AI Code Update

AI Code Update — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Pixel shift

    Pixel shift

    Pixel shift is a method in digital cameras for producing a super-resolution image. The method works by taking several images, after each such capture moving ("shifting") the sensor to a new position. In digital colour cameras that employ pixel shift, this avoids a major limitation inherent in using Bayer pattern for obtaining colour, and instead produces an image with increased colour resolution and, assuming a static subject or additional computational steps, an image free of colour moiré. Taking this idea further, sub-pixel shifting may increase the resolution of the final image beyond that suggested by the specified resolution of the image sensor. Additionally, assuming that the various individual captures are taken at the same sensitivity, the final combined image will have less image noise than a single capture. This can be thought of as an averaging effect (for instance, in a pixel shift image composed of four individual frames with a classic Bayer pattern, every pixel in the final colour image is based on two measurements of the green channel). == List of cameras implementing pixel shift == All of the following cameras are fabricated with one imaging sensor, thus any kind of pixel shift requires a movement of the whole sensor. === Canon === Canon R5: Contains a 45 Mpixel sensor. The High-Resolution Mode shifts the sensor by one pixel to obtain a sequence of nine images that are merged into a 400 Mpixel image. === Fujifilm === Fujifilm GFX50S II: contains a 51 Mpixel sensor. The Pixel Shift Multi-Shot mode shifts the imaging sensor by 0.5-pixel movements to obtain a sequence of 16 images that are subsequently merged into a 200 Mpixel image. Fujifilm GFX100, Fujifilm GFX100 II: contains a 102 Mpixel sensor. A sequence of 16 pixel shifted images are merged into a 400 Mpixel image. Fujifilm GFX100S, Fujifilm GFX100S II: contains a 102 Mpixel sensor. A sequence of 16 pixel shifted images are merged into a 400 Mpixel image Fujifilm GFX100IR: contains a 102 Mpixel sensor. A sequence of 16 pixel shifted images are merged into a 400 Mpixel image Fujifilm X-H2: contains a 40 Mpixel sensor. A sequence of 20 shifted images are merged into a 160 Mpixel image. Fujifilm X-T5: contains a 40 Mpixel sensor. A sequence of 20 shifted images are merged into a 160 Mpixel image. === Nikon === Nikon Z8: contains a 47.5 Mpixel sensor. The High Res shot mode shifts the imaging sensor by 0.5-pixel movements to obtain a sequence of up to 32 images that can be merged in Nikon's NX studio software. Nikon Zf: contains a 24 Mpixel sensor. The High Res shot mode shifts the imaging sensor by 0.5-pixel movements to obtain a sequence of up to 32 images that can be merged in Nikon's NX studio software. === Olympus === Olympus OM-D E-M1 Mark II: contains a 20.4 Mpixel sensor. The High Res shot mode produces a 50 Mpixel image. Olympus OM-D E-M5 Mark II: contains a 16 Mpixel sensor. The High Res shot mode shifts the imaging sensor by 0.5-pixel movements to obtain a sequence of 8 images that are subsequently merged into a 40 Mpixel image. Olympus OM-D E-M5 Mark III: contains a 20.4 Mpixel sensor. The High Res shot mode shifts the imaging sensor by 0.5-pixel movements to obtain a sequence of 8 images that are subsequently merged into a 50 Mpixel image. Olympus OM-D E-M1X: contains a 20.4 Mpixel sensor. The camera sports two pixel shift mode: (a) the 80Mp Tripod mode produces an 80 Mpixel image, (b) the Handheld High Res shot mode produces a 50 Mpixel image. Olympus PEN-F: contains a 20.4 Mpixel sensor. The High Res Shot mode takes multiple images, continually shifting the position of the sensor in sub-pixel increments. Combining these images results in either a 50MP JPEG or an 80MP Raw file. ==== OM System ==== OM System OM-1: contains a 20MPix sensor. The High Res Shot mode takes multiple images, and it can be used handheld or on a tripod. Handheld it will internally produce 50 Mpix files and 80 Mpix when mounted on a tripod. OM System OM-5: contains a 20MPix sensor. The High Res Shot mode takes multiple images, and it can be used handheld or on a tripod. Handheld it will internally produce 50 Mpix files and 80 Mpix when mounted on a tripod. === Panasonic === Panasonic Lumix DC-G9: contains a 20.3 Mpixel sensor. The High Resolution Mode takes a sequence of 8 shots in quick succession between which the sensor is shifted by 0.5 pixel for each image. These are subsequently merged into an 80 Mpixel image. Panasonic Lumix DC-S1: contains a 24.2 Mpixel sensor. The High Resolution Mode takes a sequence of shots in quick succession between which the sensor is shifted by a small amount. These are subsequently merged into a 96 Mpixel image. Panasonic Lumix DC-S1R: contains a 47.3 Mpixel sensor. The High Resolution Mode shifts the imaging sensor by a small increments to obtain a sequence of 8 images that are subsequently merged into a 187 Mpixel image. Panasonic Lumix DC-S1H Panasonic Lumix DC-S5 === Pentax === Pentax K-70: contains a 24.3 Mpixel sensor. The pixel shift mode takes a sequence of 4 shots between which the sensor is shifted by 1 pixel. These are subsequently merged into an image sporting 'all color data in each pixel to deliver super-high-resolution images'. Pentax KP: contains a 24.3 Mpixel sensor. The pixel shift mode takes a sequence of 4 shots between which the sensor is shifted by 1 pixel. These are subsequently merged into an image sporting 'high-resolution images with more accurate colours and much finer details'. Pentax K-3 II: contains a 24.3 Mpixel sensor. The pixel shift mode takes a sequence of 4 shots between which the sensor is shifted by 1 pixel. These are subsequently merged into an image sporting 'super-high-resolution images with far more truthful color reproduction and much finer details'. Pentax K-3 III: contains a 25.7 Mpixel sensor. The pixel shift mode takes a sequence of 4 shots between which the sensor is shifted by 1 pixel. These are subsequently merged into an image sporting 'a cancelling out of the Bayer pattern and removal of the need for sharpness-sapping demosaicing'. Pentax K-1: contains a 36.4 Mpixel sensor. The pixel shift mode takes a sequence of 4 shots between which the sensor is shifted by 1 pixel. These are subsequently merged into an image sporting 'improved detail and colour resolution'. Pentax K-1 II: contains a 36.4 Mpixel sensor. The camera sports two pixel shift mode: (a) a series of 4 tripod-stabilised images shifted by 1 pixel each are subsequently combined into a 47.3 Mpixel image, (b) a series of images taken in handheld mode are combined into a 47.3 Mpixel image that is, within limits, able to cope even with moving subjects. === Sony === Sony a6600: contains a 24.3 Mpixel sensor. The pixel shift mode takes a sequence of 4 shots between which the sensor is shifted by 1 pixel. These are subsequently merged into an image sporting 'all color data in each pixel to deliver super-high-resolution images'. Sony α7R III: contains a 42.4 Mpixel sensor. The pixel shift mode takes a sequence of 4 shots between which the sensor is shifted by 1 pixel. These are subsequently merged into a 42.4 Mpixel image with improved tonal resolution. Sony α7R IV: contains a 61 Mpixel sensor. The camera has two pixel shift modes, (a) the first takes a sequence of 4 shots between which the sensor is shifted by 1 pixel. These are subsequently merged into a 61 Mpixel image with improved tonal resolution, (b) the other takes a sequence of 16 shots between which the sensor is shifted by 0.5 pixel. These are subsequently merged into a 240 Mpixel image with both enhanced detail and improved tonal resolution. Sony α1: contains a 50 Mpixel sensor. The camera has two pixel shift modes, (a) the first takes a sequence of 4 shots between which the sensor is shifted by 1 pixel. These are subsequently merged into a 50 Mpixel image with improved tonal resolution, (b) the other takes a sequence of 16 shots between which the sensor is shifted by 0.5 pixel. These are subsequently merged into a 200 Mpixel image with both enhanced detail and improved tonal resolution. === Hasselblad === Hasselblad H3DII: the model H3DII-39 sports a 39 Mpixel sensor, the model H3DII-50 a 50 Mpixel sensor. Both enable a pixel shift mode which takes a sequence of 4 shots between which the sensor is shifted by 1 pixel. These are subsequently merged into a single image. Hasselblad H4D series: the model H4D-200MS contains a 50 Mpixel sensor. The sensor sports 3 different pixel shift modes which take (a) a sequence of 6 shots taken at slight offsets, (b) a sequence of 4 shots between which the sensor is shifted by 1 pixel, (c) a sequence of 4 shots between which the sensor is shifted by 0.5 pixels. Images obtained by all three modes are subsequently merged into 200 Mpixel images. Hasselblad H5D series: both models H5D-50c MS and H5D-200c MS contain a 50 Mpixel sensor. This sensor sports 2 different pixel shift modes which take (a) a sequence of 6 shots with full and half pixel moveme

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  • E-gree (app)

    E-gree (app)

    E-gree is a legal app that became well known in 2020. It was the first app of its kind to protect users against a number of dating-related issues, including revenge porn. == Background == The app was co-founded by Araz Mamet, Keith Fraser and Ilya Flaks. The app focuses on privacy, with users being able to set up various contracts to protect themselves following a breakup, or while dating. This notably included signing an NDA when sexting. The app received investment from a number of notable people and companies, including Natalia Vodianova.

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  • Weak supervision

    Weak supervision

    Weak supervision (also known as semi-supervised learning) is a paradigm in machine learning, the relevance and notability of which increased with the advent of large language models due to the large amount of data required to train them. It is characterized by using a combination of a small amount of human-labeled data (exclusively used in more expensive and time-consuming supervised learning paradigm), followed by a large amount of unlabeled data (used exclusively in unsupervised learning paradigm). In other words, the desired output values are provided only for a subset of the training data. The remaining data is unlabeled or imprecisely labeled. Intuitively, it can be seen as an exam and labeled data as sample problems that the teacher solves for the class as an aid in solving another set of problems. In the transductive setting, these unsolved problems act as exam questions. In the inductive setting, they become practice problems of the sort that will make up the exam. == Problem == The acquisition of labeled data for a learning problem often requires a skilled human agent (e.g. to transcribe an audio segment) or a physical experiment (e.g. determining the 3D structure of a protein or determining whether there is oil at a particular location). The cost associated with the labeling process thus may render large, fully labeled training sets infeasible, whereas acquisition of unlabeled data is relatively inexpensive. In such situations, semi-supervised learning can be of great practical value. Semi-supervised learning is also of theoretical interest in machine learning and as a model for human learning. == Technique == More formally, semi-supervised learning assumes a set of l {\displaystyle l} independently identically distributed examples x 1 , … , x l ∈ X {\displaystyle x_{1},\dots ,x_{l}\in X} with corresponding labels y 1 , … , y l ∈ Y {\displaystyle y_{1},\dots ,y_{l}\in Y} and u {\displaystyle u} unlabeled examples x l + 1 , … , x l + u ∈ X {\displaystyle x_{l+1},\dots ,x_{l+u}\in X} are processed. Semi-supervised learning combines this information to surpass the classification performance that can be obtained either by discarding the unlabeled data and doing supervised learning or by discarding the labels and doing unsupervised learning. Semi-supervised learning may refer to either transductive learning or inductive learning. The goal of transductive learning is to infer the correct labels for the given unlabeled data x l + 1 , … , x l + u {\displaystyle x_{l+1},\dots ,x_{l+u}} only. The goal of inductive learning is to infer the correct mapping from X {\displaystyle X} to Y {\displaystyle Y} . It is unnecessary (and, according to Vapnik's principle, imprudent) to perform transductive learning by way of inferring a classification rule over the entire input space; however, in practice, algorithms formally designed for transduction or induction are often used interchangeably. == Assumptions == In order to make any use of unlabeled data, some relationship to the underlying distribution of data must exist. Semi-supervised learning algorithms make use of at least one of the following assumptions: === Continuity / smoothness assumption === Points that are close to each other are more likely to share a label. This is also generally assumed in supervised learning and yields a preference for geometrically simple decision boundaries. In the case of semi-supervised learning, the smoothness assumption additionally yields a preference for decision boundaries in low-density regions, so few points are close to each other but in different classes. === Cluster assumption === The data tend to form discrete clusters, and points in the same cluster are more likely to share a label (although data that shares a label may spread across multiple clusters). This is a special case of the smoothness assumption and gives rise to feature learning with clustering algorithms. === Manifold assumption === The data lie approximately on a manifold of much lower dimension than the input space. In this case learning the manifold using both the labeled and unlabeled data can avoid the curse of dimensionality. Then learning can proceed using distances and densities defined on the manifold. The manifold assumption is practical when high-dimensional data are generated by some process that may be hard to model directly, but which has only a few degrees of freedom. For instance, human voice is controlled by a few vocal folds, and images of various facial expressions are controlled by a few muscles. In these cases, it is better to consider distances and smoothness in the natural space of the generating problem, rather than in the space of all possible acoustic waves or images, respectively. == History == The heuristic approach of self-training (also known as self-learning or self-labeling) is historically the oldest approach to semi-supervised learning, with examples of applications starting in the 1960s. The transductive learning framework was formally introduced by Vladimir Vapnik in the 1970s. Interest in inductive learning using generative models also began in the 1970s. A probably approximately correct learning bound for semi-supervised learning of a Gaussian mixture was demonstrated by Ratsaby and Venkatesh in 1995. == Methods == === Generative models === Generative approaches to statistical learning first seek to estimate p ( x | y ) {\displaystyle p(x|y)} , the distribution of data points belonging to each class. The probability p ( y | x ) {\displaystyle p(y|x)} that a given point x {\displaystyle x} has label y {\displaystyle y} is then proportional to p ( x | y ) p ( y ) {\displaystyle p(x|y)p(y)} by Bayes' rule. Semi-supervised learning with generative models can be viewed either as an extension of supervised learning (classification plus information about p ( x ) {\displaystyle p(x)} ) or as an extension of unsupervised learning (clustering plus some labels). Generative models assume that the distributions take some particular form p ( x | y , θ ) {\displaystyle p(x|y,\theta )} parameterized by the vector θ {\displaystyle \theta } . If these assumptions are incorrect, the unlabeled data may actually decrease the accuracy of the solution relative to what would have been obtained from labeled data alone. However, if the assumptions are correct, then the unlabeled data necessarily improves performance. The unlabeled data are distributed according to a mixture of individual-class distributions. In order to learn the mixture distribution from the unlabeled data, it must be identifiable, that is, different parameters must yield different summed distributions. Gaussian mixture distributions are identifiable and commonly used for generative models. The parameterized joint distribution can be written as p ( x , y | θ ) = p ( y | θ ) p ( x | y , θ ) {\displaystyle p(x,y|\theta )=p(y|\theta )p(x|y,\theta )} by using the chain rule. Each parameter vector θ {\displaystyle \theta } is associated with a decision function f θ ( x ) = argmax y p ( y | x , θ ) {\displaystyle f_{\theta }(x)={\underset {y}{\operatorname {argmax} }}\ p(y|x,\theta )} . The parameter is then chosen based on fit to both the labeled and unlabeled data, weighted by λ {\displaystyle \lambda } : argmax Θ ( log ⁡ p ( { x i , y i } i = 1 l | θ ) + λ log ⁡ p ( { x i } i = l + 1 l + u | θ ) ) {\displaystyle {\underset {\Theta }{\operatorname {argmax} }}\left(\log p(\{x_{i},y_{i}\}_{i=1}^{l}|\theta )+\lambda \log p(\{x_{i}\}_{i=l+1}^{l+u}|\theta )\right)} === Low-density separation === Another major class of methods attempts to place boundaries in regions with few data points (labeled or unlabeled). One of the most commonly used algorithms is the transductive support vector machine, or TSVM (which, despite its name, may be used for inductive learning as well). Whereas support vector machines for supervised learning seek a decision boundary with maximal margin over the labeled data, the goal of TSVM is a labeling of the unlabeled data such that the decision boundary has maximal margin over all of the data. In addition to the standard hinge loss ( 1 − y f ( x ) ) + {\displaystyle (1-yf(x))_{+}} for labeled data, a loss function ( 1 − | f ( x ) | ) + {\displaystyle (1-|f(x)|)_{+}} is introduced over the unlabeled data by letting y = sign ⁡ f ( x ) {\displaystyle y=\operatorname {sign} {f(x)}} . TSVM then selects f ∗ ( x ) = h ∗ ( x ) + b {\displaystyle f^{}(x)=h^{}(x)+b} from a reproducing kernel Hilbert space H {\displaystyle {\mathcal {H}}} by minimizing the regularized empirical risk: f ∗ = argmin f ( ∑ i = 1 l ( 1 − y i f ( x i ) ) + + λ 1 ‖ h ‖ H 2 + λ 2 ∑ i = l + 1 l + u ( 1 − | f ( x i ) | ) + ) {\displaystyle f^{}={\underset {f}{\operatorname {argmin} }}\left(\displaystyle \sum _{i=1}^{l}(1-y_{i}f(x_{i}))_{+}+\lambda _{1}\|h\|_{\mathcal {H}}^{2}+\lambda _{2}\sum _{i=l+1}^{l+u}(1-|f(x_{i})|)_{+}\right)} An exact solution is intractable due to the non-convex term ( 1 − | f ( x ) | ) + {\displayst

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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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  • Energy-based model

    Energy-based model

    An energy-based model (EBM), also called Canonical Ensemble Learning (CEL) or Learning via Canonical Ensemble (LCE), is an application of canonical ensemble formulation from statistical physics for learning from data. The approach prominently appears in generative artificial intelligence. EBMs provide a unified framework for many probabilistic and non-probabilistic approaches to such learning, particularly for training graphical and other structured models. An EBM learns the characteristics of a target dataset and generates a similar but larger dataset. EBMs detect the latent variables of a dataset and generate new datasets with a similar distribution. Energy-based generative neural networks is a class of generative models, which aim to learn explicit probability distributions of data in the form of energy-based models, the energy functions of which are parameterized by modern deep neural networks. Boltzmann machines are a special form of energy-based models with a specific parametrization of the energy. == Description == For a given input x {\displaystyle x} , the model describes an energy E θ ( x ) {\displaystyle E_{\theta }(x)} such that the Boltzmann distribution P θ ( x ) = e − β E θ ( x ) Z ( θ ) {\displaystyle P_{\theta }(x)={e^{-\beta E_{\theta }(x)} \over Z(\theta )}} is a probability (density), and typically β = 1 {\displaystyle \beta =1} . Since the normalization constant: Z ( θ ) := ∫ x ∈ X e − β E θ ( x ) d x {\displaystyle Z(\theta ):=\int _{x\in X}e^{-\beta E_{\theta }(x)}dx} (also known as the partition function) depends on all the Boltzmann factors of all possible inputs x {\displaystyle x} , it cannot be easily computed or reliably estimated during training simply using standard maximum likelihood estimation. However, for maximizing the likelihood during training, the gradient of the log-likelihood of a single training example x {\displaystyle x} is given by using the chain rule: ∂ θ log ⁡ ( P θ ( x ) ) = E x ′ ∼ P θ [ ∂ θ E θ ( x ′ ) ] − ∂ θ E θ ( x ) ( ∗ ) {\displaystyle \partial _{\theta }\log \left(P_{\theta }(x)\right)=\mathbb {E} _{x'\sim P_{\theta }}[\partial _{\theta }E_{\theta }(x')]-\partial _{\theta }E_{\theta }(x)\,()} The expectation in the above formula for the gradient can be approximately estimated by drawing samples x ′ {\displaystyle x'} from the distribution P θ {\displaystyle P_{\theta }} using Markov chain Monte Carlo (MCMC). Early energy-based models, such as the 2003 Boltzmann machine by Hinton, estimated this expectation via blocked Gibbs sampling. Newer approaches make use of more efficient Stochastic Gradient Langevin Dynamics (LD), drawing samples using: x 0 ′ ∼ P 0 , x i + 1 ′ = x i ′ − α 2 ∂ E θ ( x i ′ ) ∂ x i ′ + ϵ {\displaystyle x_{0}'\sim P_{0},x_{i+1}'=x_{i}'-{\frac {\alpha }{2}}{\frac {\partial E_{\theta }(x_{i}')}{\partial x_{i}'}}+\epsilon } , where ϵ ∼ N ( 0 , α ) {\displaystyle \epsilon \sim {\mathcal {N}}(0,\alpha )} . A replay buffer of past values x i ′ {\displaystyle x_{i}'} is used with LD to initialize the optimization module. The parameters θ {\displaystyle \theta } of the neural network are therefore trained in a generative manner via MCMC-based maximum likelihood estimation: the learning process follows an "analysis by synthesis" scheme, where within each learning iteration, the algorithm samples the synthesized examples from the current model by a gradient-based MCMC method (e.g., Langevin dynamics or Hybrid Monte Carlo), and then updates the parameters θ {\displaystyle \theta } based on the difference between the training examples and the synthesized ones – see equation ( ∗ ) {\displaystyle ()} . This process can be interpreted as an alternating mode seeking and mode shifting process, and also has an adversarial interpretation. Essentially, the model learns a function E θ {\displaystyle E_{\theta }} that associates low energies to correct values, and higher energies to incorrect values. After training, given a converged energy model E θ {\displaystyle E_{\theta }} , the Metropolis–Hastings algorithm can be used to draw new samples. The acceptance probability is given by: P a c c ( x i → x ∗ ) = min ( 1 , P θ ( x ∗ ) P θ ( x i ) ) . {\displaystyle P_{acc}(x_{i}\to x^{})=\min \left(1,{\frac {P_{\theta }(x^{})}{P_{\theta }(x_{i})}}\right).} == History == The term "energy-based models" was first coined in a 2003 JMLR paper where the authors defined a generalisation of independent components analysis to the overcomplete setting using EBMs. Other early work on EBMs proposed models that represented energy as a composition of latent and observable variables. == Characteristics == EBMs demonstrate useful properties: Simplicity and stability. The EBM is the only object that needs to be designed and trained. Separate networks need not be trained to ensure balance. Adaptive computation time. An EBM can generate sharp, diverse samples or (more quickly) coarse, less diverse samples. Given infinite time, this procedure produces true samples. Flexibility. In Variational Autoencoders (VAE) and flow-based models, the generator learns a map from a continuous space to a (possibly) discontinuous space containing different data modes. EBMs can learn to assign low energies to disjoint regions (multiple modes). Adaptive generation. EBM generators are implicitly defined by the probability distribution, and automatically adapt as the distribution changes (without training), allowing EBMs to address domains where generator training is impractical, as well as minimizing mode collapse and avoiding spurious modes from out-of-distribution samples. Compositionality. Individual models are unnormalized probability distributions, allowing models to be combined through product of experts or other hierarchical techniques. == Experimental results == On image datasets such as CIFAR-10 and ImageNet 32x32, an EBM model generated high-quality images relatively quickly. It supported combining features learned from one type of image for generating other types of images. It was able to generalize using out-of-distribution datasets, outperforming flow-based and autoregressive models. EBM was relatively resistant to adversarial perturbations, behaving better than models explicitly trained against them with training for classification. == Applications == Target applications include natural language processing, robotics and computer vision. The first energy-based generative neural network is the generative ConvNet proposed in 2016 for image patterns, where the neural network is a convolutional neural network. The model has been generalized to various domains to learn distributions of videos, and 3D voxels. They are made more effective in their variants. They have proven useful for data generation (e.g., image synthesis, video synthesis, 3D shape synthesis, etc.), data recovery (e.g., recovering videos with missing pixels or image frames, 3D super-resolution, etc), data reconstruction (e.g., image reconstruction and linear interpolation ). == Alternatives == EBMs compete with techniques such as variational autoencoders (VAEs), generative adversarial networks (GANs) or normalizing flows. == Extensions == === Joint energy-based models === Joint energy-based models (JEM), proposed in 2020 by Grathwohl et al., allow any classifier with softmax output to be interpreted as energy-based model. The key observation is that such a classifier is trained to predict the conditional probability p θ ( y | x ) = e f → θ ( x ) [ y ] ∑ j = 1 K e f → θ ( x ) [ j ] for y = 1 , … , K and f → θ = ( f 1 , … , f K ) ∈ R K , {\displaystyle p_{\theta }(y|x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{\sum _{j=1}^{K}e^{{\vec {f}}_{\theta }(x)[j]}}}\ \ {\text{ for }}y=1,\dotsc ,K{\text{ and }}{\vec {f}}_{\theta }=(f_{1},\dotsc ,f_{K})\in \mathbb {R} ^{K},} where f → θ ( x ) [ y ] {\displaystyle {\vec {f}}_{\theta }(x)[y]} is the y-th index of the logits f → {\displaystyle {\vec {f}}} corresponding to class y. Without any change to the logits it was proposed to reinterpret the logits to describe a joint probability density: p θ ( y , x ) = e f → θ ( x ) [ y ] Z ( θ ) , {\displaystyle p_{\theta }(y,x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}},} with unknown partition function Z ( θ ) {\displaystyle Z(\theta )} and energy E θ ( x , y ) = − f θ ( x ) [ y ] {\displaystyle E_{\theta }(x,y)=-f_{\theta }(x)[y]} . By marginalization, we obtain the unnormalized density p θ ( x ) = ∑ y p θ ( y , x ) = ∑ y e f → θ ( x ) [ y ] Z ( θ ) =: e − E θ ( x ) , {\displaystyle p_{\theta }(x)=\sum _{y}p_{\theta }(y,x)=\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}=:e^{-E_{\theta }(x)},} therefore, E θ ( x ) = − log ⁡ ( ∑ y e f → θ ( x ) [ y ] Z ( θ ) ) , {\displaystyle E_{\theta }(x)=-\log \left(\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}\right),} so that any classifier can be used to define an energy function E θ ( x ) {\displaystyle E_{\theta }(x)} .

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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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  • Keyword extraction

    Keyword extraction

    Keyword extraction is tasked with the automatic identification of terms that best describe the subject of a document. Key phrases, key terms, key segments or just keywords are the terminology which is used for defining the terms that represent the most relevant information contained in the document. Although the terminology is different, function is the same: characterization of the topic discussed in a document. The task of keyword extraction is an important problem in text mining, information extraction, information retrieval and natural language processing (NLP). == Keyword assignment vs. extraction == Keyword assignment methods can be roughly divided into: keyword assignment (keywords are chosen from controlled vocabulary or taxonomy) and keyword extraction (keywords are chosen from words that are explicitly mentioned in original text). Methods for automatic keyword extraction can be supervised, semi-supervised, or unsupervised. Unsupervised methods can be further divided into simple statistics, linguistics or graph-based, or ensemble methods that combine some or most of these methods.

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  • Aikuma

    Aikuma

    Aikuma is an Android app for collecting speech recordings with time-aligned translations. The app includes a text-free interface for consecutive interpretation, designed for users who are not literate. The Aikuma won Grand Prize in the Open Source Software World Challenge (2013). == Name == Aikuma means "meeting place" in Usarufa, a Papuan language where this software was first used in 2012. == History == Aikuma was developed with sponsorship from the National Science Foundation, including a $101,501 (US) project, "to use mobile telephones to collect larger amounts of data on undocumented endangered languages than would never be possible through usual fieldwork." Aikuma and its modified version (Lig-Aikuma) have been used for collecting substantial quantities of audio in remote indigenous villages. A modified version of the app, called Lig-Aikuma, has been developed at the Université Grenoble Alpes (LIG laboratory) and implements new features such as elicitation of speech from text, images and videos. == Similar Software == Lingua Libre is an online collaborative project and tool by the Wikimedia France association, which can be used as a tool for Language Preservation. Lingua Libre enables to record words, phrases, or sentences of any language, oral (audio recording) or signed (video recording). It is a highly efficient method to record endangered languages since up to 1000 words can be recorded per hour. All the content is under Free License, and speakers of minority languages are encouraged to record their own dialects.

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  • WaveNet

    WaveNet

    WaveNet is a deep neural network for generating raw audio. It was created by researchers at London-based AI firm DeepMind. The technique, outlined in a paper in September 2016, is able to generate relatively realistic-sounding human-like voices by directly modelling waveforms using a neural network method trained with recordings of real speech. Tests with US English and Mandarin reportedly showed that the system outperforms Google's best existing text-to-speech (TTS) systems, although as of 2016 its text-to-speech synthesis still was less convincing than actual human speech. WaveNet's ability to generate raw waveforms means that it can model any kind of audio, including music. == History == Generating speech from text is an increasingly common task thanks to the popularity of software such as Apple's Siri, Microsoft's Cortana, Amazon Alexa and the Google Assistant. Most such systems use a variation of a technique that involves concatenated sound fragments together to form recognisable sounds and words. The most common of these is called concatenative TTS. It consists of large library of speech fragments, recorded from a single speaker that are then concatenated to produce complete words and sounds. The result sounds unnatural, with an odd cadence and tone. The reliance on a recorded library also makes it difficult to modify or change the voice. Another technique, known as parametric TTS, uses mathematical models to recreate sounds that are then assembled into words and sentences. The information required to generate the sounds is stored in the parameters of the model. The characteristics of the output speech are controlled via the inputs to the model, while the speech is typically created using a voice synthesiser known as a vocoder. This can also result in unnatural sounding audio. == Design and ongoing research == === Background === WaveNet is a type of feedforward neural network known as a deep convolutional neural network (CNN). In WaveNet, the CNN takes a raw signal as an input and synthesises an output one sample at a time. It does so by sampling from a softmax (i.e. categorical) distribution of a signal value that is encoded using μ-law companding transformation and quantized to 256 possible values. === Initial concept and results === According to the original September 2016 DeepMind research paper WaveNet: A Generative Model for Raw Audio, the network was fed real waveforms of speech in English and Mandarin. As these pass through the network, it learns a set of rules to describe how the audio waveform evolves over time. The trained network can then be used to create new speech-like waveforms at 16,000 samples per second. These waveforms include realistic breaths and lip smacks – but do not conform to any language. WaveNet is able to accurately model different voices, with the accent and tone of the input correlating with the output. For example, if it is trained with German, it produces German speech. The capability also means that if the WaveNet is fed other inputs – such as music – its output will be musical. At the time of its release, DeepMind showed that WaveNet could produce waveforms that sound like classical music. === Content (voice) swapping === According to the June 2018 paper Disentangled Sequential Autoencoder, DeepMind has successfully used WaveNet for audio and voice "content swapping": the network can swap the voice on an audio recording for another, pre-existing voice while maintaining the text and other features from the original recording. "We also experiment on audio sequence data. Our disentangled representation allows us to convert speaker identities into each other while conditioning on the content of the speech." (p. 5) "For audio, this allows us to convert a male speaker into a female speaker and vice versa [...]." (p. 1) According to the paper, a two-digit minimum amount of hours (c. 50 hours) of pre-existing speech recordings of both source and target voice are required to be fed into WaveNet for the program to learn their individual features before it is able to perform the conversion from one voice to another at a satisfying quality. The authors stress that "[a]n advantage of the model is that it separates dynamical from static features [...]." (p. 8), i. e. WaveNet is capable of distinguishing between the spoken text and modes of delivery (modulation, speed, pitch, mood, etc.) to maintain during the conversion from one voice to another on the one hand, and the basic features of both source and target voices that it is required to swap on the other. The January 2019 follow-up paper Unsupervised speech representation learning using WaveNet autoencoders details a method to successfully enhance the proper automatic recognition and discrimination between dynamical and static features for "content swapping", notably including swapping voices on existing audio recordings, in order to make it more reliable. Another follow-up paper, Sample Efficient Adaptive Text-to-Speech, dated September 2018 (latest revision January 2019), states that DeepMind has successfully reduced the minimum amount of real-life recordings required to sample an existing voice via WaveNet to "merely a few minutes of audio data" while maintaining high-quality results. Its ability to clone voices has raised ethical concerns about WaveNet's ability to mimic the voices of living and dead persons. According to a 2016 BBC article, companies working on similar voice-cloning technologies (such as Adobe Voco) intend to insert watermarking inaudible to humans to prevent counterfeiting, while maintaining that voice cloning satisfying, for instance, the needs of entertainment-industry purposes would be of a far lower complexity and use different methods than required to fool forensic evidencing methods and electronic ID devices, so that natural voices and voices cloned for entertainment-industry purposes could still be easily told apart by technological analysis. == Applications == At the time of its release, DeepMind said that WaveNet required too much computational processing power to be used in real world applications. As of October 2017, Google announced a 1,000-fold performance improvement along with better voice quality. WaveNet was then used to generate Google Assistant voices for US English and Japanese across all Google platforms. In November 2017, DeepMind researchers released a research paper detailing a proposed method of "generating high-fidelity speech samples at more than 20 times faster than real-time", called "Probability Density Distillation". At the annual I/O developer conference in May 2018, it was announced that new Google Assistant voices were available and made possible by WaveNet; WaveNet greatly reduced the number of audio recordings that were required to create a voice model by modeling the raw audio of the voice actor samples.

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  • Color histogram

    Color histogram

    In image processing and photography, a color histogram is a representation of the distribution of colors in an image. For digital images, a color histogram represents the number of pixels that have colors in each of a fixed list of color ranges that span the image's color space (the set of all possible colors). A color histogram can be built for any kind of color space, although the term is more often used for three-dimensional spaces such as RGB or HSV. For monochromatic images, the term intensity histogram may be used instead. For multi-spectral images, where each pixel is represented by an arbitrary number of measurements (for example, beyond the three measurements in RGB), a color histogram is N-dimensional, with N being the number of measurements taken. Each measurement has its own wavelength range of the light spectrum, some of which may be outside the visible spectrum. If the set of possible color values is sufficiently small, each of those colors may be placed on a range by itself; then the histogram is merely the count of pixels that have each possible color. Most often, the space is divided into an appropriate number of ranges, often arranged as a regular grid, each containing many similar color values. A color histogram may also be represented and displayed as a smooth function defined over the color space that approximates the pixel counts. Like other kinds of histograms, a color histogram is a statistic that can be viewed as an approximation of an underlying continuous distribution of color values. == Overview == Color histograms are flexible constructs that can be built from images in various color spaces, whether RGB, rg chromaticity or any other color space of any dimension. A histogram of an image is produced first by discretization of the colors in the image into a number of bins, and counting the number of image pixels in each bin. For example, a red–blue chromaticity histogram can be formed by first normalizing color pixel values by dividing RGB values by R+G+B, then quantizing the normalized R and B coordinates into N bins each. A two-dimensional histogram of red–blue chromaticity divided into four bins (N=4) may yield a histogram similar to this table: A histogram can be N-dimensional. Although harder to display, a three-dimensional color histogram for the above example could be thought of as four separate red–blue histograms, where each of the four histograms contains the red–blue values for a bin of green (0–63, 64–127, 128–191, and 192–255). The histogram provides a compact summarization of the distribution of data in an image. A color histogram of an image is relatively invariant with translation and rotation about the viewing axis, and varies only slowly with the angle of view. By comparing histogram signatures of two images and matching the color content of one image with the other, a color histogram is particularly well suited for the problem of recognizing an object of unknown position and rotation within a scene. Importantly, translation of an RGB image into the illumination invariant rg-chromaticity space allows the histogram to operate well in varying light levels. 1. What is a histogram? A histogram is a graphical representation of the number of pixels in an image. In a more simple way to explain, a histogram is a bar graph, whose X-axis represents the tonal scale (black at the left and white at the right), and Y-axis represents the number of pixels in an image in a certain area of the tonal scale. For example, the graph of a luminance histogram shows the number of pixels for each brightness level (from black to white), and when there are more pixels, the peak at the certain luminance level is higher. 2. What is a color histogram? A color histogram of an image represents the distribution of the composition of colors in the image. It shows different types of colors appeared and the number of pixels in each type of the colors appeared. The relation between a color histogram and a luminance histogram is that a color histogram can be also expressed as “three luminance histograms”, each of which shows the brightness distribution of each individual red/green/blue color channel. == Characteristics of a color histogram == A color histogram focuses only on the proportion of the number of different types of colors, regardless of the spatial location of the colors. The values of a color histogram are from statistics. They show the statistical distribution of colors and the essential tone of an image. In general, as the color distributions of the foreground and background in an image are different, there might be a bimodal distribution in the histogram. For the luminance histogram alone, there is no perfect histogram and in general, the histogram can tell whether it is over-exposure or not, but there are times when you might think the image is over exposed by viewing the histogram; however, in reality it is not. == Principles of the formation of a color histogram == The formation of a color histogram is rather simple. From the definition above, we can simply count the number of pixels for each 256 scales in each of the 3 RGB channel, and plot them on 3 individual bar graphs. In general, a color histogram is based on a certain color space, such as RGB or HSV. When we compute the pixels of different colors in an image, if the color space is large, then we can first divide the color space into certain numbers of small intervals. Each of the intervals is called a bin. This process is called color quantization. Then, by counting the number of pixels in each of the bins, we get a color histogram of the image. The concrete steps of the principles can be viewed in Example 1. == Examples == === Example 1 === Given the following image of a cat (an original version and a version that has been reduced to 256 colors for easy histogram purposes), the following data represents a color histogram in the RGB color space, using four bins. Bin 0 corresponds to intensities 0–63 Bin 1 is 64–127 Bin 2 is 128–191 and Bin 3 is 192–255. === Example 2 === Application in camera: Nowadays, some cameras have the ability to show the 3 color histograms when we take photos. We can examine clips (spikes on either the black or white side of the scale) in each of the 3 RGB color histograms. If we find one or more clipping on a channel of the 3 RGB channels, then this would result in a loss of detail for that color. To illustrate this, consider this example: We know that each of the three R, G, B channels has a range of values from 0 to 255 (8 bit). So consider a photo that has a luminance range of 0–255. Assume the photo we take is made of 4 blocks that are adjacent to each other and we set the luminance scale for each of the 4 blocks of original photo to be 10, 100, 205, 245. Thus, the image looks like the topmost figure on the right. Then, we overexpose the photo a little, say, the luminance scale of each block is increased by 10. Thus, the luminance scale for each of the 4 blocks of new photo is 20, 110, 215, 255. Then, the image looks like the second figure on the right. There is not much difference between both figures, all we can see is that the whole image becomes brighter (the contrast for each of the blocks remain the same). Now, we overexpose the original photo again, this time the luminance scale of each block is increased by 50. Thus, the luminance scale for each of the 4 blocks of the new photo is 60, 150, 255, 255. The new image now looks like the third figure on the right. Note that the scale for the last block is 255 instead of 295, for 255 is the top scale and thus the last block has clipped. When this happens, we lose the contrast of the last 2 blocks, and thus we cannot recover the image no matter how we adjust it. To conclude, when taking photos with a camera that displays histograms, always keep the brightest tone in the image below the largest scale 255 on the histogram in order to avoid losing details. == Drawbacks and other approaches == The main drawback of histograms for classification is that the representation is dependent on the color of the object being studied, ignoring its shape and texture. Color histograms can potentially be identical for two images with different object content which happens to share color information. Conversely, without spatial or shape information, similar objects of different color may be indistinguishable based solely on color histogram comparisons. There is no way to distinguish a red and white cup from a red and white plate. Put it another way: histogram-based algorithms have no concept of a generic 'cup', and a model of a red and white cup is no use when given an otherwise identical blue and white cup. Another problem is that color histograms have high sensitivity to noisy interference such as lighting intensity changes and quantization errors. High dimensionality (bins) color histograms are also another issue. Some color histogram feature spaces often occupy more than one hundred di

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  • Deep learning

    Deep learning

    In machine learning, deep learning (DL) focuses on utilizing multilayered neural networks to perform tasks such as classification, regression, and representation learning. The field takes inspiration from biological neuroscience and revolves around stacking artificial neurons into layers and "training" them to process data. The adjective "deep" refers to the use of multiple layers (ranging from three to several hundred or thousands) in the network. Methods used can be supervised, semi-supervised or unsupervised. Some common deep learning network architectures include fully connected networks, deep belief networks, recurrent neural networks, convolutional neural networks, generative adversarial networks, transformers, and neural radiance fields. These architectures have been applied to fields including computer vision, speech recognition, natural language processing, machine translation, bioinformatics, drug design, medical image analysis, climate science, material inspection and board game programs, where they have produced results comparable to and in some cases surpassing human expert performance. Early forms of neural networks were inspired by information processing and distributed communication nodes in biological systems, particularly the human brain. However, current neural networks do not intend to model the brain function of organisms, and are generally seen as low-quality models for that purpose. == Overview == Most modern deep learning models are based on multi-layered neural networks such as convolutional neural networks and transformers, although they can also include propositional formulas or latent variables organized layer-wise in deep generative models such as the nodes in deep belief networks and deep Boltzmann machines. Fundamentally, deep learning refers to a class of machine learning algorithms in which a hierarchy of layers is used to transform input data into a progressively more abstract and composite representation. For example, in an image recognition model, the raw input may be an image (represented as a tensor of pixels). The first representational layer may attempt to identify basic shapes such as lines and circles, the second layer may compose and encode arrangements of edges, the third layer may encode a nose and eyes, and the fourth layer may recognize that the image contains a face. Importantly, a deep learning process can learn which features to optimally place at which level on its own. Prior to deep learning, machine learning techniques often involved hand-crafted feature engineering to transform the data into a more suitable representation for a classification algorithm to operate on. In the deep learning approach, features are not hand-crafted and the model discovers useful feature representations from the data automatically. This does not eliminate the need for hand-tuning; for example, varying numbers of layers and layer sizes can provide different degrees of abstraction. The word "deep" in "deep learning" refers to the number of layers through which the data is transformed. More precisely, deep learning systems have a substantial credit assignment path (CAP) depth. The CAP is the chain of transformations from input to output. CAPs describe potentially causal connections between input and output. For a feedforward neural network, the depth of the CAPs is that of the network and is the number of hidden layers plus one (as the output layer is also parameterized). For recurrent neural networks, in which a signal may propagate through a layer more than once, the CAP depth is potentially unlimited. No universally agreed-upon threshold of depth divides shallow learning from deep learning, but most researchers agree that deep learning involves CAP depth higher than two. CAP of depth two has been shown to be a universal approximator in the sense that it can emulate any function. Beyond that, more layers do not add to the function approximator ability of the network. Deep models (CAP > two) are able to extract better features than shallow models and hence, extra layers help in learning the features effectively. Deep learning architectures can be constructed with a greedy layer-by-layer method. Deep learning helps to disentangle these abstractions and pick out which features improve performance. Deep learning algorithms can be applied to unsupervised learning tasks. This is an important benefit because unlabeled data is more abundant than labeled data. Examples of deep structures that can be trained in an unsupervised manner are deep belief networks. The term deep learning was introduced to the machine learning community by Rina Dechter in 1986, and to artificial neural networks by Igor Aizenberg and colleagues in 2000, in the context of Boolean threshold neurons. The etymology of the term is more complicated. == Interpretations == Deep neural networks are generally interpreted in terms of the universal approximation theorem or probabilistic inference. The classic universal approximation theorem concerns the capacity of feedforward neural networks with a single hidden layer of finite size to approximate continuous functions. In 1989, the first proof was published by George Cybenko for sigmoid activation functions and was generalised to feed-forward multi-layer architectures in 1991 by Kurt Hornik. Recent work also showed that universal approximation also holds for non-bounded activation functions such as Kunihiko Fukushima's rectified linear unit. The universal approximation theorem for deep neural networks concerns the capacity of networks with bounded width but the depth is allowed to grow. Lu et al. proved that if the width of a deep neural network with ReLU activation is strictly larger than the input dimension, then the network can approximate any Lebesgue integrable function; if the width is smaller or equal to the input dimension, then a deep neural network is not a universal approximator. The probabilistic interpretation derives from the field of machine learning. It features inference, as well as the optimization concepts of training and testing, related to fitting and generalization, respectively. More specifically, the probabilistic interpretation considers the activation nonlinearity as a cumulative distribution function. The probabilistic interpretation led to the introduction of dropout as regularizer in neural networks. The probabilistic interpretation was introduced by researchers including Hopfield, Widrow and Narendra and popularized in surveys such as the one by Bishop. == History == === Before 1980 === There are two types of artificial neural network (ANN): feedforward neural network (FNN) or multilayer perceptron (MLP) and recurrent neural networks (RNN). RNNs have cycles in their connectivity structure, whereas FNNs do not. In the 1920s, Wilhelm Lenz and Ernst Ising created the Ising model which is essentially a non-learning RNN architecture consisting of neuron-like threshold elements. In 1972, Shun'ichi Amari made this architecture adaptive. His learning RNN was republished by John Hopfield in 1982. Other early recurrent neural networks were published by Kaoru Nakano in 1971. Already in 1948, Alan Turing produced work on "Intelligent Machinery" that was not published in his lifetime, containing "ideas related to artificial evolution and learning RNNs". Frank Rosenblatt (1958) proposed the perceptron, an MLP with 3 layers: an input layer, a hidden layer with randomized weights that did not learn, and an output layer. He later published a 1962 book that also introduced variants and computer experiments, including a version with four-layer perceptrons "with adaptive preterminal networks" where the last two layers have learned weights (here he credits H. D. Block and B. W. Knight). The book cites an earlier network by R. D. Joseph (1960) "functionally equivalent to a variation of" this four-layer system (the book mentions Joseph over 30 times). Should Joseph therefore be considered the originator of proper adaptive multilayer perceptrons with learning hidden units? Unfortunately, the learning algorithm was not a functional one, and fell into oblivion. The first working deep learning algorithm was the Group method of data handling, a method to train arbitrarily deep neural networks, published by Alexey Ivakhnenko and Lapa in 1965. They regarded it as a form of polynomial regression, or a generalization of Rosenblatt's perceptron to handle more complex, nonlinear, and hierarchical relationships. A 1971 paper described a deep network with eight layers trained by this method, which is based on layer by layer training through regression analysis. Superfluous hidden units are pruned using a separate validation set. Since the activation functions of the nodes are Kolmogorov-Gabor polynomials, these were also the first deep networks with multiplicative units or "gates". The first deep learning multilayer perceptron trained by stochastic gradient descent was published in 1967 by Shun'ichi

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  • Law practice management software

    Law practice management software

    Law practice management software is software designed to manage the business operations of a law firm. This can include software that manages cases, client intake, court communications, electronic discovery, time tracking, trust accounting, and billing. == Features of law practice management software == Common features of practice management software include: Case management Time tracking Document assembly Contact management Calendaring Docket management Client portal Contract Management Court Case Status Tracker Trust accounting == Examples of law practice management software == Smokeball LEAP Legal Software PracticeEvolve Dye & Durham

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  • 15.ai

    15.ai

    15.ai was a free non-commercial web application and research project that uses artificial intelligence to generate text-to-speech voices of fictional characters from popular media. Created by a pseudonymous artificial intelligence researcher known as 15, who began developing the technology as a freshman during their undergraduate research at the Massachusetts Institute of Technology (MIT), the application allows users to make characters from video games, television shows, and movies speak custom text with emotional inflections. The platform is able to generate convincing voice output using minimal training data; the name "15.ai" references the creator's statement that a voice can be cloned with just 15 seconds of audio. It was an early example of an application of generative artificial intelligence during the initial stages of the AI boom. Launched in March 2020, 15.ai became an Internet phenomenon in early 2021 when content utilizing it went viral on social media and quickly gained widespread use among Internet fandoms, such as the My Little Pony: Friendship Is Magic, Team Fortress 2, and SpongeBob SquarePants fandoms. The service featured emotional context through emojis, precise pronunciation control, and multi-speaker capabilities. Critics praised 15.ai's accessibility and emotional control but criticized its technical limitations in prosody options and non-English language support, with mixed results depending on character complexity. 15.ai is credited as the first platform to popularize AI voice cloning in memes and content creation. Voice actors and industry professionals debated 15.ai's implications, raising concerns about employment impacts, voice-related fraud, and potential misuse. In January 2022, it was discovered that a company called Voiceverse had generated voice lines using 15.ai without attribution, promoted them as the byproduct of their own technology, and sold them as non-fungible tokens (NFT) without permission. News publications universally characterized this incident as the company having "stolen" from 15.ai. The service went offline in September 2022 due to legal issues surrounding artificial intelligence and copyright. Its shutdown was followed by the emergence of commercial alternatives whose founders have acknowledged 15.ai's pioneering influence in the field of deep learning speech synthesis. On May 18, 2025, 15 launched 15.dev as the sequel to 15.ai. == History == === Background === The field of speech synthesis underwent a significant transformation with the introduction of deep learning approaches. In 2016, DeepMind's publication of the WaveNet paper marked a shift toward neural network-based speech synthesis, which enabled higher audio quality via causal convolutional neural networks. Previously, concatenative synthesis—which worked by stitching together pre-recorded segments of human speech—was the predominant method for generating artificial speech, but it often produced robotic-sounding results at the boundaries of sentences. In 2018, Google AI's Tacotron 2 showed that neural networks could produce highly natural speech synthesis but required substantial training data (typically tens of hours of audio) to achieve acceptable quality. When trained on two hours of training data, the output quality degraded while still being able to maintain intelligible speech; with 24 minutes of training data, Tacotron 2 failed to produce intelligible speech. The same year saw the emergence of HiFi-GAN, a generative adversarial network (GAN)-based vocoder that improved the efficiency of waveform generation while producing high-fidelity speech, followed by Glow-TTS, which introduced a flow-based approach that allowed for both fast inference and voice style transfer capabilities. Chinese tech companies like Baidu and ByteDance also made contributions to the field by developing breakthroughs that further advanced the technology. === 2016–2020: Conception and development === 15.ai was conceived in 2016 as a research project in deep learning speech synthesis by a developer known as 15 (at the age of 18) during their freshman year at MIT as part of its Undergraduate Research Opportunities Program. 15 was inspired by DeepMind's WaveNet paper, with development continuing through their studies as Google AI released Tacotron 2 the following year. By 2019, they had demonstrated at MIT their ability to replicate WaveNet and Tacotron 2's results using 75% less training data than previously required. The name "15.ai" is a reference to the developer's statement that a voice can be cloned with as little as 15 seconds of data. 15 had originally planned to pursue a PhD based on their undergraduate research, but opted to work in the tech industry instead after their startup was accepted into the Y Combinator accelerator in 2019. After their departure in early 2020, 15 returned to their voice synthesis research and began implementing it as a web application. According to a post on X from 15, instead of using conventional voice datasets like LJSpeech that contained simple, monotone recordings, they sought out more challenging voice samples that could demonstrate the model's ability to handle complex speech patterns and emotional undertones. During this phase, 15 discovered the Pony Preservation Project, a collaborative project started by /mlp/, the My Little Pony board on 4chan. Contributors of the project had manually trimmed, denoised, transcribed, and emotion-tagged thousands of voice lines from My Little Pony: Friendship Is Magic and had compiled them into a dataset that provided ideal training material for 15.ai. === 2020–2022: Release and operation === 15.ai was released on March 2, 2020 as a free and non-commercial web application that did not require user registration to use, but did require the user to accept its terms of service before proceeding. At the time of its launch, the platform had a limited selection of available characters, including those from My Little Pony: Friendship Is Magic and Team Fortress 2. Users were permitted to create any content with the synthesized voices under two conditions: they had to properly credit 15.ai by including "15.ai" in any posts, videos, or projects using the generated audio; and they were prohibited from mixing 15.ai outputs with other text-to-speech outputs in the same work to prevent misrepresentation of the technology's capabilities. On March 8, 2020, Tyler McVicker of Valve News Network uploaded a YouTube video showcasing 15.ai. More voices were added to the website in the following months. In late 2020, 15 implemented a multi-speaker embedding in the deep neural network, which enabled the simultaneous training of multiple voices. Following this, the website's roster expanded from eight to over fifty characters. In addition, this implementation allowed the deep learning model to recognize common emotional patterns across different characters, even when certain emotions were missing from the characters' training data. By May 2020, the site had served over 4.2 million audio files to users. In early 2021, the application gained popularity after skits, memes, and fan content created using 15.ai went viral on Twitter, TikTok, Reddit, Twitch, Facebook, and YouTube. At its peak, the platform incurred operational costs of US$12,000 per month from AWS infrastructure needed to handle millions of daily voice generations; despite receiving offers from companies to acquire 15.ai and its underlying technology, the website remained independent and was funded out of the personal previous startup earnings of the developer. === 2022: Voiceverse NFT controversy === On January 14, 2022, 15 discovered that a blockchain-based company called Voiceverse had generated voice lines using 15.ai, falsely showcased them on Twitter as a demonstration of their own voice technology without permission or attribution, and sold them as NFTs. This came shortly after 15 had stated in December 2021 that they had no interest in incorporating NFTs into their work. A screenshot of the log files posted by 15 showed that Voiceverse had generated audio of characters from My Little Pony: Friendship Is Magic using 15.ai and pitched them up to make them sound unrecognizable, a violation of 15.ai's terms of service, which explicitly prohibited commercial use and required proper attribution. When confronted with evidence, Voiceverse stated that their marketing team had used 15.ai without proper attribution while rushing to create a demo. In response, 15 tweeted "Go fuck yourself," which went viral, amassing hundreds of thousands of retweets and likes on Twitter in support of the developer. The tweets showcasing the stolen voices were subsequently deleted. ==== Aftermath ==== The controversy raised concerns about NFT projects, which, according to critics, were frequently associated with intellectual property theft and questionable business practices. The incident was documented in the AI Incident Database (AIID) and the AI, Alg

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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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  • Grammar checker

    Grammar checker

    A grammar checker, in computing terms, is a program, or part of a program, that attempts to verify written text for grammatical correctness. Grammar checkers are most often implemented as a feature of a larger program, such as a word processor, but are also available as a stand-alone application that can be activated from within programs that work with editable text. The implementation of a grammar checker makes use of natural language processing. == History == The earliest "grammar checkers" were programs that checked for punctuation and style inconsistencies, rather than a complete range of possible grammatical errors. The first system was called Writer's Workbench, and was a set of writing tools included with Unix systems as far back as the 1970s. The whole Writer's Workbench package included several separate tools to check for various writing problems. The "diction" tool checked for wordy, trite, clichéd or misused phrases in a text. The tool would output a list of questionable phrases and provide suggestions for improving the writing. The "style" tool analyzed the writing style of a given text. It performed a number of readability tests on the text and output the results, and gave some statistical information about the sentences of the text. Aspen Software of Albuquerque, New Mexico released the earliest version of a diction and style checker for personal computers, Grammatik, in 1981. Grammatik was first available for a Radio Shack - TRS-80, and soon had versions for CP/M and the IBM PC. Reference Software International of San Francisco, California, acquired Grammatik in 1985. Development of Grammatik continued, and it became an actual grammar checker that could detect writing errors beyond simple style checking. Other early diction and style checking programs included Punctuation & Style, Correct Grammar, RightWriter and PowerEdit. While all the earliest programs started as simple diction and style checkers, all eventually added various levels of language processing, and developed some level of true grammar checking capability. Until 1992, grammar checkers were sold as add-on programs. There were a large number of different word processing programs available at that time, with WordPerfect and Microsoft Word the top two in market share. In 1992, Microsoft decided to add grammar checking as a feature of Word, and licensed CorrecText, a grammar checker from Houghton Mifflin that had not yet been marketed as a standalone product. WordPerfect answered Microsoft's move by acquiring Reference Software, and the direct descendant of Grammatik is still included with WordPerfect. As of 2019, grammar checkers are built into systems like Google Docs, browser extensions like Grammarly and Qordoba, desktop applications like Ginger, free and open-source software like LanguageTool, and text editor plugins like those available from WebSpellChecker Software. == Technical issues == The earliest writing style programs checked for wordy, trite, clichéd, or misused phrases in a text. This process was based on simple pattern matching. The heart of the program was a list of many hundreds or thousands of phrases that are considered poor writing by many experts. The list of questionable phrases included alternative wording for each phrase. The checking program would simply break text into sentences, check for any matches in the phrase dictionary, flag suspect phrases and show an alternative. These programs could also perform some mechanical checks. For example, they would typically flag doubled words, doubled punctuation, some capitalization errors, and other simple mechanical mistakes. True grammar checking is more complex. While a programming language has a very specific syntax and grammar, this is not so for natural languages. One can write a somewhat complete formal grammar for a natural language, but there are usually so many exceptions in real usage that a formal grammar is of minimal help in writing a grammar checker. One of the most important parts of a natural language grammar checker is a dictionary of all the words in the language, along with the part of speech of each word. The fact that a natural word may be used as any one of several parts of speech (such as "free" being used as an adjective, adverb, noun, or verb) greatly increases the complexity of any grammar checker. A grammar checker will find each sentence in a text, look up each word in the dictionary, and then attempt to parse the sentence into a form that matches a grammar. Using various rules, the program can then detect various errors, such as agreement in tense, number, word order, and so on. It is also possible to detect some stylistic problems with the text. For example, some popular style guides such as The Elements of Style deprecate excessive use of the passive voice. Grammar checkers may attempt to identify passive sentences and suggest an active-voice alternative. The software elements required for grammar checking are closely related to some of the development issues that need to be addressed for speech recognition software. In voice recognition, parsing can be used to help predict which word is most likely intended, based on part of speech and position in the sentence. In grammar checking, the parsing is used to detect words that fail to follow accepted grammar usage. Recently, research has focused on developing algorithms which can recognize grammar errors based on the context of the surrounding words. == Criticism == Grammar checkers are considered a type of foreign language writing aid which non-native speakers can use to proofread their writings as such programs endeavor to identify syntactical errors. However, as with other computerized writing aids such as spell checkers, popular grammar checkers are often criticized when they fail to spot errors and incorrectly flag correct text as erroneous. The linguist Geoffrey K. Pullum argued in 2007 that they were generally so inaccurate as to do more harm than good: "for the most part, accepting the advice of a computer grammar checker on your prose will make it much worse, sometimes hilariously incoherent."

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