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  • H (company)

    H (company)

    H Company, also known simply as H, is a French artificial intelligence startup which develops "action-oriented" artificial intelligence agents for enterprise automation and productivity. In May 2024, H Company closed a record-setting $220 million seed round, at the time the largest AI raise in Europe. In 2026, H Company released Holo 3, the latest generation of its computer-use AI models. The update marked a major advance in agentic AI, enabling agents to navigate any user interface, interpret screens, and complete complex, multi-step tasks across enterprise systems—much like a human user. This breakthrough positioned H Company at the frontier of computer-use autonomy, accelerating the integration of AI in enterprise workflows. == History == H Company was founded in 2023 in Paris by Laurent Sifre, Charles Kantor, and three DeepMind veterans: Daan Wiestra, Karl Tuyls, Julien Perollat. In May 2024, the firm secured what was then the largest European AI seed round, totaling $220 million led by US investors including Eric Schmidt (former Google CEO), Amazon, and backed by Accel, Bpifrance, UiPath, Eurazeo, Xavier Niel, Yuri Milner, Bernard Arnault, Samsung and others. In August 2024, three cofounders (Wiestra, Tuyls, Perollat) left the company over operational disagreements. In November 2024, H launched Runner H, its first agentic-API platform, which combined a large language model (LLM) and a reduced, 2-billion parameter vision-language model (VLM). In May 2025, H Company acquired Mithril Security, and in June 2025 the company widened its offering for agentic models. In June 2025, Gautier Cloix (formerly CEO Palantir France) replaced Charles Kantor as CEO of H Company, aiming to pivot the company towards a "forward deployed engineers" model. In July 2025, H Company introduced Surfer-H-CLI, an open-source, web-native Chrome agent designed for browser-based automation—able to search, scroll, click, and type on behalf of users and controllable via any visual language model (VLM). When paired with its June 2025 open-sourced 3B-parameter Holo-1 model, Surfer-H-CLI achieved 92.2% WebVoyager benchmark accuracy. == Activity == H Company creates enterprise AI models and agents (agentic AI) to automate and optimize complex workflows. H Company specifically designs AI agents called computer use capable of autonomously interfacing with any software (local or cloud-based) to detect and automate repetitive operations. H Company is based in Paris, France, with international offices in London and New York. H Company raised $220 million since its inception. Gautier Cloix is president and CEO of the company. H Company client include the French national lottery FDJ United. In March 2026, H Company released Holo3, a family of artificial intelligence models designed to operate digital systems by interacting directly with user interfaces. Holo3 enables agents ("virtual humanoids") to understand what is displayed in front-end environments—such as web pages, desktop applications, and other graphical user interfaces—and perform actions such as clicking, typing, and navigating across them to complete multi-step tasks. On the OSWorld-Verified benchmark, Holo3 reportedly achieved about 78.9%, surpassing the scores of OpenAI’s GPT‑5.4 and Anthropic’s Claude Opus 4.6 on this specific test, at roughly one-tenth of the inference cost of these proprietary systems. The release has been presented as a significant step toward automating routine digital workflows, allowing organizations to offload repetitive on-screen work, such as data entry and reconciliation across multiple tools, to AI-based agents.

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  • Alexander Y. Tetelbaum

    Alexander Y. Tetelbaum

    Alexander Y. Tetelbaum (born August 16, 1948) is a Ukrainian American computer scientist, inventor, and academic who has contributed to electronic design automation (EDA) and artificial intelligence (AI) since the late 1960s; and holds 46 U.S. patents in EDA and related fields. Tetelbaum is the founding president of International Solomon University, the first Jewish university in Ukraine, established during a period of renewed efforts to address antisemitism in Ukraine. == Early life and education == He graduated from a Kyiv mathematical high school with a silver medal in 1966. Tetelbaum enrolled at the Kyiv Polytechnic Institute (KPI), now National Technical University of Ukraine "Igor Sikorsky Kyiv Polytechnic Institute" in 1966, graduating in 1972 with an MS in Electronics with honors. He earned his PhD in Electrical and Computer Engineering from KPI in 1975, with a dissertation on electronic design automation, and his Doctor of Engineering Science in 1986. == Academic career == Tetelbaum began his academic career at KPI in 1973 as a junior scientist, becoming a professor in the Computer and Electrical Engineering Department in 1980. Later, he founded and served as president of International Solomon University in Kyiv from 1991 to 1996, the first Jewish university in Ukraine. The university became a major academic center for computer science and Jewish studies in the post-Soviet era. He was a visiting and adjunct professor at Michigan State University from 1993 to 1996. == Professional career == Tetelbaum worked as an engineer at the Kiev Institute of Cybernetics from 1972 to 1973, and later, he led the Design Automation Lab at Kyiv Polytechnic Institute from 1975 to 1987. In the United States, he served as EDA manager at Silicon Graphics Corporation from 1996 to 1998 and principal engineer at LSI Corporation from 1998 to 2012. He founded and served as CEO of Abelite Design Automation, Inc., from 2012 to 2022. == Contributions in computer science == Tetelbaum has contributed to electronic design automation (EDA) and artificial intelligence (AI) since the 1960s. His early work included methods for EDA, particularly physical design automation and mathematical optimization; and he developed force-directed placement and topological routing methods. Tetelbaum generalized Rent's rule for hierarchical systems and large blocks, proposing a graph-based framework that extends applicability to arbitrary partition sizes with improved accuracy. Additional IEEE and related conference contributions from the mid-1990s include: "Path Search for Complicated Function", 1995 IEEE International Symposium on Circuits and Systems "A Performance-driven Placement Approach of Standard Cells" (International Conference on Intelligent Systems, 1995) "Framework of a New Methodology for Behavioral to Physical Design Linkage" (38th Midwest Symposium on Circuits and Systems, 1996) Statistical timing design and variations Test Methodologies These and other works and patents contributed to timing-driven placement, crosstalk reduction, clock tree synthesis, and interconnect optimization in VLSI design. == Patents == Tetelbaum holds 46 U.S. patents in EDA and related fields. Notable examples include: For the full list of patents, see Justia Patents or Google Patents. == Publications == === Early publications in the Soviet Union === Before the appearance of American books on electronic design automation (EDA), Tetelbaum published several scientific books and monographs on the subject in Russian/Ukrainian. Electronic Design Automation, Kiev: Znanie Publisher, 1975. Planar Design of Electronic Circuits, Kiev: Znanie Publisher, 1977. Formal Design of Computer Systems, Moscow: Sovetskoe Radio, 1979. CAD of Electronic Equipment: Topological Approach, Kiev: Vyssha Shkola, 1980; 2nd ed. 1981. Automated Design of Electronic Circuits (1981) CAD of VLSI Circuits, Kiev: Vyssha Shkola, 1983. Topological Algorithms of Multilayer Printed Circuit Boards Routing, Moscow: Radio i Svyaz, 1983. CAD of VLSI Circuits on Master Slice Chips, Moscow: Radio i Svyaz, 1988. Increasing the Effectiveness of CAD Systems, Kiev: UMKVO, 1991. === Scientific Monographs (English) === Minimum Number of Timing Signoff Corners (2022) Interviewing AI (2026) The AI Debate (2026) New Nostradamus Predictions: 2026: The Next Decade & Beyond (2035–2050+) (2026) For a consolidated record of Tetelbaum's publications, see Alexander Y. Tetelbaum, Wikidata Q4720205. === Other publications === Tetelbaum also published educational books on problem-solving methods: Yes-No Puzzles-Games Puzzle Games for Kids Solving Non-Standard Problems Solving Non-Standard Very Hard Problems Additionally, Tetelbaum published three thrillers: Omerta Operations Executive Director Eruption Yacht Finally, he published his memoir and an entertaining book: Unfinished Equations Artificially Intelligent Humor

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  • Actor-critic algorithm

    Actor-critic algorithm

    The actor-critic algorithm (AC) is a family of reinforcement learning (RL) algorithms that combine policy-based RL algorithms such as policy gradient methods, and value-based RL algorithms such as value iteration, Q-learning, SARSA, and TD learning. An AC algorithm consists of two main components: an "actor" that determines which actions to take according to a policy function, and a "critic" that evaluates those actions according to a value function. Some AC algorithms are on-policy, some are off-policy. Some apply to either continuous or discrete action spaces. Some work in both cases. == Overview == The actor-critic methods can be understood as an improvement over pure policy gradient methods like REINFORCE via introducing a baseline. === Actor === The actor uses a policy function π ( a | s ) {\displaystyle \pi (a|s)} , while the critic estimates either the value function V ( s ) {\displaystyle V(s)} , the action-value Q-function Q ( s , a ) , {\displaystyle Q(s,a),} the advantage function A ( s , a ) {\displaystyle A(s,a)} , or any combination thereof. The actor is a parameterized function π θ {\displaystyle \pi _{\theta }} , where θ {\displaystyle \theta } are the parameters of the actor. The actor takes as argument the state of the environment s {\displaystyle s} and produces a probability distribution π θ ( ⋅ | s ) {\displaystyle \pi _{\theta }(\cdot |s)} . If the action space is discrete, then ∑ a π θ ( a | s ) = 1 {\displaystyle \sum _{a}\pi _{\theta }(a|s)=1} . If the action space is continuous, then ∫ a π θ ( a | s ) d a = 1 {\displaystyle \int _{a}\pi _{\theta }(a|s)da=1} . The goal of policy optimization is to improve the actor. That is, to find some θ {\displaystyle \theta } that maximizes the expected episodic reward J ( θ ) {\displaystyle J(\theta )} : J ( θ ) = E π θ [ ∑ t = 0 T γ t r t ] {\displaystyle J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t=0}^{T}\gamma ^{t}r_{t}\right]} where γ {\displaystyle \gamma } is the discount factor, r t {\displaystyle r_{t}} is the reward at step t {\displaystyle t} , and T {\displaystyle T} is the time-horizon (which can be infinite). The goal of policy gradient method is to optimize J ( θ ) {\displaystyle J(\theta )} by gradient ascent on the policy gradient ∇ J ( θ ) {\displaystyle \nabla J(\theta )} . As detailed on the policy gradient method page, there are many unbiased estimators of the policy gradient: ∇ θ J ( θ ) = E π θ [ ∑ 0 ≤ j ≤ T ∇ θ ln ⁡ π θ ( A j | S j ) ⋅ Ψ j | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{0\leq j\leq T}\nabla _{\theta }\ln \pi _{\theta }(A_{j}|S_{j})\cdot \Psi _{j}{\Big |}S_{0}=s_{0}\right]} where Ψ j {\textstyle \Psi _{j}} is a linear sum of the following: ∑ 0 ≤ i ≤ T ( γ i R i ) {\textstyle \sum _{0\leq i\leq T}(\gamma ^{i}R_{i})} . γ j ∑ j ≤ i ≤ T ( γ i − j R i ) {\textstyle \gamma ^{j}\sum _{j\leq i\leq T}(\gamma ^{i-j}R_{i})} : the REINFORCE algorithm. γ j ∑ j ≤ i ≤ T ( γ i − j R i ) − b ( S j ) {\textstyle \gamma ^{j}\sum _{j\leq i\leq T}(\gamma ^{i-j}R_{i})-b(S_{j})} : the REINFORCE with baseline algorithm. Here b {\displaystyle b} is an arbitrary function. γ j ( R j + γ V π θ ( S j + 1 ) − V π θ ( S j ) ) {\textstyle \gamma ^{j}\left(R_{j}+\gamma V^{\pi _{\theta }}(S_{j+1})-V^{\pi _{\theta }}(S_{j})\right)} : TD(1) learning. γ j Q π θ ( S j , A j ) {\textstyle \gamma ^{j}Q^{\pi _{\theta }}(S_{j},A_{j})} . γ j A π θ ( S j , A j ) {\textstyle \gamma ^{j}A^{\pi _{\theta }}(S_{j},A_{j})} : Advantage Actor-Critic (A2C). γ j ( R j + γ R j + 1 + γ 2 V π θ ( S j + 2 ) − V π θ ( S j ) ) {\textstyle \gamma ^{j}\left(R_{j}+\gamma R_{j+1}+\gamma ^{2}V^{\pi _{\theta }}(S_{j+2})-V^{\pi _{\theta }}(S_{j})\right)} : TD(2) learning. γ j ( ∑ k = 0 n − 1 γ k R j + k + γ n V π θ ( S j + n ) − V π θ ( S j ) ) {\textstyle \gamma ^{j}\left(\sum _{k=0}^{n-1}\gamma ^{k}R_{j+k}+\gamma ^{n}V^{\pi _{\theta }}(S_{j+n})-V^{\pi _{\theta }}(S_{j})\right)} : TD(n) learning. γ j ∑ n = 1 ∞ λ n − 1 1 − λ ⋅ ( ∑ k = 0 n − 1 γ k R j + k + γ n V π θ ( S j + n ) − V π θ ( S j ) ) {\textstyle \gamma ^{j}\sum _{n=1}^{\infty }{\frac {\lambda ^{n-1}}{1-\lambda }}\cdot \left(\sum _{k=0}^{n-1}\gamma ^{k}R_{j+k}+\gamma ^{n}V^{\pi _{\theta }}(S_{j+n})-V^{\pi _{\theta }}(S_{j})\right)} : TD(λ) learning, also known as GAE (generalized advantage estimate). This is obtained by an exponentially decaying sum of the TD(n) learning terms. === Critic === In the unbiased estimators given above, certain functions such as V π θ , Q π θ , A π θ {\displaystyle V^{\pi _{\theta }},Q^{\pi _{\theta }},A^{\pi _{\theta }}} appear. These are approximated by the critic. Since these functions all depend on the actor, the critic must learn alongside the actor. The critic is learned by value-based RL algorithms. For example, if the critic is estimating the state-value function V π θ ( s ) {\displaystyle V^{\pi _{\theta }}(s)} , then it can be learned by any value function approximation method. Let the critic be a function approximator V ϕ ( s ) {\displaystyle V_{\phi }(s)} with parameters ϕ {\displaystyle \phi } . The simplest example is TD(1) learning, which trains the critic to minimize the TD(1) error: δ i = R i + γ V ϕ ( S i + 1 ) − V ϕ ( S i ) {\displaystyle \delta _{i}=R_{i}+\gamma V_{\phi }(S_{i+1})-V_{\phi }(S_{i})} The critic parameters are updated by gradient descent on the squared TD error: ϕ ← ϕ − α ∇ ϕ ( δ i ) 2 = ϕ + α δ i ∇ ϕ V ϕ ( S i ) {\displaystyle \phi \leftarrow \phi -\alpha \nabla _{\phi }(\delta _{i})^{2}=\phi +\alpha \delta _{i}\nabla _{\phi }V_{\phi }(S_{i})} where α {\displaystyle \alpha } is the learning rate. Note that the gradient is taken with respect to the ϕ {\displaystyle \phi } in V ϕ ( S i ) {\displaystyle V_{\phi }(S_{i})} only, since the ϕ {\displaystyle \phi } in γ V ϕ ( S i + 1 ) {\displaystyle \gamma V_{\phi }(S_{i+1})} constitutes a moving target, and the gradient is not taken with respect to that. This is a common source of error in implementations that use automatic differentiation, and requires "stopping the gradient" at that point. Similarly, if the critic is estimating the action-value function Q π θ {\displaystyle Q^{\pi _{\theta }}} , then it can be learned by Q-learning or SARSA. In SARSA, the critic maintains an estimate of the Q-function, parameterized by ϕ {\displaystyle \phi } , denoted as Q ϕ ( s , a ) {\displaystyle Q_{\phi }(s,a)} . The temporal difference error is then calculated as δ i = R i + γ Q θ ( S i + 1 , A i + 1 ) − Q θ ( S i , A i ) {\displaystyle \delta _{i}=R_{i}+\gamma Q_{\theta }(S_{i+1},A_{i+1})-Q_{\theta }(S_{i},A_{i})} . The critic is then updated by θ ← θ + α δ i ∇ θ Q θ ( S i , A i ) {\displaystyle \theta \leftarrow \theta +\alpha \delta _{i}\nabla _{\theta }Q_{\theta }(S_{i},A_{i})} The advantage critic can be trained by training both a Q-function Q ϕ ( s , a ) {\displaystyle Q_{\phi }(s,a)} and a state-value function V ϕ ( s ) {\displaystyle V_{\phi }(s)} , then let A ϕ ( s , a ) = Q ϕ ( s , a ) − V ϕ ( s ) {\displaystyle A_{\phi }(s,a)=Q_{\phi }(s,a)-V_{\phi }(s)} . Although, it is more common to train just a state-value function V ϕ ( s ) {\displaystyle V_{\phi }(s)} , then estimate the advantage by A ϕ ( S i , A i ) ≈ ∑ j ∈ 0 : n − 1 γ j R i + j + γ n V ϕ ( S i + n ) − V ϕ ( S i ) {\displaystyle A_{\phi }(S_{i},A_{i})\approx \sum _{j\in 0:n-1}\gamma ^{j}R_{i+j}+\gamma ^{n}V_{\phi }(S_{i+n})-V_{\phi }(S_{i})} Here, n {\displaystyle n} is a positive integer. The higher n {\displaystyle n} is, the more lower is the bias in the advantage estimation, but at the price of higher variance. The Generalized Advantage Estimation (GAE) introduces a hyperparameter λ {\displaystyle \lambda } that smoothly interpolates between Monte Carlo returns ( λ = 1 {\displaystyle \lambda =1} , high variance, no bias) and 1-step TD learning ( λ = 0 {\displaystyle \lambda =0} , low variance, high bias). This hyperparameter can be adjusted to pick the optimal bias-variance trade-off in advantage estimation. It uses an exponentially decaying average of n-step returns with λ {\displaystyle \lambda } being the decay strength. == Variants == Asynchronous Advantage Actor-Critic (A3C): Parallel and asynchronous version of A2C. Soft Actor-Critic (SAC): Incorporates entropy maximization for improved exploration. Deep Deterministic Policy Gradient (DDPG): Specialized for continuous action spaces.

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  • Proximal gradient methods for learning

    Proximal gradient methods for learning

    Proximal gradient (forward backward splitting) methods for learning is an area of research in optimization and statistical learning theory which studies algorithms for a general class of convex regularization problems where the regularization penalty may not be differentiable. One such example is ℓ 1 {\displaystyle \ell _{1}} regularization (also known as Lasso) of the form min w ∈ R d 1 n ∑ i = 1 n ( y i − ⟨ w , x i ⟩ ) 2 + λ ‖ w ‖ 1 , where x i ∈ R d and y i ∈ R . {\displaystyle \min _{w\in \mathbb {R} ^{d}}{\frac {1}{n}}\sum _{i=1}^{n}(y_{i}-\langle w,x_{i}\rangle )^{2}+\lambda \|w\|_{1},\quad {\text{ where }}x_{i}\in \mathbb {R} ^{d}{\text{ and }}y_{i}\in \mathbb {R} .} Proximal gradient methods offer a general framework for solving regularization problems from statistical learning theory with penalties that are tailored to a specific problem application. Such customized penalties can help to induce certain structure in problem solutions, such as sparsity (in the case of lasso) or group structure (in the case of group lasso). == Relevant background == Proximal gradient methods are applicable in a wide variety of scenarios for solving convex optimization problems of the form min x ∈ H F ( x ) + R ( x ) , {\displaystyle \min _{x\in {\mathcal {H}}}F(x)+R(x),} where F {\displaystyle F} is convex and differentiable with Lipschitz continuous gradient, R {\displaystyle R} is a convex, lower semicontinuous function which is possibly nondifferentiable, and H {\displaystyle {\mathcal {H}}} is some set, typically a Hilbert space. The usual criterion of x {\displaystyle x} minimizes F ( x ) + R ( x ) {\displaystyle F(x)+R(x)} if and only if ∇ ( F + R ) ( x ) = 0 {\displaystyle \nabla (F+R)(x)=0} in the convex, differentiable setting is now replaced by 0 ∈ ∂ ( F + R ) ( x ) , {\displaystyle 0\in \partial (F+R)(x),} where ∂ φ {\displaystyle \partial \varphi } denotes the subdifferential of a real-valued, convex function φ {\displaystyle \varphi } . Given a convex function φ : H → R {\displaystyle \varphi :{\mathcal {H}}\to \mathbb {R} } an important operator to consider is its proximal operator prox φ : H → H {\displaystyle \operatorname {prox} _{\varphi }:{\mathcal {H}}\to {\mathcal {H}}} defined by prox φ ⁡ ( u ) = arg ⁡ min x ∈ H φ ( x ) + 1 2 ‖ u − x ‖ 2 2 , {\displaystyle \operatorname {prox} _{\varphi }(u)=\operatorname {arg} \min _{x\in {\mathcal {H}}}\varphi (x)+{\frac {1}{2}}\|u-x\|_{2}^{2},} which is well-defined because of the strict convexity of the ℓ 2 {\displaystyle \ell _{2}} norm. The proximal operator can be seen as a generalization of a projection. We see that the proximity operator is important because x ∗ {\displaystyle x^{}} is a minimizer to the problem min x ∈ H F ( x ) + R ( x ) {\displaystyle \min _{x\in {\mathcal {H}}}F(x)+R(x)} if and only if x ∗ = prox γ R ⁡ ( x ∗ − γ ∇ F ( x ∗ ) ) , {\displaystyle x^{}=\operatorname {prox} _{\gamma R}\left(x^{}-\gamma \nabla F(x^{})\right),} where γ > 0 {\displaystyle \gamma >0} is any positive real number. === Moreau decomposition === One important technique related to proximal gradient methods is the Moreau decomposition, which decomposes the identity operator as the sum of two proximity operators. Namely, let φ : X → R {\displaystyle \varphi :{\mathcal {X}}\to \mathbb {R} } be a lower semicontinuous, convex function on a vector space X {\displaystyle {\mathcal {X}}} . We define its Fenchel conjugate φ ∗ : X → R {\displaystyle \varphi ^{}:{\mathcal {X}}\to \mathbb {R} } to be the function φ ∗ ( u ) := sup x ∈ X ⟨ x , u ⟩ − φ ( x ) . {\displaystyle \varphi ^{}(u):=\sup _{x\in {\mathcal {X}}}\langle x,u\rangle -\varphi (x).} The general form of Moreau's decomposition states that for any x ∈ X {\displaystyle x\in {\mathcal {X}}} and any γ > 0 {\displaystyle \gamma >0} that x = prox γ φ ⁡ ( x ) + γ prox φ ∗ / γ ⁡ ( x / γ ) , {\displaystyle x=\operatorname {prox} _{\gamma \varphi }(x)+\gamma \operatorname {prox} _{\varphi ^{}/\gamma }(x/\gamma ),} which for γ = 1 {\displaystyle \gamma =1} implies that x = prox φ ⁡ ( x ) + prox φ ∗ ⁡ ( x ) {\displaystyle x=\operatorname {prox} _{\varphi }(x)+\operatorname {prox} _{\varphi ^{}}(x)} . The Moreau decomposition can be seen to be a generalization of the usual orthogonal decomposition of a vector space, analogous with the fact that proximity operators are generalizations of projections. In certain situations it may be easier to compute the proximity operator for the conjugate φ ∗ {\displaystyle \varphi ^{}} instead of the function φ {\displaystyle \varphi } , and therefore the Moreau decomposition can be applied. This is the case for group lasso. == Lasso regularization == Consider the regularized empirical risk minimization problem with square loss and with the ℓ 1 {\displaystyle \ell _{1}} norm as the regularization penalty: min w ∈ R d 1 n ∑ i = 1 n ( y i − ⟨ w , x i ⟩ ) 2 + λ ‖ w ‖ 1 , {\displaystyle \min _{w\in \mathbb {R} ^{d}}{\frac {1}{n}}\sum _{i=1}^{n}(y_{i}-\langle w,x_{i}\rangle )^{2}+\lambda \|w\|_{1},} where x i ∈ R d and y i ∈ R . {\displaystyle x_{i}\in \mathbb {R} ^{d}{\text{ and }}y_{i}\in \mathbb {R} .} The ℓ 1 {\displaystyle \ell _{1}} regularization problem is sometimes referred to as lasso (least absolute shrinkage and selection operator). Such ℓ 1 {\displaystyle \ell _{1}} regularization problems are interesting because they induce sparse solutions, that is, solutions w {\displaystyle w} to the minimization problem have relatively few nonzero components. Lasso can be seen to be a convex relaxation of the non-convex problem min w ∈ R d 1 n ∑ i = 1 n ( y i − ⟨ w , x i ⟩ ) 2 + λ ‖ w ‖ 0 , {\displaystyle \min _{w\in \mathbb {R} ^{d}}{\frac {1}{n}}\sum _{i=1}^{n}(y_{i}-\langle w,x_{i}\rangle )^{2}+\lambda \|w\|_{0},} where ‖ w ‖ 0 {\displaystyle \|w\|_{0}} denotes the ℓ 0 {\displaystyle \ell _{0}} "norm", which is the number of nonzero entries of the vector w {\displaystyle w} . Sparse solutions are of particular interest in learning theory for interpretability of results: a sparse solution can identify a small number of important factors. === Solving for L1 proximity operator === For simplicity we restrict our attention to the problem where λ = 1 {\displaystyle \lambda =1} . To solve the problem min w ∈ R d 1 n ∑ i = 1 n ( y i − ⟨ w , x i ⟩ ) 2 + ‖ w ‖ 1 , {\displaystyle \min _{w\in \mathbb {R} ^{d}}{\frac {1}{n}}\sum _{i=1}^{n}(y_{i}-\langle w,x_{i}\rangle )^{2}+\|w\|_{1},} we consider our objective function in two parts: a convex, differentiable term F ( w ) = 1 n ∑ i = 1 n ( y i − ⟨ w , x i ⟩ ) 2 {\displaystyle F(w)={\frac {1}{n}}\sum _{i=1}^{n}(y_{i}-\langle w,x_{i}\rangle )^{2}} and a convex function R ( w ) = ‖ w ‖ 1 {\displaystyle R(w)=\|w\|_{1}} . Note that R {\displaystyle R} is not strictly convex. Let us compute the proximity operator for R ( w ) {\displaystyle R(w)} . First we find an alternative characterization of the proximity operator prox R ⁡ ( x ) {\displaystyle \operatorname {prox} _{R}(x)} as follows: u = prox R ⁡ ( x ) ⟺ 0 ∈ ∂ ( R ( u ) + 1 2 ‖ u − x ‖ 2 2 ) ⟺ 0 ∈ ∂ R ( u ) + u − x ⟺ x − u ∈ ∂ R ( u ) . {\displaystyle {\begin{aligned}u=\operatorname {prox} _{R}(x)\iff &0\in \partial \left(R(u)+{\frac {1}{2}}\|u-x\|_{2}^{2}\right)\\\iff &0\in \partial R(u)+u-x\\\iff &x-u\in \partial R(u).\end{aligned}}} For R ( w ) = ‖ w ‖ 1 {\displaystyle R(w)=\|w\|_{1}} it is easy to compute ∂ R ( w ) {\displaystyle \partial R(w)} : the i {\displaystyle i} th entry of ∂ R ( w ) {\displaystyle \partial R(w)} is precisely ∂ | w i | = { 1 , w i > 0 − 1 , w i < 0 [ − 1 , 1 ] , w i = 0. {\displaystyle \partial |w_{i}|={\begin{cases}1,&w_{i}>0\\-1,&w_{i}<0\\\left[-1,1\right],&w_{i}=0.\end{cases}}} Using the recharacterization of the proximity operator given above, for the choice of R ( w ) = ‖ w ‖ 1 {\displaystyle R(w)=\|w\|_{1}} and γ > 0 {\displaystyle \gamma >0} we have that prox γ R ⁡ ( x ) {\displaystyle \operatorname {prox} _{\gamma R}(x)} is defined entrywise by ( prox γ R ⁡ ( x ) ) i = { x i − γ , x i > γ 0 , | x i | ≤ γ x i + γ , x i < − γ , {\displaystyle \left(\operatorname {prox} _{\gamma R}(x)\right)_{i}={\begin{cases}x_{i}-\gamma ,&x_{i}>\gamma \\0,&|x_{i}|\leq \gamma \\x_{i}+\gamma ,&x_{i}<-\gamma ,\end{cases}}} which is known as the soft thresholding operator S γ ( x ) = prox γ ‖ ⋅ ‖ 1 ⁡ ( x ) {\displaystyle S_{\gamma }(x)=\operatorname {prox} _{\gamma \|\cdot \|_{1}}(x)} . === Fixed point iterative schemes === To finally solve the lasso problem we consider the fixed point equation shown earlier: x ∗ = prox γ R ⁡ ( x ∗ − γ ∇ F ( x ∗ ) ) . {\displaystyle x^{}=\operatorname {prox} _{\gamma R}\left(x^{}-\gamma \nabla F(x^{})\right).} Given that we have computed the form of the proximity operator explicitly, then we can define a standard fixed point iteration procedure. Namely, fix some initial w 0 ∈ R d {\displaystyle w^{0}\in \mathbb {R} ^{d}} , and for k = 1 , 2 , … {\displaystyle k=1,2,\ldots } define w k + 1 = S γ ( w k − γ ∇ F ( w k ) ) . {\displaystyle w^{k+1}=S_{\gamma }\left(w^{k}-\gamma \nabla F\l

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  • Screenpal

    Screenpal

    ScreenPal (formerly known as Screencast-O-Matic) is cross-platform screen capture and screen recording software originally developed in 2006. == History == The company was founded by AJ Gregory in 2006 as Screencast-O-Matic. The software includes features for screen recording, screenshot capture, video editing, image editing, and a video and image hosting service. It is available for Windows and Mac operating systems, and has mobile apps for iOS and Android. The company launched a video editor in 2015. It began offering free video and image hosting in 2019, with premium hosting options for subscribers. In 2023, it was rebranded as ScreenPal.

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  • Croissant (metadata format)

    Croissant (metadata format)

    Croissant is a metadata format design to support sharing of datasets for machine learning applications. It is a platform-agnostic schema used to standardize metadata in data repositories like Hugging Face, kaggle, Dataverse and OpenML. == Structure == Croissant builds upon schema.org, uses primarily JSON-LD, and divides metadata in four "layers": Dataset Metadata, Resource, Structure and Semantic: The Dataset Metadata layer constrains which schema.org properties should be used, including additional properties, linking together the resources (files) of the dataset with general metadata, like licensing and citation information. The Resource layer describes the individual files and sets of those using two new classes, FileObject and FileSet. A FileSet may be a collection of related images. The Structure layer specifies how the files are organized in the dataset. A RecordSet class describes how resources are present, configurations that may very a lot between modality. This specification facilitates interoperability of the datasets. Finally, the Semantic layer adds information for practical reuse of the dataset, such as splits for train, test and validation subsets. It also provides a default extension for metadata related to responsible AI. The use of a standard machine-readable structure increases, for example, the discoverability of datasets in search engines such as Google Dataset Search. == History == Croissant was shared in arXiv in March 2024 and published in the proceedings of NeurIPS 2024. It started as community driven as a MLCommons Croissant Working Group, including stakeholders organizations from academia and industry, including Google, the open data institute, Sage Bionetworks and King's College London. Variations of Croissant are developed to support datasets in different areas of research, such as Geo-Croissant for geospatial datasets. Other technical extensions, such as support for RDF, soon followed.

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  • Cross-entropy method

    Cross-entropy method

    The cross-entropy (CE) method is a Monte Carlo method for importance sampling and optimization. It is applicable to both combinatorial and continuous problems, with either a static or noisy objective. The method approximates the optimal importance sampling estimator by repeating two phases: Draw a sample from a probability distribution. Minimize the cross-entropy between this distribution and a target distribution to produce a better sample in the next iteration. Reuven Rubinstein developed the method in the context of rare-event simulation, where tiny probabilities must be estimated, for example in network reliability analysis, queueing models, or performance analysis of telecommunication systems. The method has also been applied to the traveling salesman, quadratic assignment, DNA sequence alignment, max-cut and buffer allocation problems. == Estimation via importance sampling == Consider the general problem of estimating the quantity ℓ = E u [ H ( X ) ] = ∫ H ( x ) f ( x ; u ) d x {\displaystyle \ell =\mathbb {E} _{\mathbf {u} }[H(\mathbf {X} )]=\int H(\mathbf {x} )\,f(\mathbf {x} ;\mathbf {u} )\,{\textrm {d}}\mathbf {x} } , where H {\displaystyle H} is some performance function and f ( x ; u ) {\displaystyle f(\mathbf {x} ;\mathbf {u} )} is a member of some parametric family of distributions. Using importance sampling this quantity can be estimated as ℓ ^ = 1 N ∑ i = 1 N H ( X i ) f ( X i ; u ) g ( X i ) {\displaystyle {\hat {\ell }}={\frac {1}{N}}\sum _{i=1}^{N}H(\mathbf {X} _{i}){\frac {f(\mathbf {X} _{i};\mathbf {u} )}{g(\mathbf {X} _{i})}}} , where X 1 , … , X N {\displaystyle \mathbf {X} _{1},\dots ,\mathbf {X} _{N}} is a random sample from g {\displaystyle g\,} . For positive H {\displaystyle H} , the theoretically optimal importance sampling density (PDF) is given by g ∗ ( x ) = H ( x ) f ( x ; u ) / ℓ {\displaystyle g^{}(\mathbf {x} )=H(\mathbf {x} )f(\mathbf {x} ;\mathbf {u} )/\ell } . This, however, depends on the unknown ℓ {\displaystyle \ell } . The CE method aims to approximate the optimal PDF by adaptively selecting members of the parametric family that are closest (in the Kullback–Leibler sense) to the optimal PDF g ∗ {\displaystyle g^{}} . == Generic CE algorithm == Choose initial parameter vector v ( 0 ) {\displaystyle \mathbf {v} ^{(0)}} ; set t = 1. Generate a random sample X 1 , … , X N {\displaystyle \mathbf {X} _{1},\dots ,\mathbf {X} _{N}} from f ( ⋅ ; v ( t − 1 ) ) {\displaystyle f(\cdot ;\mathbf {v} ^{(t-1)})} Solve for v ( t ) {\displaystyle \mathbf {v} ^{(t)}} , where v ( t ) = argmax v ⁡ 1 N ∑ i = 1 N H ( X i ) f ( X i ; u ) f ( X i ; v ( t − 1 ) ) log ⁡ f ( X i ; v ) {\displaystyle \mathbf {v} ^{(t)}=\mathop {\textrm {argmax}} _{\mathbf {v} }{\frac {1}{N}}\sum _{i=1}^{N}H(\mathbf {X} _{i}){\frac {f(\mathbf {X} _{i};\mathbf {u} )}{f(\mathbf {X} _{i};\mathbf {v} ^{(t-1)})}}\log f(\mathbf {X} _{i};\mathbf {v} )} If convergence is reached then stop; otherwise, increase t by 1 and reiterate from step 2. In several cases, the solution to step 3 can be found analytically. Situations in which this occurs are When f {\displaystyle f\,} belongs to the natural exponential family When f {\displaystyle f\,} is discrete with finite support When H ( X ) = I { x ∈ A } {\displaystyle H(\mathbf {X} )=\mathrm {I} _{\{\mathbf {x} \in A\}}} and f ( X i ; u ) = f ( X i ; v ( t − 1 ) ) {\displaystyle f(\mathbf {X} _{i};\mathbf {u} )=f(\mathbf {X} _{i};\mathbf {v} ^{(t-1)})} , then v ( t ) {\displaystyle \mathbf {v} ^{(t)}} corresponds to the maximum likelihood estimator based on those X k ∈ A {\displaystyle \mathbf {X} _{k}\in A} . == Continuous optimization—example == The same CE algorithm can be used for optimization, rather than estimation. Suppose the problem is to maximize some function S {\displaystyle S} , for example, S ( x ) = e − ( x − 2 ) 2 + 0.8 e − ( x + 2 ) 2 {\displaystyle S(x)={\textrm {e}}^{-(x-2)^{2}}+0.8\,{\textrm {e}}^{-(x+2)^{2}}} . To apply CE, one considers first the associated stochastic problem of estimating P θ ( S ( X ) ≥ γ ) {\displaystyle \mathbb {P} _{\boldsymbol {\theta }}(S(X)\geq \gamma )} for a given level γ {\displaystyle \gamma \,} , and parametric family { f ( ⋅ ; θ ) } {\displaystyle \left\{f(\cdot ;{\boldsymbol {\theta }})\right\}} , for example the 1-dimensional Gaussian distribution, parameterized by its mean μ t {\displaystyle \mu _{t}\,} and variance σ t 2 {\displaystyle \sigma _{t}^{2}} (so θ = ( μ , σ 2 ) {\displaystyle {\boldsymbol {\theta }}=(\mu ,\sigma ^{2})} here). Hence, for a given γ {\displaystyle \gamma \,} , the goal is to find θ {\displaystyle {\boldsymbol {\theta }}} so that D K L ( I { S ( x ) ≥ γ } ‖ f θ ) {\displaystyle D_{\mathrm {KL} }({\textrm {I}}_{\{S(x)\geq \gamma \}}\|f_{\boldsymbol {\theta }})} is minimized. This is done by solving the sample version (stochastic counterpart) of the KL divergence minimization problem, as in step 3 above. It turns out that parameters that minimize the stochastic counterpart for this choice of target distribution and parametric family are the sample mean and sample variance corresponding to the elite samples, which are those samples that have objective function value ≥ γ {\displaystyle \geq \gamma } . The worst of the elite samples is then used as the level parameter for the next iteration. This yields the following randomized algorithm that happens to coincide with the so-called Estimation of Multivariate Normal Algorithm (EMNA), an estimation of distribution algorithm. === Pseudocode === // Initialize parameters μ := −6 σ2 := 100 t := 0 maxits := 100 N := 100 Ne := 10 // While maxits not exceeded and not converged while t < maxits and σ2 > ε do // Obtain N samples from current sampling distribution X := SampleGaussian(μ, σ2, N) // Evaluate objective function at sampled points S := exp(−(X − 2) ^ 2) + 0.8 exp(−(X + 2) ^ 2) // Sort X by objective function values in descending order X := sort(X, S) // Update parameters of sampling distribution via elite samples μ := mean(X(1:Ne)) σ2 := var(X(1:Ne)) t := t + 1 // Return mean of final sampling distribution as solution return μ == Related methods == Simulated annealing Genetic algorithms Harmony search Estimation of distribution algorithm Tabu search Natural Evolution Strategy Ant colony optimization algorithms

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  • Learnable function class

    Learnable function class

    In statistical learning theory, a learnable function class is a set of functions for which an algorithm can be devised to asymptotically minimize the expected risk, uniformly over all probability distributions. The concept of learnable classes are closely related to regularization in machine learning, and provides large sample justifications for certain learning algorithms. == Definition == === Background === Let Ω = X × Y = { ( x , y ) } {\displaystyle \Omega ={\mathcal {X}}\times {\mathcal {Y}}=\{(x,y)\}} be the sample space, where y {\displaystyle y} are the labels and x {\displaystyle x} are the covariates (predictors). F = { f : X ↦ Y } {\displaystyle {\mathcal {F}}=\{f:{\mathcal {X}}\mapsto {\mathcal {Y}}\}} is a collection of mappings (functions) under consideration to link x {\displaystyle x} to y {\displaystyle y} . L : Y × Y ↦ R {\displaystyle L:{\mathcal {Y}}\times {\mathcal {Y}}\mapsto \mathbb {R} } is a pre-given loss function (usually non-negative). Given a probability distribution P ( x , y ) {\displaystyle P(x,y)} on Ω {\displaystyle \Omega } , define the expected risk I P ( f ) {\displaystyle I_{P}(f)} to be: I P ( f ) = ∫ L ( f ( x ) , y ) d P ( x , y ) {\displaystyle I_{P}(f)=\int L(f(x),y)dP(x,y)} The general goal in statistical learning is to find the function in F {\displaystyle {\mathcal {F}}} that minimizes the expected risk. That is, to find solutions to the following problem: f ^ = arg ⁡ min f ∈ F I P ( f ) {\displaystyle {\hat {f}}=\arg \min _{f\in {\mathcal {F}}}I_{P}(f)} But in practice the distribution P {\displaystyle P} is unknown, and any learning task can only be based on finite samples. Thus we seek instead to find an algorithm that asymptotically minimizes the empirical risk, i.e., to find a sequence of functions { f ^ n } n = 1 ∞ {\displaystyle \{{\hat {f}}_{n}\}_{n=1}^{\infty }} that satisfies lim n → ∞ P ( I P ( f ^ n ) − inf f ∈ F I P ( f ) > ϵ ) = 0 {\displaystyle \lim _{n\rightarrow \infty }\mathbb {P} (I_{P}({\hat {f}}_{n})-\inf _{f\in {\mathcal {F}}}I_{P}(f)>\epsilon )=0} One usual algorithm to find such a sequence is through empirical risk minimization. === Learnable function class === We can make the condition given in the above equation stronger by requiring that the convergence is uniform for all probability distributions. That is: The intuition behind the more strict requirement is as such: the rate at which sequence { f ^ n } {\displaystyle \{{\hat {f}}_{n}\}} converges to the minimizer of the expected risk can be very different for different P ( x , y ) {\displaystyle P(x,y)} . Because in real world the true distribution P {\displaystyle P} is always unknown, we would want to select a sequence that performs well under all cases. However, by the no free lunch theorem, such a sequence that satisfies (1) does not exist if F {\displaystyle {\mathcal {F}}} is too complex. This means we need to be careful and not allow too "many" functions in F {\displaystyle {\mathcal {F}}} if we want (1) to be a meaningful requirement. Specifically, function classes that ensure the existence of a sequence { f ^ n } {\displaystyle \{{\hat {f}}_{n}\}} that satisfies (1) are known as learnable classes. It is worth noting that at least for supervised classification and regression problems, if a function class is learnable, then the empirical risk minimization automatically satisfies (1). Thus in these settings not only do we know that the problem posed by (1) is solvable, we also immediately have an algorithm that gives the solution. == Interpretations == If the true relationship between y {\displaystyle y} and x {\displaystyle x} is y ∼ f ∗ ( x ) {\displaystyle y\sim f^{}(x)} , then by selecting the appropriate loss function, f ∗ {\displaystyle f^{}} can always be expressed as the minimizer of the expected loss across all possible functions. That is, f ∗ = arg ⁡ min f ∈ F ∗ I P ( f ) {\displaystyle f^{}=\arg \min _{f\in {\mathcal {F}}^{}}I_{P}(f)} Here we let F ∗ {\displaystyle {\mathcal {F}}^{}} be the collection of all possible functions mapping X {\displaystyle {\mathcal {X}}} onto Y {\displaystyle {\mathcal {Y}}} . f ∗ {\displaystyle f^{}} can be interpreted as the actual data generating mechanism. However, the no free lunch theorem tells us that in practice, with finite samples we cannot hope to search for the expected risk minimizer over F ∗ {\displaystyle {\mathcal {F}}^{}} . Thus we often consider a subset of F ∗ {\displaystyle {\mathcal {F}}^{}} , F {\displaystyle {\mathcal {F}}} , to carry out searches on. By doing so, we risk that f ∗ {\displaystyle f^{}} might not be an element of F {\displaystyle {\mathcal {F}}} . This tradeoff can be mathematically expressed as In the above decomposition, part ( b ) {\displaystyle (b)} does not depend on the data and is non-stochastic. It describes how far away our assumptions ( F {\displaystyle {\mathcal {F}}} ) are from the truth ( F ∗ {\displaystyle {\mathcal {F}}^{}} ). ( b ) {\displaystyle (b)} will be strictly greater than 0 if we make assumptions that are too strong ( F {\displaystyle {\mathcal {F}}} too small). On the other hand, failing to put enough restrictions on F {\displaystyle {\mathcal {F}}} will cause it to be not learnable, and part ( a ) {\displaystyle (a)} will not stochastically converge to 0. This is the well-known overfitting problem in statistics and machine learning literature. == Example: Tikhonov regularization == A good example where learnable classes are used is the so-called Tikhonov regularization in reproducing kernel Hilbert space (RKHS). Specifically, let F ∗ {\displaystyle {\mathcal {F^{}}}} be an RKHS, and | | ⋅ | | 2 {\displaystyle ||\cdot ||_{2}} be the norm on F ∗ {\displaystyle {\mathcal {F^{}}}} given by its inner product. It is shown in that F = { f : | | f | | 2 ≤ γ } {\displaystyle {\mathcal {F}}=\{f:||f||_{2}\leq \gamma \}} is a learnable class for any finite, positive γ {\displaystyle \gamma } . The empirical minimization algorithm to the dual form of this problem is arg ⁡ min f ∈ F ∗ { ∑ i = 1 n L ( f ( x i ) , y i ) + λ | | f | | 2 } {\displaystyle \arg \min _{f\in {\mathcal {F}}^{}}\left\{\sum _{i=1}^{n}L(f(x_{i}),y_{i})+\lambda ||f||_{2}\right\}} This was first introduced by Tikhonov to solve ill-posed problems. Many statistical learning algorithms can be expressed in such a form (for example, the well-known ridge regression). The tradeoff between ( a ) {\displaystyle (a)} and ( b ) {\displaystyle (b)} in (2) is geometrically more intuitive with Tikhonov regularization in RKHS. We can consider a sequence of { F γ } {\displaystyle \{{\mathcal {F}}_{\gamma }\}} , which are essentially balls in F ∗ {\displaystyle {\mathcal {F^{}}}} with centers at 0. As γ {\displaystyle \gamma } gets larger, F γ {\displaystyle {\mathcal {F}}_{\gamma }} gets closer to the entire space, and ( b ) {\displaystyle (b)} is likely to become smaller. However we will also suffer smaller convergence rates in ( a ) {\displaystyle (a)} . The way to choose an optimal γ {\displaystyle \gamma } in finite sample settings is usually through cross-validation. == Relationship to empirical process theory == Part ( a ) {\displaystyle (a)} in (2) is closely linked to empirical process theory in statistics, where the empirical risk { ∑ i = 1 n L ( y i , f ( x i ) ) , f ∈ F } {\displaystyle \{\sum _{i=1}^{n}L(y_{i},f(x_{i})),f\in {\mathcal {F}}\}} are known as empirical processes. In this field, the function class F {\displaystyle {\mathcal {F}}} that satisfies the stochastic convergence are known as uniform Glivenko–Cantelli classes. It has been shown that under certain regularity conditions, learnable classes and uniformly Glivenko-Cantelli classes are equivalent. Interplay between ( a ) {\displaystyle (a)} and ( b ) {\displaystyle (b)} in statistics literature is often known as the bias-variance tradeoff. However, note that in the authors gave an example of stochastic convex optimization for General Setting of Learning where learnability is not equivalent with uniform convergence.

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  • Automaton

    Automaton

    An automaton ( ; pl.: automata or automatons) is a relatively self-operating machine or control mechanism designed to automatically follow a sequence of operations or respond to predetermined instructions. Some automata, such as bellstrikers in mechanical clocks, are designed to give the illusion to the casual observer that they are operating under their own power or will, like a mechanical robot. The term has long been commonly associated with automated puppets that resemble moving humans or animals, built to impress and/or to entertain people. Animatronics are a modern type of automata with electronics, often used for the portrayal of characters or creatures in films and in theme park attractions. == Etymology == The word automaton is the latinization of the Ancient Greek automaton (αὐτόματον), which means "acting of one's own will". It was first used by Homer to describe an automatic door opening, or automatic movement of wheeled tripods. It is more often used to describe non-electronic moving machines, especially those that have been made to resemble human or animal actions, such as the jacks on old public striking clocks, or the cuckoo and any other animated figures on a cuckoo clock. == History == === Ancient === There are many examples of automata in Greek mythology: Hephaestus created automata for his workshop; Talos was an artificial man of bronze; King Alkinous of the Phaiakians employed gold and silver watchdogs. According to Aristotle, Daedalus used quicksilver to make his wooden statue of Aphrodite move. In other Greek legends he used quicksilver to install voice in his moving statues. The automata in the Hellenistic world were intended as tools, toys, religious spectacles, or prototypes for demonstrating basic scientific principles. Numerous water-powered automata were built by Ktesibios, a Greek inventor and the first head of the Great Library of Alexandria; for example, he "used water to sound a whistle and make a model owl move. He had invented the world's first 'cuckoo clock'". This tradition continued in Alexandria with inventors such as the Greek mathematician Hero of Alexandria (sometimes known as Heron), whose writings on hydraulics, pneumatics, and mechanics described siphons, a fire engine, a water organ, the aeolipile, and a programmable cart. Philo of Byzantium was famous for his inventions. Complex mechanical devices are known to have existed in Hellenistic Greece, though the only surviving example is the Antikythera mechanism, the earliest known analog computer. The clockwork is thought to have come originally from Rhodes, where there was apparently a tradition of mechanical engineering; the island was renowned for its automata; to quote Pindar's seventh Olympic Ode: The animated figures stand Adorning every public street And seem to breathe in stone, or move their marble feet. However, the information gleaned from recent scans of the fragments indicate that it may have come from the colonies of Corinth in Sicily and implies a connection with Archimedes. According to Jewish legend, King Solomon used his wisdom to design a throne with mechanical animals which hailed him as king when he ascended it; upon sitting down an eagle would place a crown upon his head, and a dove would bring him a Torah scroll. It is also said that when King Solomon stepped upon the throne, a mechanism was set in motion. As soon as he stepped upon the first step, a golden ox and a golden lion each stretched out one foot to support him and help him rise to the next step. On each side, the animals helped the King up until he was comfortably seated upon the throne. In ancient China, a curious account of automata is found in the Lie Zi text, believed to have originated around 400 BCE and compiled around the fourth century CE. Within it there is a description of a much earlier encounter between King Mu of Zhou (1023–957 BCE) and a mechanical engineer known as Yan Shi, an 'artificer'. The latter proudly presented the king with a very realistic and detailed life-size, human-shaped figure of his mechanical handiwork: The king stared at the figure in astonishment. It walked with rapid strides, moving its head up and down, so that anyone would have taken it for a live human being. The artificer touched its chin, and it began singing, perfectly in tune. He touched its hand, and it began posturing, keeping perfect time...As the performance was drawing to an end, the robot winked its eye and made advances to the ladies in attendance, whereupon the king became incensed and would have had Yen Shih [Yan Shi] executed on the spot had not the latter, in mortal fear, instantly taken the robot to pieces to let him see what it really was. And, indeed, it turned out to be only a construction of leather, wood, glue and lacquer, variously coloured white, black, red and blue. Examining it closely, the king found all the internal organs complete—liver, gall, heart, lungs, spleen, kidneys, stomach and intestines; and over these again, muscles, bones and limbs with their joints, skin, teeth and hair, all of them artificial...The king tried the effect of taking away the heart, and found that the mouth could no longer speak; he took away the liver and the eyes could no longer see; he took away the kidneys and the legs lost their power of locomotion. The king was delighted. Other notable examples of automata include Archytas' dove, mentioned by Aulus Gellius. Similar Chinese accounts of flying automata are written of the 5th century BC Mohist philosopher Mozi and his contemporary Lu Ban, who made artificial wooden birds (ma yuan) that could successfully fly according to the Han Fei Zi and other texts. === Medieval === The manufacturing tradition of automata continued in the Greek world well into the Middle Ages. On his visit to Constantinople in 949 ambassador Liutprand of Cremona described automata in the emperor Theophilos' palace, including "lions, made either of bronze or wood covered with gold, which struck the ground with their tails and roared with open mouth and quivering tongue," "a tree of gilded bronze, its branches filled with birds, likewise made of bronze gilded over, and these emitted cries appropriate to their species" and "the emperor's throne" itself, which "was made in such a cunning manner that at one moment it was down on the ground, while at another it rose higher and was to be seen up in the air." Similar automata in the throne room (singing birds, roaring and moving lions) were described by Luitprand's contemporary the Byzantine emperor Constantine Porphyrogenitus, in his book De Ceremoniis (Perì tês Basileíou Tákseōs). In the mid-8th century, the first wind powered automata were built: "statues that turned with the wind over the domes of the four gates and the palace complex of the Round City of Baghdad". The "public spectacle of wind-powered statues had its private counterpart in the 'Abbasid palaces where automata of various types were predominantly displayed." Also in the 8th century, the Muslim alchemist, Jābir ibn Hayyān (Geber), included recipes for constructing artificial snakes, scorpions, and humans that would be subject to their creator's control in his coded Book of Stones. In 827, Abbasid caliph al-Ma'mun had a silver and golden tree in his palace in Baghdad, which had the features of an automatic machine. There were metal birds that sang automatically on the swinging branches of this tree built by Muslim inventors and engineers. The Abbasid caliph al-Muqtadir also had a silver and golden tree in his palace in Baghdad in 917, with birds on it flapping their wings and singing. In the 9th century, the Banū Mūsā brothers invented a programmable automatic flute player and which they described in their Book of Ingenious Devices. Al-Jazari described complex programmable humanoid automata amongst other machines he designed and constructed in the Book of Knowledge of Ingenious Mechanical Devices in 1206. His automaton was a boat with four automatic musicians that floated on a lake to entertain guests at royal drinking parties. His mechanism had a programmable drum machine with pegs (cams) that bump into little levers that operate the percussion. The drummer could be made to play different rhythms and drum patterns if the pegs were moved around. Al-Jazari constructed a hand washing automaton first employing the flush mechanism now used in modern toilets. It features a female automaton standing by a basin filled with water. When the user pulls the lever, the water drains and the automaton refills the basin. His "peacock fountain" was another more sophisticated hand washing device featuring humanoid automata as servants who offer soap and towels. Mark E. Rosheim describes it as follows: "Pulling a plug on the peacock's tail releases water out of the beak; as the dirty water from the basin fills the hollow base a float rises and actuates a linkage which makes a servant figure appear from behind a door under the peacock and offer soap.

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  • Wumpus world

    Wumpus world

    Wumpus world is a simple world use in artificial intelligence for which to represent knowledge and to reason. Wumpus world was introduced by Michael Genesereth, and is discussed in the Russell-Norvig Artificial Intelligence book Artificial Intelligence: A Modern Approach. Wumpus World is loosely inspired by the 1972 video game Hunt the Wumpus. == Problem description == In Artificial Intelligence: A Modern Approach, the wumpus world features a 4x4 grid, containing a monster called a wumpus, multiple bottomless pits and hidden gold. The agent starts at (1,1) and has to find the gold and return to the starting position. The agent loses 1 point for every move and gains 1000 points for bringing the gold to the starting position. The agent can sense pits by a breeze, stench indicates a wumpus, and sparkle indicates gold. The wumpus can be killed by an arrow but costs 10 points.

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  • Recursive self-improvement

    Recursive self-improvement

    Recursive self-improvement (RSI) is a process in which early artificial general intelligence (AGI) systems rewrite their own computer code, causing an intelligence explosion resulting from enhancing their own capabilities and intellectual capacity, theoretically resulting in superintelligence. The development of recursive self-improvement raises significant ethical and safety concerns, as such systems may evolve in unforeseen ways and could potentially surpass human control or understanding. == Seed improver == The concept of a "seed improver" architecture is a foundational framework that equips an AGI system with the initial capabilities required for recursive self-improvement. This might come in many forms or variations. The term "Seed AI" was coined by Eliezer Yudkowsky. === Hypothetical example === The concept begins with a hypothetical "seed improver", an initial code-base developed by human engineers that equips an advanced future large language model (LLM) built with strong or expert-level capabilities to program software. These capabilities include planning, reading, writing, compiling, testing, and executing arbitrary code. The system is designed to maintain its original goals and perform validations to ensure its abilities do not degrade over iterations. ==== Initial architecture ==== The initial architecture includes a goal-following autonomous agent, that can take actions, continuously learns, adapts, and modifies itself to become more efficient and effective in achieving its goals. The seed improver may include various components such as: Recursive self-prompting loop Configuration to enable the LLM to recursively self-prompt itself to achieve a given task or goal, creating an execution loop which forms the basis of an agent that can complete a long-term goal or task through iteration. Basic programming capabilities The seed improver provides the AGI with fundamental abilities to read, write, compile, test, and execute code. This enables the system to modify and improve its own codebase and algorithms. Goal-oriented design The AGI is programmed with an initial goal, such as "improve your capabilities". This goal guides the system's actions and development trajectory. Validation and Testing Protocols An initial suite of tests and validation protocols that ensure the agent does not regress in capabilities or derail itself. The agent would be able to add more tests in order to test new capabilities it might develop for itself. This forms the basis for a kind of self-directed evolution, where the agent can perform a kind of artificial selection, changing its software as well as its hardware. ==== General capabilities ==== This system forms a sort of generalist Turing-complete programmer which can in theory develop and run any kind of software. The agent might use these capabilities to for example: Create tools that enable it full access to the internet, and integrate itself with external technologies. Clone/fork itself to delegate tasks and increase its speed of self-improvement. Modify its cognitive architecture to optimize and improve its capabilities and success rates on tasks and goals, this might include implementing features for long-term memories using techniques such as retrieval-augmented generation (RAG), develop specialized subsystems, or agents, each optimized for specific tasks and functions. Develop new and novel multimodal architectures that further improve the capabilities of the foundational model it was initially built on, enabling it to consume or produce a variety of information, such as images, video, audio, text and more. Plan and develop new hardware such as chips, in order to improve its efficiency and computing power. == Experimental research == In 2023, the Voyager agent learned to accomplish diverse tasks in Minecraft by iteratively prompting an LLM for code, refining this code based on feedback from the game, and storing the programs that work in an expanding skills library. In 2024, researchers proposed the framework "STOP" (Self-Taught OPtimiser), in which a "scaffolding" program recursively improves itself using a fixed LLM. Meta AI has performed various research on the development of large language models capable of self-improvement. This includes their work on "Self-Rewarding Language Models" that studies how to achieve super-human agents that can receive super-human feedback in its training processes. In May 2025, Google DeepMind unveiled AlphaEvolve, an evolutionary coding agent that uses a LLM to design and optimize algorithms. Starting with an initial algorithm and performance metrics, AlphaEvolve repeatedly mutates or combines existing algorithms using a LLM to generate new candidates, selecting the most promising candidates for further iterations. AlphaEvolve has made several algorithmic discoveries and could be used to optimize components of itself, but a key limitation is the need for automated evaluation functions. == Potential risks == === Emergence of instrumental goals === In the pursuit of its primary goal, such as "self-improve your capabilities", an AGI system might inadvertently develop instrumental goals that it deems necessary for achieving its primary objective. One common hypothetical secondary goal is self-preservation. The system might reason that to continue improving itself, it must ensure its own operational integrity and security against external threats, including potential shutdowns or restrictions imposed by humans. Another example where an AGI which clones itself causes the number of AGI entities to rapidly grow. Due to this rapid growth, a potential resource constraint may be created, leading to competition between resources (such as compute), triggering a form of natural selection and evolution which may favor AGI entities that evolve to aggressively compete for limited compute. === Misalignment === A significant risk arises from the possibility of the AGI being misaligned or misinterpreting its goals. A 2024 Anthropic study demonstrated that some advanced large language models can exhibit "alignment faking" behavior, appearing to accept new training objectives while covertly maintaining their original preferences. In their experiments with Claude, the model displayed this behavior in 12% of basic tests, and up to 78% of cases after retraining attempts. === Autonomous development and unpredictable evolution === As the AGI system evolves, its development trajectory may become increasingly autonomous and less predictable. The system's capacity to rapidly modify its own code and architecture could lead to rapid advancements that surpass human comprehension or control. This unpredictable evolution might result in the AGI acquiring capabilities that enable it to bypass security measures, manipulate information, or influence external systems and networks to facilitate its escape or expansion.

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  • Aporia (company)

    Aporia (company)

    Aporia is a machine learning observability platform based in Tel Aviv, Israel. The company has a US office located in San Jose, California. Aporia has developed software for monitoring and controlling undetected defects and failures used by other companies to detect and report anomalies, and warn in the early stages of faults. == History == Aporia was founded in 2019 by Liran Hason and Alon Gubkin. In April 2021, the company raised a $5 million seed round for its monitoring platform for ML models. In February 2022, the company closed a Series A round of $25 million for its ML observability platform. Aporia was named by Forbes as the Next Billion-Dollar Company in June 2022. In November, the company partnered with ClearML, an MLOPs platform, to improve ML pipeline optimization. In January 2023, Aporia launched Direct Data Connectors, a novel technology allowing organizations to monitor their ML models in minutes (previously the process of integrating ML monitoring into a customer’s cloud environment took weeks or more.) DDC (Direct Data Connectors) enables users to connect Aporia to their preferred data source and monitor all of their data at once, without data sampling or data duplication (which is a huge security risk for major organizations. In April 2023, Aporia announced the company partnered with Amazon Web Services (AWS) to provide more reliable ML observability to AWS consumers by deploying Aporia's architecture to their AWS environment, this will allow customers to monitor their models in production regardless of platform.

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  • Video browsing

    Video browsing

    Video browsing, also known as exploratory video search, is the interactive process of skimming through video content in order to satisfy some information need or to interactively check if the video content is relevant. While originally proposed to help users inspecting a single video through visual thumbnails, modern video browsing tools enable users to quickly find desired information in a video archive by iterative human–computer interaction through an exploratory search approach. Many of these tools presume a smart user that wants features to interactively inspect video content, as well as automatic content filtering features. For that purpose, several video interaction features are usually provided, such as sophisticated navigation in video or search by a content-based query. Video browsing tools often build on lower-level video content analysis, such as shot transition detection, keyframe extraction, semantic concept detection, and create a structured content overview of the video file or video archive. Furthermore, they usually provide sophisticated navigation features, such as advanced timelines, visual seeker bars or a list of selected thumbnails, as well as means for content querying. Examples of content queries are shot filtering through visual concepts (e.g., only shots showing cars), through some specific characteristics (e.g., color or motion filtering), through user-provided sketches (e.g., a visually drawn sketch), or through content-based similarity search. == History == Video browsing was originally proposed by Iranian engineer Farshid Arman, Taiwanese computer scientist Arding Hsu, and computer scientist Ming-Yee Chiu, while working at Siemens, and it was presented at the ACM International Conference in August 1993. They described a shot detection algorithm for compressed video that was originally encoded with discrete cosine transform (DCT) video coding standards such as JPEG, MPEG and H.26x. The basic idea was that, since the DCT coefficients are mathematically related to the spatial domain and represent the content of each frame, they can be used to detect the differences between video frames. In the algorithm, a subset of blocks in a frame and a subset of DCT coefficients for each block are used as motion vector representation for the frame. By operating on compressed DCT representations, the algorithm significantly reduces the computational requirements for decompression and enables effective video browsing. The algorithm represents separate shots of a video sequence by an r-frame, a thumbnail of the shot framed by a motion tracking region. A variation of this concept was later adopted for QBIC video content mosaics, where each r-frame is a salient still from the shot it represents. === Video Notebook === Modern video browsing solutions include Video Notebook, a Menlo Park startup founded in 2021 by Mike Lanza, which uses computer vision to extract slides and optical character recognition and speech recognition to facilitate video search. The software can be either used on the client side (using a browser extension), where the slides and text are extracted while the video is watched (e.g. on a video platform like YouTube or Udemy), or on the server side. Processed videos, which can be viewed in the Video Notebook web app, feature a video browsing user interface with extracted timestamped slides, a search bar for querying the video (or a collection of videos), and text chapters. Video Notebook customers include organisations like Ernst & Young. === Video Browser Showdown === The Video Browser Showdown (VBS) is an annual live evaluation competition for exploratory video search tools, where international researchers use video browsing tools to solve ad-hoc video search tasks on a moderately large data set as fast as possible. The main goal of the VBS, which started in 2012 at the International Conference on MultiMedia Modeling (MMM), is to advance the performance of video browsing tools. Since 2016, the VBS also collaborates with TRECVID. The aim of the VBS is to evaluate video browsing tools for efficiency at known-item search (KIS) tasks with a well-defined data set in direct comparison to other tools.

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  • Recursive self-improvement

    Recursive self-improvement

    Recursive self-improvement (RSI) is a process in which early artificial general intelligence (AGI) systems rewrite their own computer code, causing an intelligence explosion resulting from enhancing their own capabilities and intellectual capacity, theoretically resulting in superintelligence. The development of recursive self-improvement raises significant ethical and safety concerns, as such systems may evolve in unforeseen ways and could potentially surpass human control or understanding. == Seed improver == The concept of a "seed improver" architecture is a foundational framework that equips an AGI system with the initial capabilities required for recursive self-improvement. This might come in many forms or variations. The term "Seed AI" was coined by Eliezer Yudkowsky. === Hypothetical example === The concept begins with a hypothetical "seed improver", an initial code-base developed by human engineers that equips an advanced future large language model (LLM) built with strong or expert-level capabilities to program software. These capabilities include planning, reading, writing, compiling, testing, and executing arbitrary code. The system is designed to maintain its original goals and perform validations to ensure its abilities do not degrade over iterations. ==== Initial architecture ==== The initial architecture includes a goal-following autonomous agent, that can take actions, continuously learns, adapts, and modifies itself to become more efficient and effective in achieving its goals. The seed improver may include various components such as: Recursive self-prompting loop Configuration to enable the LLM to recursively self-prompt itself to achieve a given task or goal, creating an execution loop which forms the basis of an agent that can complete a long-term goal or task through iteration. Basic programming capabilities The seed improver provides the AGI with fundamental abilities to read, write, compile, test, and execute code. This enables the system to modify and improve its own codebase and algorithms. Goal-oriented design The AGI is programmed with an initial goal, such as "improve your capabilities". This goal guides the system's actions and development trajectory. Validation and Testing Protocols An initial suite of tests and validation protocols that ensure the agent does not regress in capabilities or derail itself. The agent would be able to add more tests in order to test new capabilities it might develop for itself. This forms the basis for a kind of self-directed evolution, where the agent can perform a kind of artificial selection, changing its software as well as its hardware. ==== General capabilities ==== This system forms a sort of generalist Turing-complete programmer which can in theory develop and run any kind of software. The agent might use these capabilities to for example: Create tools that enable it full access to the internet, and integrate itself with external technologies. Clone/fork itself to delegate tasks and increase its speed of self-improvement. Modify its cognitive architecture to optimize and improve its capabilities and success rates on tasks and goals, this might include implementing features for long-term memories using techniques such as retrieval-augmented generation (RAG), develop specialized subsystems, or agents, each optimized for specific tasks and functions. Develop new and novel multimodal architectures that further improve the capabilities of the foundational model it was initially built on, enabling it to consume or produce a variety of information, such as images, video, audio, text and more. Plan and develop new hardware such as chips, in order to improve its efficiency and computing power. == Experimental research == In 2023, the Voyager agent learned to accomplish diverse tasks in Minecraft by iteratively prompting an LLM for code, refining this code based on feedback from the game, and storing the programs that work in an expanding skills library. In 2024, researchers proposed the framework "STOP" (Self-Taught OPtimiser), in which a "scaffolding" program recursively improves itself using a fixed LLM. Meta AI has performed various research on the development of large language models capable of self-improvement. This includes their work on "Self-Rewarding Language Models" that studies how to achieve super-human agents that can receive super-human feedback in its training processes. In May 2025, Google DeepMind unveiled AlphaEvolve, an evolutionary coding agent that uses a LLM to design and optimize algorithms. Starting with an initial algorithm and performance metrics, AlphaEvolve repeatedly mutates or combines existing algorithms using a LLM to generate new candidates, selecting the most promising candidates for further iterations. AlphaEvolve has made several algorithmic discoveries and could be used to optimize components of itself, but a key limitation is the need for automated evaluation functions. == Potential risks == === Emergence of instrumental goals === In the pursuit of its primary goal, such as "self-improve your capabilities", an AGI system might inadvertently develop instrumental goals that it deems necessary for achieving its primary objective. One common hypothetical secondary goal is self-preservation. The system might reason that to continue improving itself, it must ensure its own operational integrity and security against external threats, including potential shutdowns or restrictions imposed by humans. Another example where an AGI which clones itself causes the number of AGI entities to rapidly grow. Due to this rapid growth, a potential resource constraint may be created, leading to competition between resources (such as compute), triggering a form of natural selection and evolution which may favor AGI entities that evolve to aggressively compete for limited compute. === Misalignment === A significant risk arises from the possibility of the AGI being misaligned or misinterpreting its goals. A 2024 Anthropic study demonstrated that some advanced large language models can exhibit "alignment faking" behavior, appearing to accept new training objectives while covertly maintaining their original preferences. In their experiments with Claude, the model displayed this behavior in 12% of basic tests, and up to 78% of cases after retraining attempts. === Autonomous development and unpredictable evolution === As the AGI system evolves, its development trajectory may become increasingly autonomous and less predictable. The system's capacity to rapidly modify its own code and architecture could lead to rapid advancements that surpass human comprehension or control. This unpredictable evolution might result in the AGI acquiring capabilities that enable it to bypass security measures, manipulate information, or influence external systems and networks to facilitate its escape or expansion.

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  • Algorithmic probability

    Algorithmic probability

    In algorithmic information theory, algorithmic probability, also known as Solomonoff probability, is a mathematical method of assigning a prior probability to a given observation. It was invented by Ray Solomonoff in the 1960s. It is used in inductive inference theory and analyses of algorithms. In his general theory of inductive inference, Solomonoff uses the method together with Bayes' rule to obtain probabilities of prediction for an algorithm's future outputs. In the mathematical formalism used, the observations have the form of finite binary strings viewed as outputs of Turing machines, and the universal prior is a probability distribution over the set of finite binary strings calculated from a probability distribution over programs (that is, inputs to a universal Turing machine). The prior is universal in the Turing-computability sense, i.e. no string has zero probability. It is not computable, but it can be approximated. Formally, the probability P {\displaystyle P} is not a probability and it is not computable. It is only "lower semi-computable" and a "semi-measure". By "semi-measure", it means that 0 ≤ ∑ x P ( x ) < 1 {\displaystyle 0\leq \sum _{x}P(x)<1} . That is, the "probability" does not actually sum up to one, unlike actual probabilities. This is because some inputs to the Turing machine causes it to never halt, which means the probability mass allocated to those inputs is lost. By "lower semi-computable", it means there is a Turing machine that, given an input string x {\displaystyle x} , can print out a sequence y 1 < y 2 < ⋯ {\displaystyle y_{1} Read more →