AI Coding Discord

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  • Harris corner detector

    Harris corner detector

    The Harris corner detector is a corner detection operator that is commonly used in computer vision algorithms to extract corners and infer features of an image. It was first introduced by Chris Harris and Mike Stephens in 1988 upon the improvement of Moravec's corner detector. Compared to its predecessor, Harris' corner detector takes the differential of the corner score into account with reference to direction directly, instead of using shifting patches for every 45 degree angles, and has been proved to be more accurate in distinguishing between edges and corners. Since then, it has been improved and adopted in many algorithms to preprocess images for subsequent applications. == Introduction == A corner is a point whose local neighborhood stands in two dominant and different edge directions. In other words, a corner can be interpreted as the junction of two edges, where an edge is a sudden change in image brightness. Corners are the important features in the image, and they are generally termed as interest points which are invariant to translation, rotation and illumination. Although corners are only a small percentage of the image, they contain the most important features in restoring image information, and they can be used to minimize the amount of processed data for motion tracking, image stitching, building 2D mosaics, stereo vision, image representation and other related computer vision areas. In order to capture the corners from the image, researchers have proposed many different corner detectors including the Kanade-Lucas-Tomasi (KLT) operator and the Harris operator which are most simple, efficient and reliable for use in corner detection. These two popular methodologies are both closely associated with and based on the local structure matrix. Compared to the Kanade-Lucas-Tomasi corner detector, the Harris corner detector provides good repeatability under changing illumination and rotation, and therefore, it is more often used in stereo matching and image database retrieval. Although there still exist drawbacks and limitations, the Harris corner detector is still an important and fundamental technique for many computer vision applications. == Development of Harris corner detection algorithm == Source: Without loss of generality, we will assume a grayscale 2-dimensional image is used. Let this image be given by I {\displaystyle I} . Consider taking an image patch ( x , y ) ∈ W {\displaystyle (x,y)\in W} (window) and shifting it by ( Δ x , Δ y ) {\displaystyle (\Delta x,\Delta y)} . The sum of squared differences (SSD) between these two patches, denoted f {\displaystyle f} , is given by: f ( Δ x , Δ y ) = ∑ ( x k , y k ) ∈ W ( I ( x k , y k ) − I ( x k + Δ x , y k + Δ y ) ) 2 {\displaystyle f(\Delta x,\Delta y)={\underset {(x_{k},y_{k})\in W}{\sum }}\left(I(x_{k},y_{k})-I(x_{k}+\Delta x,y_{k}+\Delta y)\right)^{2}} I ( x + Δ x , y + Δ y ) {\displaystyle I(x+\Delta x,y+\Delta y)} can be approximated by a Taylor expansion. Let I x {\displaystyle I_{x}} and I y {\displaystyle I_{y}} be the partial derivatives of I {\displaystyle I} , such that I ( x + Δ x , y + Δ y ) ≈ I ( x , y ) + I x ( x , y ) Δ x + I y ( x , y ) Δ y {\displaystyle I(x+\Delta x,y+\Delta y)\approx I(x,y)+I_{x}(x,y)\Delta x+I_{y}(x,y)\Delta y} This produces the approximation f ( Δ x , Δ y ) ≈ ∑ ( x , y ) ∈ W ( I x ( x , y ) Δ x + I y ( x , y ) Δ y ) 2 , {\displaystyle f(\Delta x,\Delta y)\approx {\underset {(x,y)\in W}{\sum }}\left(I_{x}(x,y)\Delta x+I_{y}(x,y)\Delta y\right)^{2},} which can be written in matrix form: f ( Δ x , Δ y ) ≈ ( Δ x Δ y ) M ( Δ x Δ y ) , {\displaystyle f(\Delta x,\Delta y)\approx {\begin{pmatrix}\Delta x&\Delta y\end{pmatrix}}M{\begin{pmatrix}\Delta x\\\Delta y\end{pmatrix}},} where M is the structure tensor, M = ∑ ( x , y ) ∈ W [ I x 2 I x I y I x I y I y 2 ] = [ ∑ ( x , y ) ∈ W I x 2 ∑ ( x , y ) ∈ W I x I y ∑ ( x , y ) ∈ W I x I y ∑ ( x , y ) ∈ W I y 2 ] {\displaystyle M={\underset {(x,y)\in W}{\sum }}{\begin{bmatrix}I_{x}^{2}&I_{x}I_{y}\\I_{x}I_{y}&I_{y}^{2}\end{bmatrix}}={\begin{bmatrix}{\underset {(x,y)\in W}{\sum }}I_{x}^{2}&{\underset {(x,y)\in W}{\sum }}I_{x}I_{y}\\{\underset {(x,y)\in W}{\sum }}I_{x}I_{y}&{\underset {(x,y)\in W}{\sum }}I_{y}^{2}\end{bmatrix}}} == Process of Harris corner detection algorithm == Commonly, Harris corner detector algorithm can be divided into five steps. Color to grayscale Spatial derivative calculation Structure tensor setup Harris response calculation Non-maximum suppression === Color to grayscale === If we use Harris corner detector in a color image, the first step is to convert it into a grayscale image, which will enhance the processing speed. The value of the gray scale pixel can be computed as a weighted sums of the values R, B and G of the color image, ∑ C ∈ { R , G , B } w C ⋅ C {\displaystyle \sum _{C\,\in \,\{R,G,B\}}w_{C}\cdot C} , where, e.g., w R = 0.299 , w G = 0.587 , w B = 1 − ( w R + w G ) = 0.114. {\displaystyle w_{R}=0.299,\ w_{G}=0.587,\ w_{B}=1-(w_{R}+w_{G})=0.114.} === Spatial derivative calculation === Next, we are going to find the derivative with respect to x and the derivative with respect to y, I x ( x , y ) {\displaystyle I_{x}(x,y)} and I y ( x , y ) {\displaystyle I_{y}(x,y)} . This can be approximated by applying Sobel operators. === Structure tensor setup === With I x ( x , y ) {\displaystyle I_{x}(x,y)} , I y ( x , y ) {\displaystyle I_{y}(x,y)} , we can construct the structure tensor M {\displaystyle M} . === Harris response calculation === For x ≪ y {\displaystyle x\ll y} , one has x ⋅ y x + y = x 1 1 + x / y ≈ x . {\displaystyle {\tfrac {x\cdot y}{x+y}}=x{\tfrac {1}{1+x/y}}\approx x.} In this step, we compute the smallest eigenvalue of the structure tensor using that approximation: λ min ≈ λ 1 λ 2 ( λ 1 + λ 2 ) = det ( M ) tr ⁡ ( M ) {\displaystyle \lambda _{\min }\approx {\frac {\lambda _{1}\lambda _{2}}{(\lambda _{1}+\lambda _{2})}}={\frac {\det(M)}{\operatorname {tr} (M)}}} with the trace t r ( M ) = m 11 + m 22 {\displaystyle \mathrm {tr} (M)=m_{11}+m_{22}} . Another commonly used Harris response calculation is shown as below, R = λ 1 λ 2 − k ( λ 1 + λ 2 ) 2 = det ( M ) − k tr ⁡ ( M ) 2 {\displaystyle R=\lambda _{1}\lambda _{2}-k(\lambda _{1}+\lambda _{2})^{2}=\det(M)-k\operatorname {tr} (M)^{2}} where k {\displaystyle k} is an empirically determined constant; k ∈ [ 0.04 , 0.06 ] {\displaystyle k\in [0.04,0.06]} . === Non-maximum suppression === In order to pick up the optimal values to indicate corners, we find the local maxima as corners within the window which is a 3 by 3 filter. == Improvement == Sources: Harris-Laplace Corner Detector Differential Morphological Decomposition Based Corner Detector Multi-scale Bilateral Structure Tensor Based Corner Detector == Applications == Image Alignment, Stitching and Registration 2D Mosaics Creation 3D Scene Modeling and Reconstruction Motion Detection Object Recognition Image Indexing and Content-based Retrieval Video Tracking

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  • AI-complete

    AI-complete

    In the field of artificial intelligence (AI), tasks that are hypothesized to require artificial general intelligence to solve are informally known as AI-complete or AI-hard. Calling a problem AI-complete reflects the belief that it cannot be solved by a simple specific algorithm. Prior to 2013, problems supposed to be AI-complete included computer vision, natural language understanding, and dealing with unexpected circumstances while solving any real-world problem. AI-complete tasks were notably considered useful for distinguishing humans from automated agents, as CAPTCHAs aim to do. == History == The term was coined by Fanya Montalvo by analogy with NP-complete and NP-hard in complexity theory, which formally describes the most famous class of difficult problems. Early uses of the term are in Erik Mueller's 1987 PhD dissertation and in Eric Raymond's 1991 Jargon File. Expert systems, that were popular in the 1980s, were able to solve very simple and/or restricted versions of AI-complete problems, but never in their full generality. When AI researchers attempted to "scale up" their systems to handle more complicated, real-world situations, the programs tended to become excessively brittle without commonsense knowledge or a rudimentary understanding of the situation: they would fail as unexpected circumstances outside of its original problem context would begin to appear. When human beings are dealing with new situations in the world, they are helped by their awareness of the general context: they know what the things around them are, why they are there, what they are likely to do and so on. They can recognize unusual situations and adjust accordingly. Expert systems lacked this adaptability and were brittle when facing new situations. DeepMind published a work in May 2022 in which they trained a single model to do several things at the same time. The model, named Gato, can "play Atari, caption images, chat, stack blocks with a real robot arm and much more, deciding based on its context whether to output text, joint torques, button presses, or other tokens." Similarly, some tasks once considered to be AI-complete, like machine translation, are among the capabilities of large language models. == AI-complete problems == AI-complete problems have been hypothesized to include: AI peer review (composite natural language understanding, automated reasoning, automated theorem proving, formalized logic expert system) Bongard problems Computer vision (and subproblems such as object recognition) Natural language understanding (and subproblems such as text mining, machine translation, and word-sense disambiguation) Autonomous driving Dealing with unexpected circumstances while solving any real world problem, whether navigation, planning, or even the kind of reasoning done by expert systems. == Formalization == Computational complexity theory deals with the relative computational difficulty of computable functions. By definition, it does not cover problems whose solution is unknown or has not been characterized formally. Since many AI problems have no formalization yet, conventional complexity theory does not enable a formal definition of AI-completeness. == Research == Roman Yampolskiy suggests that a problem C {\displaystyle C} is AI-Complete if it has two properties: It is in the set of AI problems (Human Oracle-solvable). Any AI problem can be converted into C {\displaystyle C} by some polynomial time algorithm. On the other hand, a problem H {\displaystyle H} is AI-Hard if and only if there is an AI-Complete problem C {\displaystyle C} that is polynomial time Turing-reducible to H {\displaystyle H} . This also gives as a consequence the existence of AI-Easy problems, that are solvable in polynomial time by a deterministic Turing machine with an oracle for some problem. Yampolskiy has also hypothesized that the Turing Test is a defining feature of AI-completeness. Groppe and Jain classify problems which require artificial general intelligence to reach human-level machine performance as AI-complete, while only restricted versions of AI-complete problems can be solved by the current AI systems. For Šekrst, getting a polynomial solution to AI-complete problems would not necessarily be equal to solving the issue of artificial general intelligence, while emphasizing the lack of computational complexity research being the limiting factor towards achieving artificial general intelligence. For Kwee-Bintoro and Velez, solving AI-complete problems would have strong repercussions on society.

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  • Feature (machine learning)

    Feature (machine learning)

    In machine learning and pattern recognition, a feature is an individual measurable property or characteristic of a data set. Choosing informative, discriminating, and independent features is crucial to producing effective algorithms for pattern recognition, classification, and regression tasks. Features are usually numeric, but other types such as strings and graphs are used in syntactic pattern recognition, after some pre-processing step such as one-hot encoding. The concept of "features" is related to that of explanatory variables used in statistical techniques such as linear regression. == Feature types == In feature engineering, two types of features are commonly used: numerical and categorical. Numerical features are continuous values that can be measured on a scale. Examples of numerical features include age, height, weight, and income. Numerical features can be used in machine learning algorithms directly. Categorical features are discrete values that can be grouped into categories. Examples of categorical features include gender, color, and zip code. Categorical features typically need to be converted to numerical features before they can be used in machine learning algorithms. This can be done using a variety of techniques, such as one-hot encoding, label encoding, and ordinal encoding. The type of feature that is used in feature engineering depends on the specific machine learning algorithm that is being used. Some machine learning algorithms, such as decision trees, can handle both numerical and categorical features. Other machine learning algorithms, such as linear regression, can only handle numerical features. == Classification == A numeric feature can be conveniently described by a feature vector. One way to achieve binary classification is using a linear predictor function (related to the perceptron) with a feature vector as input. The method consists of calculating the scalar product between the feature vector and a vector of weights, qualifying those observations whose result exceeds a threshold. Algorithms for classification from a feature vector include nearest neighbor classification, neural networks, and statistical techniques such as Bayesian approaches. == Examples == In character recognition, features may include histograms counting the number of black pixels along horizontal and vertical directions, number of internal holes, stroke detection and many others. In speech recognition, features for recognizing phonemes can include noise ratios, length of sounds, relative power, filter matches, logarithmic Mel-scale spectral vectors and Mel-frequency cepstral coefficients, which represent the frequency characteristics of audio signals. In spam detection algorithms, features may include the presence or absence of certain email headers, the email structure, the language, the frequency of specific terms, the grammatical correctness of the text. In computer vision, there are a large number of possible features, such as edges and objects. == Feature vectors == In pattern recognition and machine learning, a feature vector is an n-dimensional vector of numerical features that represent some object. Many algorithms in machine learning require a numerical representation of objects, since such representations facilitate processing and statistical analysis. When representing images, the feature values might correspond to the pixels of an image, while when representing texts the features might be the frequencies of occurrence of textual terms. Feature vectors are equivalent to the vectors of explanatory variables used in statistical procedures such as linear regression. Feature vectors are often combined with weights using a dot product in order to construct a linear predictor function that is used to determine a score for making a prediction. The vector space associated with these vectors is often called the feature space. In order to reduce the dimensionality of the feature space, a number of dimensionality reduction techniques can be employed. Higher-level features can be obtained from already available features and added to the feature vector; for example, for the study of diseases the feature 'Age' is useful and is defined as Age = 'Year of death' minus 'Year of birth' . This process is referred to as feature construction. Feature construction is the application of a set of constructive operators to a set of existing features resulting in construction of new features. Examples of such constructive operators include checking for the equality conditions {=, ≠}, the arithmetic operators {+,−,×, /}, the array operators {max(S), min(S), average(S)} as well as other more sophisticated operators, for example count(S, C) that counts the number of features in the feature vector S satisfying some condition C or, for example, distances to other recognition classes generalized by some accepting device. Feature construction has long been considered a powerful tool for increasing both accuracy and understanding of structure, particularly in high-dimensional problems. Applications include studies of disease and emotion recognition from speech. == Selection and extraction == The initial set of raw features can be redundant and large enough that estimation and optimization is made difficult or ineffective. Therefore, a preliminary step in many applications of machine learning and pattern recognition consists of selecting a subset of features, or constructing a new and reduced set of features to facilitate learning, and to improve generalization and interpretability. Extracting or selecting features is a combination of art and science; developing systems to do so is known as feature engineering. It requires the experimentation of multiple possibilities and the combination of automated techniques with the intuition and knowledge of the domain expert. Automating this process is feature learning, where a machine not only uses features for learning, but learns the features itself.

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  • Automated Mathematician

    Automated Mathematician

    The Automated Mathematician (AM) is one of the earliest successful discovery systems. It was created by Douglas Lenat in Lisp, and in 1977 led to Lenat being awarded the IJCAI Computers and Thought Award. AM worked by generating and modifying short Lisp programs which were then interpreted as defining various mathematical concepts; for example, a program that tested equality between the length of two lists was considered to represent the concept of numerical equality, while a program that produced a list whose length was the product of the lengths of two other lists was interpreted as representing the concept of multiplication. The system had elaborate heuristics for choosing which programs to extend and modify, based on the experiences of working mathematicians in solving mathematical problems. == Controversy == Lenat claimed that the system was composed of hundreds of data structures called "concepts", together with hundreds of "heuristic rules" and a simple flow of control: "AM repeatedly selects the top task from the agenda and tries to carry it out. This is the whole control structure!" Yet the heuristic rules were not always represented as separate data structures; some had to be intertwined with the control flow logic. Some rules had preconditions that depended on the history, or otherwise could not be represented in the framework of the explicit rules. What's more, the published versions of the rules often involve vague terms that are not defined further, such as "If two expressions are structurally similar, ..." (Rule 218) or "... replace the value obtained by some other (very similar) value..." (Rule 129). Another source of information is the user, via Rule 2: "If the user has recently referred to X, then boost the priority of any tasks involving X." Thus, it appears quite possible that much of the real discovery work is buried in unexplained procedures. Lenat claimed that the system had rediscovered both Goldbach's conjecture and the fundamental theorem of arithmetic. Later critics accused Lenat of over-interpreting the output of AM. In his paper Why AM and Eurisko appear to work, Lenat conceded that any system that generated enough short Lisp programs would generate ones that could be interpreted by an external observer as representing equally sophisticated mathematical concepts. However, he argued that this property was in itself interesting—and that a promising direction for further research would be to look for other languages in which short random strings were likely to be useful. == Successor == This intuition was the basis of AM's successor Eurisko, which attempted to generalize the search for mathematical concepts to the search for useful heuristics.

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  • Stride (software)

    Stride (software)

    Stride was a cloud-based team business communication and collaboration tool, launched by Atlassian on 7 September 2017 to replace the cloud-based version of HipChat. Stride software was available to download onto computers running Windows, Mac or Linux, as well as Android, iOS smartphones, and tablets. Stride was bought by Atlassian's competitor Slack Technologies and was discontinued on February 15, 2019. The features of Stride include chat rooms, one-on-one messaging, file sharing, 5 GB of file storage, group voice and video calling, built-in collaboration tools, and up to 25,000 of searchable message history. Premium features include unlimited file storage, users, group chat rooms, file sharing and storage, apps, and history retention. The premium version, priced at $3/user/month, also includes advanced meeting functionality like group screen sharing, remote desktop control, and dial-in/dial-out capabilities. Stride offered integrations with Atlassian's other products as well as other third-party applications listed in the Atlassian Marketplace, such as GitHub, Giphy, Stand-Bot and Google Calendar. Stride offered additional features beyond messaging to improve efficiency and productivity. It aimed to reduce collaboration noise by introducing a "focus" mode, and eliminates the divisions between text chat, voice meetings, and videoconferencing, by simplifying transitioning between these modes in the same channel. On July 26, 2018, Atlassian announced that HipChat and Stride would be discontinued February 15, 2019, and that it had reached a deal to sell their intellectual property to Slack. Slack paid an undisclosed amount over three years to assume the user bases of the services, while Atlassian took a minority investment in Slack. The companies also announced a commitment to work on integration of Slack with Atlassian services.

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  • H2O (software)

    H2O (software)

    H2O is an open-source, in-memory, distributed machine learning and predictive analytics platform developed by the company H2O.ai (previously 0xdata). The software uses a distributed architecture for parallel processing on standard hardware. It supports algorithms for large-scale data analysis and model deployment. H2O is primarily used by data scientists and developers for statistical modeling and data-driven decision-making. The platform is designed to handle in-memory computations across a distributed computing environment. It offers implementations for numerous statistical and machine learning algorithms, which are accessible through various programming interfaces. The software is released under the Apache License 2.0. == Functionality and features == H2O provides a suite of supervised and unsupervised machine learning algorithms. Its core functions include: Supervised learning: algorithms in the field of statistics, data mining and machine learning such as generalized linear models, random forests, gradient boosting and deep learning are implemented for classification and regression tasks. Unsupervised learning: including K-Means clustering and principal component analysis. Automated machine learning: a features designed to automate the processes of model selection, tuning, and ensemble creation. The software can ingest data from various sources, including the Hadoop Distributed File System, Amazon S3, SQL databases, as well as local file systems. It operates natively on Apache Spark clusters through Sparkling Water. Proponents claim that improved performance is achieved compared to other analysis tools. The software is distributed free of charge, under a business model based on the development of individual applications and support. == Architecture == H2O is primarily written in Java. It uses a distributed architecture that allows the platform to cluster nodes for parallel processing and in-memory storage of data and models. Users interact with the H2O platform through several primary interfaces: Programming language interfaces: APIs are provided for the R and Python programming languages, and various Apache offerings (Apache Hadoop and Spark, as well as Maven). H2O Flow: a graphical web-based interactive computational environment that functions as a notebook interface for data exploration, model building, and scripting. REST-API: allows for integration with other applications and frameworks such as Microsoft Excel or RStudio. With the H2O Machine Learning Integration Nodes, KNIME offers algorithmic workflows. While the algorithm executes, approximate results are displayed, so that users can track the progress and intervene if needed. == History, influences, and extensions == The software project was initiated by the company 0xdata, which later changed its name to H2O.ai. The three Stanford professors Stephen P. Boyd, Robert Tibshirani and Trevor Hastie form a panel that advises H2O on scientific issues. Since its inception, H2O provides open-source machine learning libraries for enterprise use. The core H2O platform is often complemented by offerings from H2O.ai, such as H2O Driverless AI. == Reception == H2O is referenced in peer-reviewed literature regarding automated machine learning (AutoML). The platform has been categorized as a "Leader" and a "Strong Performer" in industry reports by Forrester Research. H2O (the open-source platform) and the associated commercial platform Driverless AI have been recurring winners of InfoWorld's most prestigious awards, including both the Best of Open Source Software ("Bossies") and the Technology of the Year awards.

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  • Data exploration

    Data exploration

    Data exploration is an approach similar to initial data analysis, whereby a data analyst uses visual exploration to understand what is in a dataset and the characteristics of the data, rather than through traditional data management systems. These characteristics can include size or amount of data, completeness of the data, correctness of the data, possible relationships amongst data elements or files/tables in the data. Data exploration is typically conducted using a combination of automated and manual activities. Automated activities can include data profiling or data visualization or tabular reports to give the analyst an initial view into the data and an understanding of key characteristics. This is often followed by manual drill-down or filtering of the data to identify anomalies or patterns identified through the automated actions. Data exploration can also require manual scripting and queries into the data (e.g. using languages such as SQL or R) or using spreadsheets or similar tools to view the raw data. All of these activities are aimed at creating a mental model and understanding of the data in the mind of the analyst, and defining basic metadata (statistics, structure, relationships) for the data set that can be used in further analysis. Once this initial understanding of the data is had, the data can be pruned or refined by removing unusable parts of the data (data cleansing), correcting poorly formatted elements and defining relevant relationships across datasets. This process is also known as determining data quality. Data exploration can also refer to the ad hoc querying or visualization of data to identify potential relationships or insights that may be hidden in the data and does not require to formulate assumptions beforehand. Traditionally, this had been a key area of focus for statisticians, with John Tukey being a key evangelist in the field. Today, data exploration is more widespread and is the focus of data analysts and data scientists; the latter being a relatively new role within enterprises and larger organizations. == Interactive Data Exploration == This area of data exploration has become an area of interest in the field of machine learning. This is a relatively new field and is still evolving. As its most basic level, a machine-learning algorithm can be fed a data set and can be used to identify whether a hypothesis is true based on the dataset. Common machine learning algorithms can focus on identifying specific patterns in the data. Many common patterns include regression and classification or clustering, but there are many possible patterns and algorithms that can be applied to data via machine learning. By employing machine learning, it is possible to find patterns or relationships in the data that would be difficult or impossible to find via manual inspection, trial and error or traditional exploration techniques. == Software == Trifacta – a data preparation and analysis platform Paxata – self-service data preparation software Alteryx – data blending and advanced data analytics software Microsoft Power BI - interactive visualization and data analysis tool OpenRefine - a standalone open source desktop application for data clean-up and data transformation Tableau software – interactive data visualization software

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  • Human-in-the-loop

    Human-in-the-loop

    Human-in-the-loop (HITL) is used in multiple contexts. It can be defined as a model requiring human interaction. HITL is associated with modeling and simulation (M&S) in the live, virtual, and constructive taxonomy. HITL, along with the related human-on-the-loop, are also used in relation to lethal autonomous weapons. Further, HITL is used in the context of machine learning.It is also used in conversational AI to manage complex interactions that require human empathy. == Machine learning == In machine learning, HITL is used in the sense of humans aiding the computer in making the correct decisions in building a model. HITL improves machine learning over random sampling by selecting the most critical data needed to refine the model. == Simulation == In simulation, HITL models may conform to human factors requirements as in the case of a mockup. In this type of simulation, a human is always part of the simulation and consequently influences the outcome in such a way that is difficult if not impossible to reproduce exactly. HITL also readily allows for the identification of problems and requirements that may not be easily identified by other means of simulation. HITL is often referred to as an interactive simulation, which is a special kind of physical simulation in which physical simulations include human operators, such as in a flight or a driving simulator. === Benefits === Human-in-the-loop allows the user to change the outcome of an event or process. The immersion effectively contributes to a positive transfer of acquired skills into the real world. This can be demonstrated by trainees utilizing flight simulators in preparation to become pilots. HITL also allows for the acquisition of knowledge regarding how a new process may affect a particular event. Utilizing HITL allows participants to interact with realistic models and attempt to perform as they would in an actual scenario. HITL simulations bring to the surface issues that would not otherwise be apparent until after a new process has been deployed. A real-world example of HITL simulation as an evaluation tool is its usage by the Federal Aviation Administration (FAA) to allow air traffic controllers to test new automation procedures by directing the activities of simulated air traffic while monitoring the effect of the newly implemented procedures. As with most processes, there is always the possibility of human error, which can only be reproduced using HITL simulation. Although much can be done to automate systems, humans typically still need to take the information provided by a system to determine the next course of action based on their judgment and experience. Intelligent systems can only go so far in certain circumstances to automate a process; only humans in the simulation can accurately judge the final design. Tabletop simulation may be useful in the very early stages of project development for the purpose of collecting data to set broad parameters, but the important decisions require human-in-the-loop simulation. HITL reflects scenarios where human input remains essential despite advances in automation. === Within the virtual simulation taxonomy === Virtual simulations inject HITL in a central role by exercising motor control skills (e.g. flying an airplane), decision making skills (e.g. committing fire control resources to action), or communication skills (e.g. as members of a C4I team). === Examples === Flight simulators Driving simulators Marine simulators Video games Supply chain management simulators Digital puppetry === Misconceptions === Although human-in-the-loop simulation can include a computer simulation in the form of a synthetic environment, computer simulation is not necessarily a form of human-in-the-loop simulation, and is often considered as human-out-of-the loop simulation. In this particular case, a computer model’s behavior is modified according to a set of initial parameters. The results of the model differ from the results stemming from a true human-in-the-loop simulation because the results can easily be replicated time and time again, by simply providing identical parameters. == Weapons == === Taxonomy === Three classifications of the degree of human control of autonomous weapon systems were laid out by Bonnie Docherty in a 2012 Human Rights Watch report. human-in-the-loop: a human must instigate the action of the weapon (in other words not fully autonomous) human-on-the-loop: a human may abort an action human-out-of-the-loop: no human action is involved === Positive human action === In discussions of autonomous weapons and nuclear command and control, the phrase positive human action has been used alongside "human-in-the-loop" to emphasize that a human operator must affirmatively authorize the use of force. Descriptions of the United States Navy's Aegis Combat System have used the phrase in characterizing a requirement for affirmative human action to initiate live firing. A survey of autonomous weapons systems described the Aegis "Auto SM" mode as one in which "the system fully develops the engagement process however engagement requires positive human action". The phrase entered United States federal law in the National Defense Authorization Act for Fiscal Year 2025, which stipulates that artificial intelligence systems not compromise "the principle of requiring positive human actions in execution of decisions by the President with respect to the employment of nuclear weapons".

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  • Deadbot

    Deadbot

    A deadbot, deathbot, or griefbot is a digital avatar, created with artificial intelligence, which resembles a person who is dead. Griefbots employ natural language processing and machine-learning techniques to approximate the style and personality of a deceased person. They may appear as chatbots, voice assistants, or animated avatars, and are often trained on an individual's digital remains. == History == Among the earliest researchers, Muhammad Aurangzeb Ahmad of the University of Washington, developed the Grandpa Bot project, a conversational simulation of his late father designed for his children to interact with. Other efforts include journalist James Vlahos's Dadbot, which evolved into the commercial platform HereAfter AI. Hossein Rahnama's Augmented Eternity research at MIT Media Lab and Toronto Metropolitan University, and game designer Jason Rohrer's "Project December", have enabled users to converse with language-model representations of loved ones. Early commercial projects such as Eternime, founded by Marius Ursache, also popularized the notion of interactive digital immortality. == Cultural and societal impact == Scholars have proposed frameworks and critiques addressing the ethics of these technologies. Tomasz Hollanek and Katarzyna Nowaczyk-Basińska developed a design-ethics taxonomy distinguishing the data donor, data recipient, and interactant. Edina Harbinja and Lilian Edwards formalized the concept of post-mortem privacy, and Carl J. Öhman at the Oxford Internet Institute studied the management of large-scale digital remains. Cultural acceptance varies: while some view them as expressions of remembrance, others regard them as unsettling or ethically problematic. Concerns have been raised about deadbots' potential for creating psychological harm. Griefbots are considered part of the phenomenon of artificial intimacy.

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  • Learning curve (machine learning)

    Learning curve (machine learning)

    In machine learning (ML), a learning curve (or training curve) is a graphical representation that shows how a model's performance on a training set (and usually a validation set) changes with the number of training iterations (epochs) or the amount of training data. Typically, the number of training epochs or training set size is plotted on the x-axis, and the value of the loss function (and possibly some other metric such as the cross-validation score) on the y-axis. Synonyms include error curve, experience curve, improvement curve and generalization curve. More abstractly, learning curves plot the difference between learning effort and predictive performance, where "learning effort" usually means the number of training samples, and "predictive performance" means accuracy on testing samples. Learning curves have many useful purposes in ML, including: choosing model parameters during design, adjusting optimization to improve convergence, and diagnosing problems such as overfitting (or underfitting). Learning curves can also be tools for determining how much a model benefits from adding more training data, and whether the model suffers more from a variance error or a bias error. If both the validation score and the training score converge to a certain value, then the model will no longer significantly benefit from more training data. == Formal definition == When creating a function to approximate the distribution of some data, it is necessary to define a loss function L ( f θ ( X ) , Y ) {\displaystyle L(f_{\theta }(X),Y)} to measure how good the model output is (e.g., accuracy for classification tasks or mean squared error for regression). We then define an optimization process which finds model parameters θ {\displaystyle \theta } such that L ( f θ ( X ) , Y ) {\displaystyle L(f_{\theta }(X),Y)} is minimized, referred to as θ ∗ {\displaystyle \theta ^{}} . === Training curve for amount of data === If the training data is { x 1 , x 2 , … , x n } , { y 1 , y 2 , … y n } {\displaystyle \{x_{1},x_{2},\dots ,x_{n}\},\{y_{1},y_{2},\dots y_{n}\}} and the validation data is { x 1 ′ , x 2 ′ , … x m ′ } , { y 1 ′ , y 2 ′ , … y m ′ } {\displaystyle \{x_{1}',x_{2}',\dots x_{m}'\},\{y_{1}',y_{2}',\dots y_{m}'\}} , a learning curve is the plot of the two curves i ↦ L ( f θ ∗ ( X i , Y i ) ( X i ) , Y i ) {\displaystyle i\mapsto L(f_{\theta ^{}(X_{i},Y_{i})}(X_{i}),Y_{i})} i ↦ L ( f θ ∗ ( X i , Y i ) ( X i ′ ) , Y i ′ ) {\displaystyle i\mapsto L(f_{\theta ^{}(X_{i},Y_{i})}(X_{i}'),Y_{i}')} where X i = { x 1 , x 2 , … x i } {\displaystyle X_{i}=\{x_{1},x_{2},\dots x_{i}\}} === Training curve for number of iterations === Many optimization algorithms are iterative, repeating the same step (such as backpropagation) until the process converges to an optimal value. Gradient descent is one such algorithm. If θ i ∗ {\displaystyle \theta _{i}^{}} is the approximation of the optimal θ {\displaystyle \theta } after i {\displaystyle i} steps, a learning curve is the plot of i ↦ L ( f θ i ∗ ( X , Y ) ( X ) , Y ) {\displaystyle i\mapsto L(f_{\theta _{i}^{}(X,Y)}(X),Y)} i ↦ L ( f θ i ∗ ( X , Y ) ( X ′ ) , Y ′ ) {\displaystyle i\mapsto L(f_{\theta _{i}^{}(X,Y)}(X'),Y')}

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  • Computational humor

    Computational humor

    Computational humor is a branch of computational linguistics and artificial intelligence which uses computers in humor research. It is a relatively new area, with the first dedicated conference organized in 1996. The first "computer model of a sense of humor" was suggested by Suslov as early as 1992. Investigation of the general scheme of the information processing show a possibility of a specific malfunction, conditioned by the necessity of a quick deletion from consciousness of a false version. This specific malfunction can be identified with a humorous effect on the psychological grounds; however, an essentially new ingredient, a role of timing, is added to a well known role of ambiguity. In biological systems, a sense of humour inevitably develops in the course of evolution, because its biological function consists in quickening the transmission of processed information into consciousness and in a more effective use of brain resources. A realization of this algorithm in neural networks explains naturally the mechanism of laughter: deletion of a false version corresponds to zeroing of some part of the neural network and excessive energy of neurons is thrown out to the motor cortex, arousing muscular contractions. Unfortunately, a practical realization of this algorithm needs extensive databases, whose creation in the automatic regime was suggested only recently . As a result, this magistral direction was not developed properly and subsequent investigations (see below) accepted somewhat specialized colouring. == Joke generators == === Pun generation === An approach to analysis of humor is classification of jokes. A further step is an attempt to generate jokes basing on the rules that underlie classification. Simple prototypes for computer pun generation were reported in the early 1990s, based on a natural language generator program, VINCI. Graeme Ritchie and Kim Binsted in their 1994 research paper described a computer program, JAPE, designed to generate question-answer-type puns from a general, i.e., non-humorous, lexicon. (The program name is an acronym for "Joke Analysis and Production Engine".) Some examples produced by JAPE are: Q: What is the difference between leaves and a car? A: One you brush and rake, the other you rush and brake. Q: What do you call a strange market? A: A bizarre bazaar. Since then the approach has been improved, and the latest report, dated 2007, describes the STANDUP joke generator, implemented in the Java programming language. The STANDUP generator was tested on children within the framework of analyzing its usability for language skills development for children with communication disabilities, e.g., because of cerebral palsy. (The project name is an acronym for "System To Augment Non-speakers' Dialog Using Puns" and an allusion to standup comedy.) Children responded to this "language playground" with enthusiasm, and showed marked improvement on certain types of language tests. The two young people, who used the system over a ten-week period, regaled their peers, staff, family and neighbors with jokes such as: "What do you call a spicy missile? A hot shot!" Their joy and enthusiasm at entertaining others was inspirational. === Other === Stock and Strapparava described a program to generate funny acronyms. == Joke recognition == A statistical machine learning algorithm to detect whether a sentence contained a "That's what she said" double entendre was developed by Kiddon and Brun (2011). There is an open-source Python implementation of Kiddon & Brun's TWSS system. A program to recognize knock-knock jokes was reported by Taylor and Mazlack. This kind of research is important in analysis of human–computer interaction. An application of machine learning techniques for the distinguishing of joke texts from non-jokes was described by Mihalcea and Strapparava (2006). Takizawa et al. (1996) reported on a heuristic program for detecting puns in the Japanese language. == Applications == A possible application for assistance in language acquisition is described in the section "Pun generation". Another envisioned use of joke generators is in cases of a steady supply of jokes where quantity is more important than quality. Another obvious, yet remote, direction is automated joke appreciation. It is known that humans interact with computers in ways similar to interacting with other humans that may be described in terms of personality, politeness, flattery, and in-group favoritism. Therefore, the role of humor in human–computer interaction is being investigated. In particular, humor generation in user interface to ease communications with computers was suggested. Craig McDonough implemented the Mnemonic Sentence Generator, which converts passwords into humorous sentences. Based on the incongruity theory of humor, it is suggested that the resulting meaningless but funny sentences are easier to remember. For example, the password AjQA3Jtv is converted into "Arafat joined Quayle's Ant, while TARAR Jeopardized thurmond's vase," an example chosen by combining politicians names with verbs and common nouns. == Related research == John Allen Paulos is known for his interest in mathematical foundations of humor. His book Mathematics and Humor: A Study of the Logic of Humor demonstrates structures common to humor and formal sciences (mathematics, linguistics) and develops a mathematical model of jokes based on catastrophe theory. Conversational systems which have been designed to take part in Turing test competitions generally have the ability to learn humorous anecdotes and jokes. Because many people regard humor as something particular to humans, its appearance in conversation can be quite useful in convincing a human interrogator that a hidden entity, which could be a machine or a human, is in fact a human.

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  • Discovery system (artificial intelligence)

    Discovery system (artificial intelligence)

    A discovery system is an artificial intelligence system that attempts to discover new scientific concepts or laws. The aim of discovery systems is to automate scientific data analysis and the scientific discovery process. Ideally, an artificial intelligence system should be able to search systematically through the space of all possible hypotheses and yield the hypothesis - or set of equally likely hypotheses - that best describes the complex patterns in data. During the era known as the second AI summer (approximately 1978–1987), various systems akin to the era's dominant expert systems were developed to tackle the problem of extracting scientific hypotheses from data, with or without interacting with a human scientist. These systems included Autoclass, Automated Mathematician, Eurisko, which aimed at general-purpose hypothesis discovery, and more specific systems such as Dalton, which uncovers molecular properties from data. The dream of building systems that discover scientific hypotheses was pushed to the background with the second AI winter and the subsequent resurgence of subsymbolic methods such as neural networks. Subsymbolic methods emphasize prediction over explanation, and yield models which works well but are difficult or impossible to explain which has earned them the name black box AI. A black-box model cannot be considered a scientific hypothesis, and this development has even led some researchers to suggest that the traditional aim of science - to uncover hypotheses and theories about the structure of reality - is obsolete. Other researchers disagree and argue that subsymbolic methods are useful in many cases, just not for generating scientific theories. == Discovery systems from the 1970s and 1980s == Autoclass was a Bayesian Classification System written in 1986 Automated Mathematician was one of the earliest successful discovery systems. It was written in 1977 and worked by generating a modifying small Lisp programs Eurisko was a Sequel to Automated Mathematician written in 1984 Dalton is a still maintained program capable of calculating various molecular properties initially launched in 1983 and available in open source since 2017 Glauber is a scientific discovery method written in the context of computational philosophy of science launched in 1983 == Modern discovery systems (2009–present) == After a couple of decades with little interest in discovery systems, the interest in using AI to uncover natural laws and scientific explanations was renewed by the work of Michael Schmidt, then a PhD student in Computational Biology at Cornell University. Schmidt and his advisor, Hod Lipson, invented Eureqa, which they described as a symbolic regression approach to "distilling free-form natural laws from experimental data". This work effectively demonstrated that symbolic regression was a promising way forward for AI-driven scientific discovery. Since 2009, symbolic regression has matured further, and today, various commercial and open source systems are actively used in scientific research. Notable examples include Eureqa, now a part of DataRobot AI Cloud Platform, AI Feynman, and QLattice.

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  • Token maxxing

    Token maxxing

    Token Maxxing or Token Maxing is a metric used in an attempt to track productivity in the workplace especially for those using Artificial Intelligence (AI) based services. AI services charge for each token which represent units of effort expended by an AI service to solve a problem. Some believe that token consumption equates to productivity and thus can be used as a metric to monitor an employee's work. Supporters believe that higher token usage indicates higher productivity and higher utilization of powerful AI services. This also suggests that those not consuming enough tokens may be less productive and underutilizing powerful AI services. This belief might lead to an environment that incentivizes higher token usage to predict increased productivity. Critics of token maxxing as a metric claim that prudent workers will maximize any metric that management wants increased to gain a workplace advantage. For example: Engineers in the tech industries pressed to consume as many tokens as possible might run several AI agents in tandem, enter longer input prompts, or automate their tasks to maximize their token consumption. To management, this higher token usage may indicate potential productivity, but in reality may cause additional token costs, worker burnout, or actually create more bloated code of lower quality. Another claim is AI service companies potentially benefit from such an emphasis on token consumption and actively encourage the trend. Some developers have publicly advocated the practice. Developer Sigrid Jin, who said he used 50 billion tokens in a single year, has argued that maximizing token consumption is the best way to understand the value of AI, advising others to spend as much on AI usage as they pay in rent to obtain a return on investment. == See Also == Goodhart's law Perverse incentive Jevons Paradox

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  • Model compression

    Model compression

    Model compression is a machine learning technique for reducing the size of trained models. Large models can achieve high accuracy, but often at the cost of significant resource requirements. Compression techniques aim to compress models without significant performance reduction. Smaller models require less storage space, and consume less memory and compute during inference. Compressed models enable deployment on resource-constrained devices such as smartphones, embedded systems, edge computing devices, and consumer electronics computers. Efficient inference is also valuable for large corporations that serve large model inference over an API, allowing them to reduce computational costs and improve response times for users. Model compression is not to be confused with knowledge distillation, in which a smaller "student" model is trained to imitate the input-output behavior of a larger "teacher" model (as opposed to using the "teacher"'s trained parameters or the "teacher"'s training targets). == Techniques == Several techniques are employed for model compression. === Pruning === Pruning sparsifies a large model by setting some parameters to exactly zero. This effectively reduces the number of parameters. This allows the use of sparse matrix operations, which are faster than dense matrix operations. Pruning criteria can be based on magnitudes of parameters, the statistical pattern of neural activations, Hessian values, etc. === Quantization === Quantization reduces the numerical precision of weights and activations. For example, instead of storing weights as 32-bit floating-point numbers, they can be represented using 8-bit integers. Low-precision parameters take up less space, and takes less compute to perform arithmetic with. It is also possible to quantize some parameters more aggressively than others, so for example, a less important parameter can have 8-bit precision while another, more important parameter, can have 16-bit precision. Inference with such models requires mixed-precision arithmetic. Quantized models can also be used during training (rather than after training). PyTorch implements automatic mixed-precision (AMP), which performs autocasting, gradient scaling, and loss scaling. === Low-rank factorization === Weight matrices can be approximated by low-rank matrices. Let W {\displaystyle W} be a weight matrix of shape m × n {\displaystyle m\times n} . A low-rank approximation is W ≈ U V T {\displaystyle W\approx UV^{T}} , where U {\displaystyle U} and V {\displaystyle V} are matrices of shapes m × k , n × k {\displaystyle m\times k,n\times k} . When k {\displaystyle k} is small, this both reduces the number of parameters needed to represent W {\displaystyle W} approximately, and accelerates matrix multiplication by W {\displaystyle W} . Low-rank approximations can be found by singular value decomposition (SVD). The choice of rank for each weight matrix is a hyperparameter, and jointly optimized as a mixed discrete-continuous optimization problem. The rank of weight matrices may also be pruned after training, taking into account the effect of activation functions like ReLU on the implicit rank of the weight matrices. == Training == Model compression may be decoupled from training, that is, a model is first trained without regard for how it might be compressed, then it is compressed. However, it may also be combined with training. The "train big, then compress" method trains a large model for a small number of training steps (less than it would be if it were trained to convergence), then heavily compress the model. It is found that at the same compute budget, this method results in a better model than lightly compressed, small models. In Deep Compression, the compression has three steps. First loop (pruning): prune all weights lower than a threshold, then finetune the network, then prune again, etc. Second loop (quantization): cluster weights, then enforce weight sharing among all weights in each cluster, then finetune the network, then cluster again, etc. Third step: Use Huffman coding to losslessly compress the model. The SqueezeNet paper reported that Deep Compression achieved a compression ratio of 35 on AlexNet, and a ratio of ~10 on SqueezeNets.

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  • Hyperparameter (machine learning)

    Hyperparameter (machine learning)

    In machine learning, a hyperparameter is a parameter that can be set in order to define any configurable part of a model's learning process. Hyperparameters can be classified as either model hyperparameters (such as the topology and size of a neural network) or algorithm hyperparameters (such as the learning rate and the batch size of an optimizer). These are named hyperparameters in contrast to parameters, which are characteristics that the model learns from the data. Hyperparameters are not required by every model or algorithm. Some simple algorithms such as ordinary least squares regression require none. However, the LASSO algorithm, for example, adds a regularization hyperparameter to ordinary least squares which must be set before training. Even models and algorithms without a strict requirement to define hyperparameters may not produce meaningful results if these are not carefully chosen. However, optimal values for hyperparameters are not always easy to predict. Some hyperparameters may have no meaningful effect, or one important variable may be conditional upon the value of another. Often a separate process of hyperparameter tuning is needed to find a suitable combination for the data and task. As well as improving model performance, hyperparameters can be used by researchers to introduce robustness and reproducibility into their work, especially if it uses models that incorporate random number generation. == Considerations == The time required to train and test a model can depend upon the choice of its hyperparameters. A hyperparameter is usually of continuous or integer type, leading to mixed-type optimization problems. The existence of some hyperparameters is conditional upon the value of others, e.g. the size of each hidden layer in a neural network can be conditional upon the number of layers. === Difficulty-learnable parameters === The objective function is typically non-differentiable with respect to hyperparameters. As a result, in most instances, hyperparameters cannot be learned using gradient-based optimization methods (such as gradient descent), which are commonly employed to learn model parameters. These hyperparameters are those parameters describing a model representation that cannot be learned by common optimization methods, but nonetheless affect the loss function. An example would be the tolerance hyperparameter for errors in support vector machines. === Untrainable parameters === Sometimes, hyperparameters cannot be learned from the training data because they aggressively increase the capacity of a model and can push the loss function to an undesired minimum (overfitting to the data), as opposed to correctly mapping the richness of the structure in the data. For example, if we treat the degree of a polynomial equation fitting a regression model as a trainable parameter, the degree would increase until the model perfectly fit the data, yielding low training error, but poor generalization performance. === Tunability === Most performance variation can be attributed to just a few hyperparameters. The tunability of an algorithm, hyperparameter, or interacting hyperparameters is a measure of how much performance can be gained by tuning it. For an LSTM, while the learning rate followed by the network size are its most crucial hyperparameters, batching and momentum have no significant effect on its performance. Although some research has advocated the use of mini-batch sizes in the thousands, other work has found the best performance with mini-batch sizes between 2 and 32. === Robustness === An inherent stochasticity in learning directly implies that the empirical hyperparameter performance is not necessarily its true performance. Methods that are not robust to simple changes in hyperparameters, random seeds, or even different implementations of the same algorithm cannot be integrated into mission critical control systems without significant simplification and robustification. Reinforcement learning algorithms, in particular, require measuring their performance over a large number of random seeds, and also measuring their sensitivity to choices of hyperparameters. Their evaluation with a small number of random seeds does not capture performance adequately due to high variance. Some reinforcement learning methods, e.g. DDPG (Deep Deterministic Policy Gradient), are more sensitive to hyperparameter choices than others. == Optimization == Hyperparameter optimization finds a tuple of hyperparameters that yields an optimal model which minimizes a predefined loss function on given test data. The objective function takes a tuple of hyperparameters and returns the associated loss. Typically these methods are not gradient based, and instead apply concepts from derivative-free optimization or black box optimization. == Reproducibility == Apart from tuning hyperparameters, machine learning involves storing and organizing the parameters and results, and making sure they are reproducible. In the absence of a robust infrastructure for this purpose, research code often evolves quickly and compromises essential aspects like bookkeeping and reproducibility. Online collaboration platforms for machine learning go further by allowing scientists to automatically share, organize and discuss experiments, data, and algorithms. Reproducibility can be particularly difficult for deep learning models. For example, research has shown that deep learning models depend very heavily even on the random seed selection of the random number generator.

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