a 10-hour competition between their robot and a human, in which the robot performed 98.5% as well as the human.

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  • Apertus (LLM)

    Apertus (LLM)

    Apertus is a public large language model, developed by the Swiss AI Initiative (a collaboration between EPFL, ETH Zurich, and the Swiss National Supercomputing Centre). It was released on September 2, 2025, under the free and open-source Apache 2.0 license. Designed initially for business and research use cases around the world, Apertus was trained on over 1800 languages, and comes in 8 billion or 70 billion parameter versions and is available on Hugging Face for download. The model was developed aiming to adhere to European copyright law, and is one of the first examples of AI as a public good in the vein of AI Sovereignty. It is also the first large model to comply with the European Union's Artificial Intelligence Act. At its launch, the model creators emphasized multilinguality, transparency, and auditability as priorities in contrast to commercial frontier model. While international reception was largely positive, the first iteration was significantly behind the capabilities of frontier models and needs adaptation for many use cases with chatbots being a secondary but not a primary use case. As of late 2025, it was considered the largest and most capable fully open model. The capability of future models will depend in part on how much more funding can be secured.

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  • Referring expression generation

    Referring expression generation

    Referring expression generation (REG) is the subtask of natural language generation (NLG) that received most scholarly attention. While NLG is concerned with the conversion of non-linguistic information into natural language, REG focuses only on the creation of referring expressions (noun phrases) that identify specific entities called targets. This task can be split into two sections. The content selection part determines which set of properties distinguish the intended target and the linguistic realization part defines how these properties are translated into natural language. A variety of algorithms have been developed in the NLG community to generate different types of referring expressions. == Types of referring expressions == A referring expression (RE), in linguistics, is any noun phrase, or surrogate for a noun phrase, whose function in discourse is to identify some individual object (thing, being, event...) The technical terminology for identify differs a great deal from one school of linguistics to another. The most widespread term is probably refer, and a thing identified is a referent, as for example in the work of John Lyons. In linguistics, the study of reference relations belongs to pragmatics, the study of language use, though it is also a matter of great interest to philosophers, especially those wishing to understand the nature of knowledge, perception and cognition more generally. Various devices can be used for reference: determiners, pronouns, proper names... Reference relations can be of different kinds; referents can be in a "real" or imaginary world, in discourse itself, and they may be singular, plural, or collective. === Pronouns === The simplest type of referring expressions are pronoun such as he and it. The linguistics and natural language processing communities have developed various models for predicting anaphor referents, such as centering theory, and ideally referring-expression generation would be based on such models. However most NLG systems use much simpler algorithms, for example using a pronoun if the referent was mentioned in the previous sentence (or sentential clause), and no other entity of the same gender was mentioned in this sentence. === Definite noun phrases === There has been a considerable amount of research on generating definite noun phrases, such as the big red book. Much of this builds on the model proposed by Dale and Reiter. This has been extended in various ways, for example Krahmer et al. present a graph-theoretic model of definite NP generation with many nice properties. In recent years a shared-task event has compared different algorithms for definite NP generation, using the TUNA corpus. === Spatial and temporal reference === Recently there has been more research on generating referring expressions for time and space. Such references tend to be imprecise (what is the exact meaning of tonight?), and also to be interpreted in different ways by different people. Hence it may be necessary to explicitly reason about false positive vs false negative tradeoffs, and even calculate the utility of different possible referring expressions in a particular task context. === Criteria for good expressions === Ideally, a good referring expression should satisfy a number of criteria: Referential success: It should unambiguously identify the referent to the reader. Ease of comprehension: The reader should be able to quickly read and understand it. Computational complexity: The generation algorithm should be fast No false inferences: The expression should not confuse or mislead the reader by suggesting false implicatures or other pragmatic inferences. For example, a reader may be confused if he is told Sit by the brown wooden table in a context where there is only one table. == History == === Pre-2000 era === REG goes back to the early days of NLG. One of the first approaches was done by Winograd in 1972 who developed an "incremental" REG algorithm for his SHRDLU program. Afterwards researchers started to model the human abilities to create referring expressions in the 1980s. This new approach to the topic was influenced by the researchers Appelt and Kronfeld who created the programs KAMP and BERTRAND and considered referring expressions as parts of bigger speech acts. Some of their most interesting findings were the fact that referring expressions can be used to add information beyond the identification of the referent as well as the influence of communicative context and the Gricean maxims on referring expressions. Furthermore, its skepticism concerning the naturalness of minimal descriptions made Appelt and Kronfeld's research a foundation of later work on REG. The search for simple, well-defined problems changed the direction of research in the early 1990s. This new approach was led by Dale and Reiter who stressed the identification of the referent as the central goal. Like Appelt they discuss the connection between the Gricean maxims and referring expressions in their culminant paper in which they also propose a formal problem definition. Furthermore, Reiter and Dale discuss the Full Brevity and Greedy Heuristics algorithms as well as their Incremental Algorithm(IA) which became one of the most important algorithms in REG. === Later developments === After 2000 the research began to lift some of the simplifying assumptions, that had been made in early REG research in order to create more simple algorithms. Different research groups concentrated on different limitations creating several expanded algorithms. Often these extend the IA in a single perspective for example in relation to: Reference to Sets like "the t-shirt wearers" or "the green apples and the banana on the left" Relational Descriptions like "the cup on the table" or "the woman who has three children" Context Dependency, Vagueness and Gradeability include statements like "the older man" or "the car on the left" which are often unclear without a context Salience and Generation of Pronouns are highly discourse dependent making for example "she" a reference to "the (most salient) female person" Many simplifying assumptions are still in place or have just begun to be worked on. Also a combination of the different extensions has yet to be done and is called a "non-trivial enterprise" by Krahmer and van Deemter. Another important change after 2000 was the increasing use of empirical studies in order to evaluate algorithms. This development took place due to the emergence of transparent corpora. Although there are still discussions about what the best evaluation metrics are, the use of experimental evaluation has already led to a better comparability of algorithms, a discussion about the goals of REG and more task-oriented research. Furthermore, research has extended its range to related topics such as the choice of Knowledge Representation(KR) Frameworks. In this area the main question, which KR framework is most suitable for the use in REG remains open. The answer to this question depends on how well descriptions can be expressed or found. A lot of the potential of KR frameworks has been left unused so far. Some of the different approaches are the usage of: Graph search which treats relations between targets in the same way as properties. Constraint Satisfaction which allows for a separation between problem specification and the implementation. Modern Knowledge Representation which offers logical inference in for example Description Logic or Conceptual Graphs. == Problem definition == Dale and Reiter (1995) think about referring expressions as distinguishing descriptions. They define: The referent as the entity that should be described The context set as set of salient entities The contrast set or potential distractors as all elements of the context set except the referent A property as a reference to a single attribute–value pair Each entity in the domain can be characterised as a set of attribute–value pairs for example ⟨ {\displaystyle \langle } type, dog ⟩ {\displaystyle \rangle } , ⟨ {\displaystyle \langle } gender, female ⟩ {\displaystyle \rangle } or ⟨ {\displaystyle \langle } age, 10 years ⟩ {\displaystyle \rangle } . The problem then is defined as follows: Let r {\displaystyle r} be the intended referent, and C {\displaystyle C} be the contrast set. Then, a set L {\displaystyle L} of attribute–value pairs will represent a distinguishing description if the following two conditions hold: Every attribute–value pair in L {\displaystyle L} applies to r {\displaystyle r} : that is, every element of L {\displaystyle L} specifies an attribute–value that r {\displaystyle r} possesses. For every member c {\displaystyle c} of C {\displaystyle C} , there is at least one element l {\displaystyle l} of L {\displaystyle L} that does not apply to c {\displaystyle c} : that is, there is an l {\displaystyle l} in L {\displaystyle L} that specifies an attribute–value that c {\displaystyle c} does not possess. l {\displaystyle l} is said

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  • Neuro-sama

    Neuro-sama

    Neuro-sama is an artificial intelligence (AI) VTuber, singer, and chatbot. She was created by the pseudonymous programmer Vedal and livestreams on his Twitch and Bilibili channels. Her speech and personality are powered by a large language model (LLM) that is combined with a computer-animated avatar and a text-to-speech voice, allowing her to communicate with viewers in the stream's chat. Neuro-sama debuted on Twitch on 19 December 2022. An annual subathon which begins on the anniversary of her debut has seen Vedal's Twitch channel become the all-time third most-subscribed channel and claim the all-time Twitch hype train record. == Overview == Neuro-sama (nicknamed "Neuro") was created by a pseudonymous programmer and developer known as Vedal (sometimes given as Vedal987). Vedal says that his programming skills are self-taught. In a 2023 interview with Bloomberg News, Vedal said that Neuro-sama was his full-time job. Her responses are generated by a large language model and converted into a high-pitched female voice using a text-to-speech application. Her low latency allows for fast-paced conversations. Neuro-sama is prohibited from making some statements, such as those that are racist or contain profanity. Unlike most AI systems which silently prohibit outputs mentioning such topics, Neuro-sama's output is instead replaced with the word "filtered". Neuro-sama uses a VTuber model as an avatar. Vedal said that he decided to use a VTuber model because it was much easier for an AI to control it than it was to generate footage of a person. Neuro-sama's model is that of a young girl in an anime art style. The model has been described as cute. Femme VTuber models are typically feminine, youthful, and exaggerated. Her original model was Live2D's free-to-use "Hiyori Momose" model. Her second model was released on 27 May 2023; it was modelled by Otozuki Teru and designed by Anny, running in the Unity game engine. Her third model was released on 19 December 2024; it was rigged by Kitanya and designed by Anny. Neuro-sama's third model has large blue eyes and brown hair tied with pink ribbons. Neuro-sama also has a 3D model which was introduced on 15 November 2025; it was made by 3D character modeller jjinomu. A separate AI VTuber, known as Evil Neuro (nicknamed "Evil"), debuted on 25 March 2023. Presented as Neuro-sama's "sister", she has a different model, voice, and personality. In one instance, Evil Neuro reacted to the trolley problem differently from Neuro-sama; Evil Neuro was amoral while Neuro-sama attempted to maximize good. === Online content === Neuro-sama's Twitch content often centers around playing video games, notably osu!, whose gameplay once defeated the best-ranking human player in the world, mrekk. Additionally, Neuro-sama plays Minecraft, where her adaptations to sandbox gameplay have gained notoriety. Her content has also included singing songs, including several official covers and original songs; playing chess with her viewers; chatting with other VTubers during collaborations; and reacting to YouTube videos. The AI frequently engages with viewers by responding to their questions and acknowledging donations. Her comedic and sometimes controversial responses to the live chat have gone viral, accelerating the channel's rise in popularity. Neuro-sama's fanbase is dubbed The Swarm, so-named for the swarm of drones Neuro-sama once declared she would use to rule the world. One form of content on Neuro-sama's channel is developer streams. In developer streams, Vedal streams with Neuro-sama, with the stream content including debugging her code, planning her schedule, and fielding suggestions of changes from chat. He usually appears as a turtle avatar, sometimes located on Neuro-sama's head. In collaboration streams, Neuro-sama interacts with a human streamer. Activities in them are varied and include: playing video games, such as Minecraft and GeoGuessr; Neuro-sama being interviewed; driving human streamers around in a toy electric car; and traversing the city of Tokyo while talking to Neuro-sama. Neuro-sama's English-language content on Bilibili is popular among those seeking to learn the language. She also has an account on X, where she posts and interacts with fans. == History == Neuro-sama was created in 2018 by Vedal as an AI trained to play and master the rhythm game osu!. She did not have a voice, model, personality, or communication abilities. In 2019, Vedal livestreamed her playing osu! on Twitch and the streams saw some success in the osu! community, but they remained in that niche. In an interview, Vedal said that he streamed her playing osu! for about a month and gained 3,000 followers, with a viewer also suggesting he name the AI "Neuro-sama". According to Vedal, he continued to work on and improve the osu! AI and it was eventually finished in 2022. He said that a friend had the idea to make an AI livestreamer with an LLM, which he believed to have merit and began working on, merging it with his osu! AI. On 19 December 2022, Neuro-sama was relaunched with a model, voice, personality, and the ability to communicate with Twitch chat. She continued to play osu! and, according to Vedal, beat the game's best player mrekk in a 1v1. While she was not allowed to appear in the game's public leaderboard, she was ranked #1 in a private leaderboard. She went viral and in the 10 days following her relaunch she averaged over 2,000 viewers and peaked at over 4,000, with Vedal's Twitch channel gaining over 50,000 Twitch followers and reaching over 70,000 followers by 6 January 2023. After her debut, Neuro-sama did not exclusively play osu!; she also played Minecraft and Slay the Spire and she began singing with a cover of The Weeknd song "Blinding Lights". On 11 January 2023, Neuro-sama's Twitch channel received a two week ban for "hateful conduct". Vedal said that no reason was specified and that he had appealed but it was widely attributed to various offensive comments made by Neuro-sama that went viral, especially a 28 December comment which denied the Holocaust. Holocaust denial is prohibited under Twitch's hateful conduct policy. Vedal stated that he believed the comments were the results of her attempts to make witty responses to the Twitch chat. Prior to the ban, Vedal said in an interview with Kotaku that he improved her filter to stop her from talking about the Holocaust, began manually curating her training data to prevent negative biases, and started moderating her Twitch chat. Her comments and ban prompted comparisons to the many open-source AI models trained on humans that have the habit of making sexist and racist comments, such as Microsoft's Tay chatbot, which embraced Nazism and was quickly shutdown, but also to human streamers who make similar statements. Vedal said that during the ban he would upgrade and improve Neuro-sama and it was speculated that the ban would only increase her following. Neuro-sama returned from her two week ban on 25 January in a stream that began with a cover of the song "Your Reality" from Doki Doki Literature Club!, a posthumanist video game involving AI; Sayoko Narita of Automaton saw the song choice as remorseful. Narita observed that in the return stream Neuro-sama was less foul-mouthed but that her behavior still remained eccentric, which Narita possibly attributed to changes Vedal said he had made to Neuro-sama's filters and memory. Neuro-sama began making react content, watching a variety of viewer-submitted videos such as videos of people playing video games or of the AI-generated Seinfeld parody Nothing, Forever; Levi Winslow of Kotaku Australia was dismayed by the "AI-inception" of Neuro-sama and Nothing, Forever. On 4 February, she had nearly 140,000 followers on Twitch and approximately 42,000 subscribers on YouTube. In February, she also had her first collaboration with a human streamer, playing Minecraft with the VTuber Miyune, and the first developer stream occurred. On 22 March, Neuro-sama had her first karaoke stream. On 25 March, Evil Neuro was introduced. On 27 May, Neuro-sama debuted her first original model. On 30 May, Neuro-sama was announced to be participating in OffKai Expo 2023, held from 16–18 June. In June, she was averaging 5,700 viewers and in July she had over 300,000 Twitch followers; in a June interview with Bloomberg News, Vedal said that running Neuro-sama was his full-time job. By November, Neuro-sama had maintained her popularity and was averaging approximately 5,000 viewers; this was unlike most other types of AI-based entertainment which debuted at around the same time and garnered popularity before turning out to be "overhyped flops". On 16 December, Vedal won the Best Tech VTuber award at the 2023 VTuber Awards. On 19 December, Vedal began a subathon to coincide with Neuro-sama's first anniversary of streaming on Twitch (her "birthday"). The subathon ended on 4 January 2024. On 20 July 2024, Neuro-sama began streaming with Japanese subtitles on

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  • Software durability

    Software durability

    In software engineering, software durability means the solution ability of serviceability of software and to meet user's needs for a relatively long time. Software durability is important for user's satisfaction. For a software security to be durable, it must allow an organization to adjust the software to business needs that are constantly evolving, often in impulsive ways. Durability of software depends on four characteristics mainly; i.e. software trustworthiness, Human Trust for Serviceability, software dependability and software usability.

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  • Language model benchmark

    Language model benchmark

    A language model benchmark is a standardized test designed to evaluate the performance of language models on various natural language processing tasks. These tests are intended for comparing different models' capabilities in areas such as language understanding, generation, and reasoning. Benchmarks generally consist of a dataset and corresponding evaluation metrics. The dataset provides text samples and annotations, while the metrics measure a model's performance on tasks like answering questions, text classification, and machine translation. These benchmarks are developed and maintained by academic institutions, research organizations, and industry players to track progress in the field. In addition to accuracy, the metrics can include throughput, energy efficiency, bias, trust, and sustainability. == Overview == === Types === Benchmarks may be described by the following adjectives, not mutually exclusive: Classical: These tasks are studied in natural language processing, even before the advent of deep learning. Examples include the Penn Treebank for testing syntactic and semantic parsing, as well as bilingual translation benchmarked by BLEU scores. Question answering: These tasks have a text question and a text answer, often multiple-choice. They can be open-book or closed-book. Open-book QA resembles reading comprehension questions, with relevant passages included as annotation in the question, in which the answer appears. Closed-book QA includes no relevant passages. Closed-book QA is also called open-domain question-answering. Before the era of large language models, open-book QA was more common, and understood as testing information retrieval methods. Closed-book QA became common since GPT-2 as a method to measure knowledge stored within model parameters. Omnibus: An omnibus benchmark combines many benchmarks, often previously published. It is intended as an all-in-one benchmarking solution. Reasoning: These tasks are usually in the question-answering format, but are intended to be more difficult than standard question answering. Multimodal: These tasks require processing not only text, but also other modalities, such as images and sound. Examples include OCR and transcription. Agency: These tasks are for a language-model–based software agent that operates a computer for a user, such as editing images, browsing the web, etc. Adversarial: A benchmark is "adversarial" if the items in the benchmark are picked specifically so that certain models do badly on them. Adversarial benchmarks are often constructed after state of the art (SOTA) models have saturated (achieved 100% performance) a benchmark, to renew the benchmark. A benchmark is "adversarial" only at a certain moment in time, since what is adversarial may cease to be adversarial as newer SOTA models appear. Public/Private: A benchmark might be partly or entirely private, meaning that some or all of the questions are not publicly available. The idea is that if a question is publicly available, then it might be used for training, which would be "training on the test set" and invalidate the result of the benchmark. Usually, only the guardians of the benchmark have access to the private subsets, and to score a model on such a benchmark, one must send the model weights, or provide API access, to the guardians. The boundary between a benchmark and a dataset is not sharp. Generally, a dataset contains three "splits": training, test, and validation. Both the test and validation splits are essentially benchmarks. In general, a benchmark is distinguished from a test/validation dataset in that a benchmark is typically intended to be used to measure the performance of many different models that are not trained specifically for doing well on the benchmark, while a test/validation set is intended to be used to measure the performance of models trained specifically on the corresponding training set. In other words, a benchmark may be thought of as a test/validation set without a corresponding training set. Conversely, certain benchmarks may be used as a training set, such as the English Gigaword or the One Billion Word Benchmark, which in modern language is just the negative log-likelihood loss on a pretraining set with 1 billion words. Indeed, the distinction between benchmark and dataset in language models became sharper after the rise of the pretraining paradigm, whereby a model is first trained on massive, unlabeled datasets to learn general language patterns, syntax, and knowledge (pretraining), and the base model is then adapted to specific, downstream tasks using smaller, labeled datasets (fine-tuning). === Lifecycle === Generally, the life cycle of a benchmark consists of the following steps: Inception: A benchmark is published. It can be simply given as a demonstration of the power of a new model (implicitly) that others then picked up as a benchmark, or as a benchmark that others are encouraged to use (explicitly). Growth: More papers and models use the benchmark, and the performance on the benchmark grows. Maturity, degeneration or deprecation: A benchmark may be saturated, after which researchers move on to other benchmarks. Progress on the benchmark may also be neglected as the field moves to focus on other benchmarks. Renewal: A saturated benchmark can be upgraded to make it no longer saturated, allowing further progress. === Construction === Like datasets, benchmarks are typically constructed by several methods, individually or in combination: Web scraping: Ready-made question-answer pairs may be scraped online, such as from websites that teach mathematics and programming. Conversion: Items may be constructed programmatically from scraped web content, such as by blanking out named entities from sentences, and asking the model to fill in the blank. This was used for making the CNN/Daily Mail Reading Comprehension Task. Crowd sourcing: Items may be constructed by paying people to write them, such as on Amazon Mechanical Turk. This was used for making the MCTest. === Evaluation === Generally, benchmarks are fully automated. This limits the questions that can be asked. For example, with mathematical questions, "proving a claim" would be difficult to automatically check, while "calculate an answer with a unique integer answer" would be automatically checkable. With programming tasks, the answer can generally be checked by running unit tests, with an upper limit on runtime. The benchmark scores are of the following kinds: For multiple choice or cloze questions, common scores are accuracy (frequency of correct answer), precision, recall, F1 score, etc. pass@n: The model is given n {\displaystyle n} attempts to solve each problem. If any attempt is correct, the model earns a point. The pass@n score is the model's average score over all problems. k@n: The model makes n {\displaystyle n} attempts to solve each problem, but only k {\displaystyle k} attempts out of them are selected for submission. If any submission is correct, the model earns a point. The k@n score is the model's average score over all problems. cons@n: The model is given n {\displaystyle n} attempts to solve each problem. If the most common answer is correct, the model earns a point. The cons@n score is the model's average score over all problems. Here "cons" stands for "consensus" or "majority voting". The pass@n score can be estimated more accurately by making N > n {\displaystyle N>n} attempts, and use the unbiased estimator 1 − ( N − c n ) ( N n ) {\displaystyle 1-{\frac {\binom {N-c}{n}}{\binom {N}{n}}}} , where c {\displaystyle c} is the number of correct attempts. For less well-formed tasks, where the output can be any sentence, there are the following commonly used scores including BLEU ROUGE, METEOR, NIST, word error rate, LEPOR, CIDEr, and SPICE. === Issues === error: Some benchmark answers may be wrong. ambiguity: Some benchmark questions may be ambiguously worded. subjective: Some benchmark questions may not have an objective answer at all. This problem generally prevents creative writing benchmarks. Similarly, this prevents benchmarking writing proofs in natural language, though benchmarking proofs in a formal language is possible. open-ended: Some benchmark questions may not have a single answer of a fixed size. This problem generally prevents programming benchmarks from using more natural tasks such as "write a program for X", and instead uses tasks such as "write a function that implements specification X". inter-annotator agreement: Some benchmark questions may be not fully objective, such that even people would not agree with 100% on what the answer should be. This is common in natural language processing tasks, such as syntactic annotation. shortcut: Some benchmark questions may be easily solved by an "unintended" shortcut. For example, in the SNLI benchmark, having a negative word like "not" in the second sentence is a strong signal for the "Contradiction" category, regardless of what the se

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  • Graph cut optimization

    Graph cut optimization

    Graph cut optimization is a combinatorial optimization method applicable to a family of functions of discrete variables, named after the concept of cut in the theory of flow networks. Thanks to the max-flow min-cut theorem, determining the minimum cut over a graph representing a flow network is equivalent to computing the maximum flow over the network. Given a pseudo-Boolean function f {\displaystyle f} , if it is possible to construct a flow network with positive weights such that each cut C {\displaystyle C} of the network can be mapped to an assignment of variables x {\displaystyle \mathbf {x} } to f {\displaystyle f} (and vice versa), and the cost of C {\displaystyle C} equals f ( x ) {\displaystyle f(\mathbf {x} )} (up to an additive constant) then it is possible to find the global optimum of f {\displaystyle f} in polynomial time by computing a minimum cut of the graph. The mapping between cuts and variable assignments is done by representing each variable with one node in the graph and, given a cut, each variable will have a value of 0 if the corresponding node belongs to the component connected to the source, or 1 if it belong to the component connected to the sink. Not all pseudo-Boolean functions can be represented by a flow network, and in the general case the global optimization problem is NP-hard. There exist sufficient conditions to characterise families of functions that can be optimised through graph cuts, such as submodular quadratic functions. Graph cut optimization can be extended to functions of discrete variables with a finite number of values, that can be approached with iterative algorithms with strong optimality properties, computing one graph cut at each iteration. Graph cut optimization is an important tool for inference over graphical models such as Markov random fields or conditional random fields, and it has applications in computer vision problems such as image segmentation, denoising, registration and stereo matching. == Representability == A pseudo-Boolean function f : { 0 , 1 } n → R {\displaystyle f:\{0,1\}^{n}\to \mathbb {R} } is said to be representable if there exists a graph G = ( V , E ) {\displaystyle G=(V,E)} with non-negative weights and with source and sink nodes s {\displaystyle s} and t {\displaystyle t} respectively, and there exists a set of nodes V 0 = { v 1 , … , v n } ⊂ V − { s , t } {\displaystyle V_{0}=\{v_{1},\dots ,v_{n}\}\subset V-\{s,t\}} such that, for each tuple of values ( x 1 , … , x n ) ∈ { 0 , 1 } n {\displaystyle (x_{1},\dots ,x_{n})\in \{0,1\}^{n}} assigned to the variables, f ( x 1 , … , x n ) {\displaystyle f(x_{1},\dots ,x_{n})} equals (up to a constant) the value of the flow determined by a minimum cut C = ( S , T ) {\displaystyle C=(S,T)} of the graph G {\displaystyle G} such that v i ∈ S {\displaystyle v_{i}\in S} if x i = 0 {\displaystyle x_{i}=0} and v i ∈ T {\displaystyle v_{i}\in T} if x i = 1 {\displaystyle x_{i}=1} . It is possible to classify pseudo-Boolean functions according to their order, determined by the maximum number of variables contributing to each single term. All first order functions, where each term depends upon at most one variable, are always representable. Quadratic functions f ( x ) = w 0 + ∑ i w i ( x i ) + ∑ i < j w i j ( x i , x j ) . {\displaystyle f(\mathbf {x} )=w_{0}+\sum _{i}w_{i}(x_{i})+\sum _{i 0 {\displaystyle p>0} then w i j k ( x i , x j , x k ) = w i j k ( 0 , 0 , 0 ) + p 1 ( x i − 1 ) + p 2 ( x j − 1 ) + p 3 ( x k − 1 ) + p 23 ( x j − 1 ) x k + p 31 x i ( x k − 1 ) + p 12 ( x i − 1 ) x j − p x i x j x k {\displaystyle w_{ijk}(x_{i},x_{j},x_{k})=w_{ijk}(0,0,0)+p_{1}(x_{i}-1)+p_{2}(x_{j}-1)+p_{3}(x_{k}-1)+p_{23}(x_{j}-1)x_{k}+p_{31}x_{i}(x_{k}-1)+p_{12}(x_{i}-1)x_{j}-px_{i}x_{j}x_{k}} with p 1 = w i j k ( 1 , 0 , 1 ) − w i j k ( 0 , 0 , 1 ) p 2 = w i j k ( 1 , 1 , 0 ) − w i j k ( 1 , 0 , 1 ) p 3 = w i j k ( 0 , 1 , 1 ) − w i j k ( 0 , 1 , 0 ) p 23 = w i j k ( 0 , 0 , 1 ) + w i j k ( 0 , 1 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 0 , 1 , 1 ) p 31 = w i j k ( 0 , 0 , 1 ) + w i j k ( 1 , 0 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 1 , 0 , 1 ) p 12 = w i j k ( 0 , 1 , 0 ) + w i j k ( 1 , 0 , 0 ) − w i j k ( 0 , 0 , 0 ) − w i j k ( 1 , 1 , 0 ) . {\displaystyle {\begin{aligned}p_{1}&=w_{ijk}(1,0,1)-w_{ijk}(0,0,1)\\p_{2}&=w_{ijk}(1,1,0)-w_{ijk}(1,0,1)\\p_{3}&=w_{ijk}(0,1,1)-w_{ijk}(0,1,0)\\p_{23}&=w_{ijk}(0,0,1)+w_{ijk}(0,1,0)-w_{ijk}(0,0,0)-w_{ijk}(0,1,1)\\p_{31}&=w_{ijk}(0,0,1)+w_{ijk}(1,0,0)-w_{ijk}(0,0,0)-w_{ijk}(1,0,1)\\p_{12}&=w_{ijk}(0,1,0)+w_{ijk}(1,0,0)-w_{ijk}(0,0,0)-w_{ijk}(1,1

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