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  • Bin picking

    Bin picking

    Bin picking (also referred to as random bin picking) is a core problem in computer vision and robotics. The goal is to have a robot with sensors and cameras attached to it pick-up known objects with random poses out of a bin using a suction gripper, parallel gripper, or other kind of robot end effector. Early work on bin picking made use of Photometric Stereo in recovering the shapes of objects and to determine their orientation in space. Amazon previously held a competition focused on bin picking referred to as the "Amazon Picking Challenge", which was held from 2015 to 2017. The challenge tasked entrants with building their own robot hardware and software that could attempt simplified versions of the general task of picking and stowing items on shelves. The robots were scored by how many items were picked and stowed in a fixed amount of time. The first Amazon Robotics challenge was won by a team from TU Berlin in 2015, followed by a team from TU Delft and the Dutch company "Fizyr" in 2016. The last Amazon Robotics Challenge was won by the Australian Centre for Robotic Vision at Queensland University of Technology with their robot named Cartman. The Amazon Robotics/Picking Challenge was discontinued following the 2017 competition. Although there can be some overlap, bin picking is distinct from "each picking" and the bin packing problem.

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  • Softplus

    Softplus

    In mathematics and machine learning, the softplus function is f ( x ) = ln ⁡ ( 1 + e x ) . {\displaystyle f(x)=\ln(1+e^{x}).} It is a smooth approximation (in fact, an analytic function) to the ramp function, which is known as the rectifier or ReLU (rectified linear unit) in machine learning. For large negative x {\displaystyle x} it is ln ⁡ ( 1 + e x ) = ln ⁡ ( 1 + ϵ ) ⪆ ln ⁡ 1 = 0 {\displaystyle \ln(1+e^{x})=\ln(1+\epsilon )\gtrapprox \ln 1=0} , so just above 0, while for large positive x {\displaystyle x} it is ln ⁡ ( 1 + e x ) ⪆ ln ⁡ ( e x ) = x {\displaystyle \ln(1+e^{x})\gtrapprox \ln(e^{x})=x} , so just above x {\displaystyle x} . The names softplus and SmoothReLU are used in machine learning. The name "softplus" (2000), by analogy with the earlier softmax (1989) is presumably because it is a smooth (soft) approximation of the positive part of x, which is sometimes denoted with a superscript plus, x + := max ( 0 , x ) {\displaystyle x^{+}:=\max(0,x)} . == Alternative forms == This function can be approximated as: ln ⁡ ( 1 + e x ) ≈ { ln ⁡ 2 , x = 0 , x 1 − e − x / ln ⁡ 2 , x ≠ 0 {\displaystyle \ln \left(1+e^{x}\right)\approx {\begin{cases}\ln 2,&x=0,\\[6pt]{\frac {x}{1-e^{-x/\ln 2}}},&x\neq 0\end{cases}}} By making the change of variables x = y ln ⁡ ( 2 ) {\displaystyle x=y\ln(2)} , this is equivalent to log 2 ⁡ ( 1 + 2 y ) ≈ { 1 , y = 0 , y 1 − e − y , y ≠ 0. {\displaystyle \log _{2}(1+2^{y})\approx {\begin{cases}1,&y=0,\\[6pt]{\frac {y}{1-e^{-y}}},&y\neq 0.\end{cases}}} A sharpness parameter k {\displaystyle k} may be included: f ( x ) = ln ⁡ ( 1 + e k x ) k , f ′ ( x ) = e k x 1 + e k x = 1 1 + e − k x . {\displaystyle f(x)={\frac {\ln(1+e^{kx})}{k}},\qquad \qquad f'(x)={\frac {e^{kx}}{1+e^{kx}}}={\frac {1}{1+e^{-kx}}}.} Additionally, the softplus function is equivalent to the log of the sigmoid function in the following way: − ln ⁡ ( sigmoid ( − x ) ) = − ln ⁡ ( 1 1 + e x ) = ln ⁡ ( 1 + e x ) = softplus ( x ) {\displaystyle -\ln({\text{sigmoid}}(-x))=-\ln \left({\frac {1}{1+e^{x}}}\right)=\ln \left(1+e^{x}\right)={\text{softplus}}(x)} == Related functions == The derivative of softplus is the standard logistic function: f ′ ( x ) = e x 1 + e x = 1 1 + e − x {\displaystyle f'(x)={\frac {e^{x}}{1+e^{x}}}={\frac {1}{1+e^{-x}}}} The logistic function or the sigmoid function is a smooth approximation of the rectifier, the Heaviside step function. === LogSumExp === The multivariable generalization of single-variable softplus is the LogSumExp with the first argument set to zero: L S E 0 + ⁡ ( x 1 , … , x n ) := LSE ⁡ ( 0 , x 1 , … , x n ) = ln ⁡ ( 1 + e x 1 + ⋯ + e x n ) . {\displaystyle \operatorname {LSE_{0}} ^{+}(x_{1},\dots ,x_{n}):=\operatorname {LSE} (0,x_{1},\dots ,x_{n})=\ln(1+e^{x_{1}}+\cdots +e^{x_{n}}).} The LogSumExp function is LSE ⁡ ( x 1 , … , x n ) = ln ⁡ ( e x 1 + ⋯ + e x n ) , {\displaystyle \operatorname {LSE} (x_{1},\dots ,x_{n})=\ln(e^{x_{1}}+\cdots +e^{x_{n}}),} and its gradient is the softmax; the softmax with the first argument set to zero is the multivariable generalization of the logistic function. Both LogSumExp and softmax are used in machine learning. === Convex conjugate === The convex conjugate (specifically, the Legendre transformation) of the softplus function is the negative binary entropy function (with base e). This is because (following the definition of the Legendre transformation: the derivatives are inverse functions) the derivative of softplus is the logistic function, whose inverse function is the logit, which is the derivative of negative binary entropy. Softplus can be interpreted as logistic loss (as a positive number), so, by duality, minimizing logistic loss corresponds to maximizing entropy. This justifies the principle of maximum entropy as loss minimization.

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  • Radial basis function

    Radial basis function

    In mathematics a radial basis function (RBF) is a real-valued function φ {\textstyle \varphi } whose value depends only on the distance between the input and some fixed point, either the origin, so that φ ( x ) = φ ^ ( ‖ x ‖ ) {\textstyle \varphi (\mathbf {x} )={\hat {\varphi }}(\left\|\mathbf {x} \right\|)} , or some other fixed point c {\textstyle \mathbf {c} } , called a center, so that φ ( x ) = φ ^ ( ‖ x − c ‖ ) {\textstyle \varphi (\mathbf {x} )={\hat {\varphi }}(\left\|\mathbf {x} -\mathbf {c} \right\|)} . Any function φ {\textstyle \varphi } that satisfies the property φ ( x ) = φ ^ ( ‖ x ‖ ) {\textstyle \varphi (\mathbf {x} )={\hat {\varphi }}(\left\|\mathbf {x} \right\|)} is a radial function. The distance is usually Euclidean distance, although other metrics are sometimes used. They are often used as a collection { φ k } k {\displaystyle \{\varphi _{k}\}_{k}} which forms a basis for some function space of interest, hence the name. Sums of radial basis functions are typically used to approximate given functions. This approximation process can also be interpreted as a simple kind of neural network; this was the context in which they were originally applied to machine learning, in work by David Broomhead and David Lowe in 1988, which stemmed from Michael J. D. Powell's seminal research from 1977. RBFs are also used as a kernel in support vector classification. The technique has proven effective and flexible enough that radial basis functions are now applied in a variety of engineering applications. == Definition == A radial function is a function φ : [ 0 , ∞ ) → R {\textstyle \varphi :[0,\infty )\to \mathbb {R} } . When paired with a norm ‖ ⋅ ‖ : V → [ 0 , ∞ ) {\textstyle \|\cdot \|:V\to [0,\infty )} on a vector space, a function of the form φ c = φ ( ‖ x − c ‖ ) {\textstyle \varphi _{\mathbf {c} }=\varphi (\|\mathbf {x} -\mathbf {c} \|)} is said to be a radial kernel centered at c ∈ V {\textstyle \mathbf {c} \in V} . A radial function and the associated radial kernels are said to be radial basis functions if, for any finite set of nodes { x k } k = 1 n ⊆ V {\displaystyle \{\mathbf {x} _{k}\}_{k=1}^{n}\subseteq V} , all of the following conditions are true: === Examples === Commonly used types of radial basis functions include (writing r = ‖ x − x i ‖ {\textstyle r=\left\|\mathbf {x} -\mathbf {x} _{i}\right\|} and using ε {\textstyle \varepsilon } to indicate a shape parameter that can be used to scale the input of the radial kernel): == Approximation == Radial basis functions are typically used to build up function approximations of the form where the approximating function y ( x ) {\textstyle y(\mathbf {x} )} is represented as a sum of N {\displaystyle N} radial basis functions, each associated with a different center x i {\textstyle \mathbf {x} _{i}} , and weighted by an appropriate coefficient w i . {\textstyle w_{i}.} The weights w i {\textstyle w_{i}} can be estimated using the matrix methods of linear least squares, because the approximating function is linear in the weights w i {\textstyle w_{i}} . Approximation schemes of this kind have been particularly used in time series prediction and control of nonlinear systems exhibiting sufficiently simple chaotic behaviour and 3D reconstruction in computer graphics (for example, hierarchical RBF and Pose Space Deformation). == RBF Network == The sum can also be interpreted as a rather simple single-layer type of artificial neural network called a radial basis function network, with the radial basis functions taking on the role of the activation functions of the network. It can be shown that any continuous function on a compact interval can in principle be interpolated with arbitrary accuracy by a sum of this form, if a sufficiently large number N {\textstyle N} of radial basis functions is used. The approximant y ( x ) {\textstyle y(\mathbf {x} )} is differentiable with respect to the weights w i {\textstyle w_{i}} . The weights could thus be learned using any of the standard iterative methods for neural networks. Using radial basis functions in this manner yields a reasonable interpolation approach provided that the fitting set has been chosen such that it covers the entire range systematically (equidistant data points are ideal). However, without a polynomial term that is orthogonal to the radial basis functions, estimates outside the fitting set tend to perform poorly. == RBFs for PDEs == Radial basis functions are used to approximate functions and so can be used to discretize and numerically solve Partial Differential Equations (PDEs). This was first done in 1990 by E. J. Kansa who developed the first RBF based numerical method. It is called the Kansa method and was used to solve the elliptic Poisson equation and the linear advection-diffusion equation. The function values at points x {\displaystyle \mathbf {x} } in the domain are approximated by the linear combination of RBFs: The derivatives are approximated as such: where N {\displaystyle N} are the number of points in the discretized domain, d {\displaystyle d} the dimension of the domain and λ {\displaystyle \lambda } the scalar coefficients that are unchanged by the differential operator. Different numerical methods based on Radial Basis Functions were developed thereafter. Some methods are the RBF-FD method, the RBF-QR method and the RBF-PUM method.

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  • Autoencoder

    Autoencoder

    An autoencoder is a type of artificial neural network used to learn efficient codings of unlabeled data (unsupervised learning). An autoencoder learns two functions: an encoding function that transforms the input data, and a decoding function that recreates the input data from the encoded representation. The autoencoder learns an efficient representation (encoding) for a set of data, typically for dimensionality reduction, to generate lower-dimensional embeddings for subsequent use by other machine learning algorithms. Variants exist which aim to make the learned representations assume useful properties. Examples are regularized autoencoders (sparse, denoising and contractive autoencoders), which are effective in learning representations for subsequent classification tasks, and variational autoencoders, which can be used as generative models. Autoencoders are applied to many problems, including facial recognition, feature detection, anomaly detection, and learning the meaning of words. In terms of data synthesis, autoencoders can also be used to randomly generate new data that is similar to the input (training) data. == Mathematical principles == === Definition === An autoencoder is defined by the following components: Two sets: the space of encoded messages Z {\displaystyle {\mathcal {Z}}} ; the space of decoded messages X {\displaystyle {\mathcal {X}}} . Typically X {\displaystyle {\mathcal {X}}} and Z {\displaystyle {\mathcal {Z}}} are Euclidean spaces, that is, X = R m , Z = R n {\displaystyle {\mathcal {X}}=\mathbb {R} ^{m},{\mathcal {Z}}=\mathbb {R} ^{n}} with m > n . {\displaystyle m>n.} Two parametrized families of functions: the encoder family E ϕ : X → Z {\displaystyle E_{\phi }:{\mathcal {X}}\rightarrow {\mathcal {Z}}} , parametrized by ϕ {\displaystyle \phi } ; the decoder family D θ : Z → X {\displaystyle D_{\theta }:{\mathcal {Z}}\rightarrow {\mathcal {X}}} , parametrized by θ {\displaystyle \theta } .For any x ∈ X {\displaystyle x\in {\mathcal {X}}} , we usually write z = E ϕ ( x ) {\displaystyle z=E_{\phi }(x)} , and refer to it as the code, the latent variable, latent representation, latent vector, etc. Conversely, for any z ∈ Z {\displaystyle z\in {\mathcal {Z}}} , we usually write x ′ = D θ ( z ) {\displaystyle x'=D_{\theta }(z)} , and refer to it as the (decoded) message. Usually, both the encoder and the decoder are defined as multilayer perceptrons (MLPs). For example, a one-layer-MLP encoder E ϕ {\displaystyle E_{\phi }} is: E ϕ ( x ) = σ ( W x + b ) {\displaystyle E_{\phi }(\mathbf {x} )=\sigma (Wx+b)} where σ {\displaystyle \sigma } is an element-wise activation function, W {\displaystyle W} is a "weight" matrix, and b {\displaystyle b} is a "bias" vector. === Training an autoencoder === An autoencoder, by itself, is simply a tuple of two functions. To judge its quality, we need a task. A task is defined by a reference probability distribution μ r e f {\displaystyle \mu _{ref}} over X {\displaystyle {\mathcal {X}}} , and a "reconstruction quality" function d : X × X → [ 0 , ∞ ] {\displaystyle d:{\mathcal {X}}\times {\mathcal {X}}\to [0,\infty ]} , such that d ( x , x ′ ) {\displaystyle d(x,x')} measures how much x ′ {\displaystyle x'} differs from x {\displaystyle x} . With those, we can define the loss function for the autoencoder as L ( θ , ϕ ) := E x ∼ μ r e f [ d ( x , D θ ( E ϕ ( x ) ) ) ] {\displaystyle L(\theta ,\phi ):=\mathbb {\mathbb {E} } _{x\sim \mu _{ref}}[d(x,D_{\theta }(E_{\phi }(x)))]} The optimal autoencoder for the given task ( μ r e f , d ) {\displaystyle (\mu _{ref},d)} is then arg ⁡ min θ , ϕ L ( θ , ϕ ) {\displaystyle \arg \min _{\theta ,\phi }L(\theta ,\phi )} . The search for the optimal autoencoder can be accomplished by any mathematical optimization technique, but usually by gradient descent. This search process is referred to as "training the autoencoder". In most situations, the reference distribution is just the empirical distribution given by a dataset { x 1 , . . . , x N } ⊂ X {\displaystyle \{x_{1},...,x_{N}\}\subset {\mathcal {X}}} , so that μ r e f = 1 N ∑ i = 1 N δ x i {\displaystyle \mu _{ref}={\frac {1}{N}}\sum _{i=1}^{N}\delta _{x_{i}}} where δ x i {\displaystyle \delta _{x_{i}}} is the Dirac measure, the quality function is just L 2 {\displaystyle L^{2}} loss: d ( x , x ′ ) = ‖ x − x ′ ‖ 2 2 {\displaystyle d(x,x')=\|x-x'\|_{2}^{2}} , and ‖ ⋅ ‖ 2 {\displaystyle \|\cdot \|_{2}} is the Euclidean norm. Then the problem of searching for the optimal autoencoder is just a least-squares optimization: min θ , ϕ L ( θ , ϕ ) , where L ( θ , ϕ ) = 1 N ∑ i = 1 N ‖ x i − D θ ( E ϕ ( x i ) ) ‖ 2 2 {\displaystyle \min _{\theta ,\phi }L(\theta ,\phi ),\qquad {\text{where }}L(\theta ,\phi )={\frac {1}{N}}\sum _{i=1}^{N}\|x_{i}-D_{\theta }(E_{\phi }(x_{i}))\|_{2}^{2}} === Interpretation === An autoencoder has two main parts: an encoder that maps the message to a code, and a decoder that reconstructs the message from the code. An optimal autoencoder would perform as close to perfect reconstruction as possible, with "close to perfect" defined by the reconstruction quality function d {\displaystyle d} . The simplest way to perform the copying task perfectly would be to duplicate the signal. To suppress this behavior, the code space Z {\displaystyle {\mathcal {Z}}} usually has fewer dimensions than the message space X {\displaystyle {\mathcal {X}}} . Such an autoencoder is called undercomplete. It can be interpreted as compressing the message, or reducing its dimensionality. At the limit of an ideal undercomplete autoencoder, every possible code z {\displaystyle z} in the code space is used to encode a message x {\displaystyle x} that really appears in the distribution μ r e f {\displaystyle \mu _{ref}} , and the decoder is also perfect: D θ ( E ϕ ( x ) ) = x {\displaystyle D_{\theta }(E_{\phi }(x))=x} . This ideal autoencoder can then be used to generate messages indistinguishable from real messages, by feeding its decoder arbitrary code z {\displaystyle z} and obtaining D θ ( z ) {\displaystyle D_{\theta }(z)} , which is a message that really appears in the distribution μ r e f {\displaystyle \mu _{ref}} . If the code space Z {\displaystyle {\mathcal {Z}}} has dimension larger than (overcomplete), or equal to, the message space X {\displaystyle {\mathcal {X}}} , or the hidden units are given enough capacity, an autoencoder can learn the identity function and become useless. However, experimental results found that overcomplete autoencoders might still learn useful features. In the ideal setting, the code dimension and the model capacity could be set on the basis of the complexity of the data distribution to be modeled. A standard way to do so is to add modifications to the basic autoencoder, to be detailed below. == Variations == === Variational autoencoder (VAE) === Variational autoencoders (VAEs) belong to the families of variational Bayesian methods. Despite the architectural similarities with basic autoencoders, VAEs are architected with different goals and have a different mathematical formulation. The latent space is, in this case, composed of a mixture of distributions instead of fixed vectors. Given an input dataset x {\displaystyle x} characterized by an unknown probability function P ( x ) {\displaystyle P(x)} and a multivariate latent encoding vector z {\displaystyle z} , the objective is to model the data as a distribution p θ ( x ) {\displaystyle p_{\theta }(x)} , with θ {\displaystyle \theta } defined as the set of the network parameters so that p θ ( x ) = ∫ z p θ ( x , z ) d z {\displaystyle p_{\theta }(x)=\int _{z}p_{\theta }(x,z)dz} . === Sparse autoencoder (SAE) === Inspired by the sparse coding hypothesis in neuroscience, sparse autoencoders (SAE) are variants of autoencoders, such that the codes E ϕ ( x ) {\displaystyle E_{\phi }(x)} for messages tend to be sparse codes, that is, E ϕ ( x ) {\displaystyle E_{\phi }(x)} is close to zero in most entries. Sparse autoencoders may include more (rather than fewer) hidden units than inputs, but only a small number of the hidden units are allowed to be active at the same time. Encouraging sparsity improves performance on classification tasks. There are two main ways to enforce sparsity. One way is to simply clamp all but the highest-k activations of the latent code to zero. This is the k-sparse autoencoder. The k-sparse autoencoder inserts the following "k-sparse function" in the latent layer of a standard autoencoder: f k ( x 1 , . . . , x n ) = ( x 1 b 1 , . . . , x n b n ) {\displaystyle f_{k}(x_{1},...,x_{n})=(x_{1}b_{1},...,x_{n}b_{n})} where b i = 1 {\displaystyle b_{i}=1} if | x i | {\displaystyle |x_{i}|} ranks in the top k, and 0 otherwise. Backpropagating through f k {\displaystyle f_{k}} is simple: set gradient to 0 for b i = 0 {\displaystyle b_{i}=0} entries, and keep gradient for b i = 1 {\displaystyle b_{i}=1} entries. This is essentially a generalized ReLU function. The other way is a relaxed version of the k-

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  • Cleverbot

    Cleverbot

    Cleverbot is a chatterbot web application. It was created by British AI scientist Rollo Carpenter and launched in October 2008. It was preceded by Jabberwacky, a chatbot project that began in 1988 and went online in 1997. In its first decade, Cleverbot held several thousand conversations with Carpenter and his associates. Since launching on the web, the number of conversations held has exceeded 150 million. Besides the web application, Cleverbot is also available as an iOS, Android, and Windows Phone app. == Operation == Cleverbot's responses are not pre-programmed because it learns from human input: Humans type into the box below the Cleverbot logo and the system finds all keywords or an exact phrase matching the input. After searching through its saved conversations, it responds to the input by finding how a human responded to that input when it was asked, in part or in full, by Cleverbot. Cleverbot participated in a formal Turing test at the 2011 Techniche festival at the Indian Institute of Technology Guwahati on 3 September 2011. Out of the 1334 votes cast, Cleverbot was judged to be 59.3% human, compared to the rating of 63.3% human achieved by human participants. A score of 50.05% or higher is often considered to be a passing grade. The software running for the event had to handle just 1 or 2 simultaneous requests, whereas online Cleverbot is usually talking to around 10,000 to 50,000 people at once. == Developments == Cleverbot is constantly growing in data size at the rate of 4 to 7 million interactions per day. Updates to the software have been mostly behind the scenes. In 2014, Cleverbot was upgraded to use GPU serving techniques. Unlike Eliza, the program does not respond in a fixed way, instead choosing its responses heuristically using fuzzy logic, the whole of the conversation being compared to the millions that have taken place before. Cleverbot now uses over 279 million interactions, about 3-4% of the data it has already accumulated. The developers of Cleverbot are attempting to build a new version using machine learning techniques. An app that uses the Cleverscript engine to play a game of 20 Questions has been launched under the name Clevernator. Unlike other such games, the player asks the questions and it is the role of the AI to understand, and answer factually. An app that allows owners to create and talk to their own small Cleverbot-like AI has been launched, called Cleverme! for Apple products. == In popular culture == Cleverbot received media attention after being featured in the popular 2010 creepypasta ARG web serial Ben Drowned by Alexander D. Hall. In early 2017, a Twitch stream of two Google Home devices modified to talk to each other using Cleverbot garnered over 700,000 visitors and over 30,000 peak concurrent viewers.

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  • Growth function

    Growth function

    The growth function, also called the shatter coefficient or the shattering number, measures the richness of a set family or class of functions. It is especially used in the context of statistical learning theory, where it is used to study properties of statistical learning methods. The term 'growth function' was coined by Vapnik and Chervonenkis in their 1968 paper, where they also proved many of its properties. It is a basic concept in machine learning. == Definitions == === Set-family definition === Let H {\displaystyle H} be a set family (a set of sets) and C {\displaystyle C} a set. Their intersection is defined as the following set-family: H ∩ C := { h ∩ C ∣ h ∈ H } {\displaystyle H\cap C:=\{h\cap C\mid h\in H\}} The intersection-size (also called the index) of H {\displaystyle H} with respect to C {\displaystyle C} is | H ∩ C | {\displaystyle |H\cap C|} . If a set C m {\displaystyle C_{m}} has m {\displaystyle m} elements then the index is at most 2 m {\displaystyle 2^{m}} . If the index is exactly 2m then the set C {\displaystyle C} is said to be shattered by H {\displaystyle H} , because H ∩ C {\displaystyle H\cap C} contains all the subsets of C {\displaystyle C} , i.e.: | H ∩ C | = 2 | C | , {\displaystyle |H\cap C|=2^{|C|},} The growth function measures the size of H ∩ C {\displaystyle H\cap C} as a function of | C | {\displaystyle |C|} . Formally: Growth ⁡ ( H , m ) := max C : | C | = m | H ∩ C | {\displaystyle \operatorname {Growth} (H,m):=\max _{C:|C|=m}|H\cap C|} === Hypothesis-class definition === Equivalently, let H {\displaystyle H} be a hypothesis-class (a set of binary functions) and C {\displaystyle C} a set with m {\displaystyle m} elements. The restriction of H {\displaystyle H} to C {\displaystyle C} is the set of binary functions on C {\displaystyle C} that can be derived from H {\displaystyle H} : H C := { ( h ( x 1 ) , … , h ( x m ) ) ∣ h ∈ H , x i ∈ C } {\displaystyle H_{C}:=\{(h(x_{1}),\ldots ,h(x_{m}))\mid h\in H,x_{i}\in C\}} The growth function measures the size of H C {\displaystyle H_{C}} as a function of | C | {\displaystyle |C|} : Growth ⁡ ( H , m ) := max C : | C | = m | H C | {\displaystyle \operatorname {Growth} (H,m):=\max _{C:|C|=m}|H_{C}|} == Examples == 1. The domain is the real line R {\displaystyle \mathbb {R} } . The set-family H {\displaystyle H} contains all the half-lines (rays) from a given number to positive infinity, i.e., all sets of the form { x > x 0 ∣ x ∈ R } {\displaystyle \{x>x_{0}\mid x\in \mathbb {R} \}} for some x 0 ∈ R {\displaystyle x_{0}\in \mathbb {R} } . For any set C {\displaystyle C} of m {\displaystyle m} real numbers, the intersection H ∩ C {\displaystyle H\cap C} contains m + 1 {\displaystyle m+1} sets: the empty set, the set containing the largest element of C {\displaystyle C} , the set containing the two largest elements of C {\displaystyle C} , and so on. Therefore: Growth ⁡ ( H , m ) = m + 1 {\displaystyle \operatorname {Growth} (H,m)=m+1} . The same is true whether H {\displaystyle H} contains open half-lines, closed half-lines, or both. 2. The domain is the segment [ 0 , 1 ] {\displaystyle [0,1]} . The set-family H {\displaystyle H} contains all the open sets. For any finite set C {\displaystyle C} of m {\displaystyle m} real numbers, the intersection H ∩ C {\displaystyle H\cap C} contains all possible subsets of C {\displaystyle C} . There are 2 m {\displaystyle 2^{m}} such subsets, so Growth ⁡ ( H , m ) = 2 m {\displaystyle \operatorname {Growth} (H,m)=2^{m}} . 3. The domain is the Euclidean space R n {\displaystyle \mathbb {R} ^{n}} . The set-family H {\displaystyle H} contains all the half-spaces of the form: x ⋅ ϕ ≥ 1 {\displaystyle x\cdot \phi \geq 1} , where ϕ {\displaystyle \phi } is a fixed vector. Then Growth ⁡ ( H , m ) = Comp ⁡ ( n , m ) {\displaystyle \operatorname {Growth} (H,m)=\operatorname {Comp} (n,m)} , where Comp is the number of components in a partitioning of an n-dimensional space by m hyperplanes. 4. The domain is the real line R {\displaystyle \mathbb {R} } . The set-family H {\displaystyle H} contains all the real intervals, i.e., all sets of the form { x ∈ [ x 0 , x 1 ] | x ∈ R } {\displaystyle \{x\in [x_{0},x_{1}]|x\in \mathbb {R} \}} for some x 0 , x 1 ∈ R {\displaystyle x_{0},x_{1}\in \mathbb {R} } . For any set C {\displaystyle C} of m {\displaystyle m} real numbers, the intersection H ∩ C {\displaystyle H\cap C} contains all runs of between 0 and m {\displaystyle m} consecutive elements of C {\displaystyle C} . The number of such runs is ( m + 1 2 ) + 1 {\displaystyle {m+1 \choose 2}+1} , so Growth ⁡ ( H , m ) = ( m + 1 2 ) + 1 {\displaystyle \operatorname {Growth} (H,m)={m+1 \choose 2}+1} . == Polynomial or exponential == The main property that makes the growth function interesting is that it can be either polynomial or exponential - nothing in-between. The following is a property of the intersection-size: If, for some set C m {\displaystyle C_{m}} of size m {\displaystyle m} , and for some number n ≤ m {\displaystyle n\leq m} , | H ∩ C m | ≥ Comp ⁡ ( n , m ) {\displaystyle |H\cap C_{m}|\geq \operatorname {Comp} (n,m)} - then, there exists a subset C n ⊆ C m {\displaystyle C_{n}\subseteq C_{m}} of size n {\displaystyle n} such that | H ∩ C n | = 2 n {\displaystyle |H\cap C_{n}|=2^{n}} . This implies the following property of the Growth function. For every family H {\displaystyle H} there are two cases: The exponential case: Growth ⁡ ( H , m ) = 2 m {\displaystyle \operatorname {Growth} (H,m)=2^{m}} identically. The polynomial case: Growth ⁡ ( H , m ) {\displaystyle \operatorname {Growth} (H,m)} is majorized by Comp ⁡ ( n , m ) ≤ m n + 1 {\displaystyle \operatorname {Comp} (n,m)\leq m^{n}+1} , where n {\displaystyle n} is the smallest integer for which Growth ⁡ ( H , n ) < 2 n {\displaystyle \operatorname {Growth} (H,n)<2^{n}} . == Other properties == === Trivial upper bound === For any finite H {\displaystyle H} : Growth ⁡ ( H , m ) ≤ | H | {\displaystyle \operatorname {Growth} (H,m)\leq |H|} since for every C {\displaystyle C} , the number of elements in H ∩ C {\displaystyle H\cap C} is at most | H | {\displaystyle |H|} . Therefore, the growth function is mainly interesting when H {\displaystyle H} is infinite. === Exponential upper bound === For any nonempty H {\displaystyle H} : Growth ⁡ ( H , m ) ≤ 2 m {\displaystyle \operatorname {Growth} (H,m)\leq 2^{m}} I.e, the growth function has an exponential upper-bound. We say that a set-family H {\displaystyle H} shatters a set C {\displaystyle C} if their intersection contains all possible subsets of C {\displaystyle C} , i.e. H ∩ C = 2 C {\displaystyle H\cap C=2^{C}} . If H {\displaystyle H} shatters C {\displaystyle C} of size m {\displaystyle m} , then Growth ⁡ ( H , C ) = 2 m {\displaystyle \operatorname {Growth} (H,C)=2^{m}} , which is the upper bound. === Cartesian intersection === Define the Cartesian intersection of two set-families as: H 1 ⨂ H 2 := { h 1 ∩ h 2 ∣ h 1 ∈ H 1 , h 2 ∈ H 2 } {\displaystyle H_{1}\bigotimes H_{2}:=\{h_{1}\cap h_{2}\mid h_{1}\in H_{1},h_{2}\in H_{2}\}} . Then: Growth ⁡ ( H 1 ⨂ H 2 , m ) ≤ Growth ⁡ ( H 1 , m ) ⋅ Growth ⁡ ( H 2 , m ) {\displaystyle \operatorname {Growth} (H_{1}\bigotimes H_{2},m)\leq \operatorname {Growth} (H_{1},m)\cdot \operatorname {Growth} (H_{2},m)} === Union === For every two set-families: Growth ⁡ ( H 1 ∪ H 2 , m ) ≤ Growth ⁡ ( H 1 , m ) + Growth ⁡ ( H 2 , m ) {\displaystyle \operatorname {Growth} (H_{1}\cup H_{2},m)\leq \operatorname {Growth} (H_{1},m)+\operatorname {Growth} (H_{2},m)} === VC dimension === The VC dimension of H {\displaystyle H} is defined according to these two cases: In the polynomial case, VCDim ⁡ ( H ) = n − 1 {\displaystyle \operatorname {VCDim} (H)=n-1} = the largest integer d {\displaystyle d} for which Growth ⁡ ( H , d ) = 2 d {\displaystyle \operatorname {Growth} (H,d)=2^{d}} . In the exponential case VCDim ⁡ ( H ) = ∞ {\displaystyle \operatorname {VCDim} (H)=\infty } . So VCDim ⁡ ( H ) ≥ d {\displaystyle \operatorname {VCDim} (H)\geq d} if-and-only-if Growth ⁡ ( H , d ) = 2 d {\displaystyle \operatorname {Growth} (H,d)=2^{d}} . The growth function can be regarded as a refinement of the concept of VC dimension. The VC dimension only tells us whether Growth ⁡ ( H , d ) {\displaystyle \operatorname {Growth} (H,d)} is equal to or smaller than 2 d {\displaystyle 2^{d}} , while the growth function tells us exactly how Growth ⁡ ( H , m ) {\displaystyle \operatorname {Growth} (H,m)} changes as a function of m {\displaystyle m} . Another connection between the growth function and the VC dimension is given by the Sauer–Shelah lemma: If VCDim ⁡ ( H ) = d {\displaystyle \operatorname {VCDim} (H)=d} , then: for all m {\displaystyle m} : Growth ⁡ ( H , m ) ≤ ∑ i = 0 d ( m i ) {\displaystyle \operatorname {Growth} (H,m)\leq \sum _{i=0}^{d}{m \choose i}} In particular, for all m > d + 1 {\displaystyle m>d+1} : Growth ⁡ ( H , m ) ≤ ( e m / d ) d = O ( m d ) {\displaystyle \operatorname {Growth} (H,m)\leq (

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  • U-matrix

    U-matrix

    The U-matrix (unified distance matrix) is a representation of a self-organizing map (SOM) where the Euclidean distance between the codebook vectors of neighboring neurons is depicted in a grayscale image. This image is used to visualize the data in a high-dimensional space using a 2D image. == Construction procedure == Once the SOM is trained using the input data, the final map is not expected to have any twists. If the map is twist-free, the distance between the codebook vectors of neighboring neurons gives an approximation of the distance between different parts of the underlying data. When such distances are depicted in a grayscale image, light colors depict closely spaced node codebook vectors and darker colors indicate more widely separated node codebook vectors. Thus, groups of light colors can be considered as clusters, and the dark parts as the boundaries between the clusters. This representation can help to visualize the clusters in the high-dimensional spaces, or to automatically recognize them using relatively simple image processing techniques.

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  • Curriculum learning

    Curriculum learning

    Curriculum learning is a technique in machine learning in which a model is trained on examples of increasing difficulty, where the definition of "difficulty" may be provided externally or discovered as part of the training process. This is intended to attain good performance more quickly, or to converge to a better local optimum if the global optimum is not found. == Approach == Most generally, curriculum learning is the technique of successively increasing the difficulty of examples in the training set that is presented to a model over multiple training iterations. This can produce better results than exposing the model to the full training set immediately under some circumstances; most typically, when the model is able to learn general principles from easier examples, and then gradually incorporate more complex and nuanced information as harder examples are introduced, such as edge cases. This has been shown to work in many domains, most likely as a form of regularization. There are several major variations in how the technique is applied: A concept of "difficulty" must be defined. This may come from human annotation or an external heuristic; for example in language modeling, shorter sentences might be classified as easier than longer ones. Another approach is to use the performance of another model, with examples accurately predicted by that model being classified as easier (providing a connection to boosting). Difficulty can be increased steadily or in distinct epochs, and in a deterministic schedule or according to a probability distribution. This may also be moderated by a requirement for diversity at each stage, in cases where easier examples are likely to be disproportionately similar to each other. Applications must also decide the schedule for increasing the difficulty. Simple approaches may use a fixed schedule, such as training on easy examples for half of the available iterations and then all examples for the second half. Other approaches use self-paced learning to increase the difficulty in proportion to the performance of the model on the current set. Since curriculum learning only concerns the selection and ordering of training data, it can be combined with many other techniques in machine learning. The success of the method assumes that a model trained for an easier version of the problem can generalize to harder versions, so it can be seen as a form of transfer learning. Some authors also consider curriculum learning to include other forms of progressively increasing complexity, such as increasing the number of model parameters. It is frequently combined with reinforcement learning, such as learning a simplified version of a game first. Some domains have shown success with anti-curriculum learning: training on the most difficult examples first. One example is the ACCAN method for speech recognition, which trains on the examples with the lowest signal-to-noise ratio first. == History == The term "curriculum learning" was introduced by Yoshua Bengio et al in 2009, with reference to the psychological technique of shaping in animals and structured education for humans: beginning with the simplest concepts and then building on them. The authors also note that the application of this technique in machine learning has its roots in the early study of neural networks such as Jeffrey Elman's 1993 paper Learning and development in neural networks: the importance of starting small. Bengio et al showed good results for problems in image classification, such as identifying geometric shapes with progressively more complex forms, and language modeling, such as training with a gradually expanding vocabulary. They conclude that, for curriculum strategies, "their beneficial effect is most pronounced on the test set", suggesting good generalization. The technique has since been applied to many other domains: Natural language processing: Part-of-speech tagging Intent detection Sentiment analysis Machine translation Speech recognition Language model pre-training Image recognition: Facial recognition Object detection Reinforcement learning: Game-playing Graph learning Matrix factorization

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  • FuseBase

    FuseBase

    FuseBase (previously Nimbus Note and Nimbus Platform) is a B2B SaaS platform. It is among the first to support the Model Context Protocol (MCP), an open standard enabling seamless integration of AI agents with external tools, systems, and data sources. == History == The platform was founded in 2014 as Nimbus Note, the platform started as a cross-platform note-taking and information management tool. As it evolved into Nimbus Platform, it added project management and client portal capabilities. In 2023, the company rebranded as FuseBase, pivoting to connect and automate both internal and external collaboration through AI Agents and cutting-edge protocol adoption like MCP. At the same time, FuseBase was named Product of the Year on Product Hunt. == Technical overview == The platform integrates the Model Context Protocol (MCP), an open-source framework created by Anthropic. MCP allows AI models to securely access and interact with external data, tools, and systems. This enables FuseBase AI Agents to gather relevant context, perform actions, and provide more advanced automation.

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  • Dominance-based rough set approach

    Dominance-based rough set approach

    The dominance-based rough set approach (DRSA) is an extension of rough set theory for multi-criteria decision analysis (MCDA), introduced by Greco, Matarazzo and Słowiński. The main change compared to the classical rough sets is the substitution for the indiscernibility relation by a dominance relation, which permits one to deal with inconsistencies typical to consideration of criteria and preference-ordered decision classes. == Multicriteria classification (sorting) == Multicriteria classification (sorting) is one of the problems considered within MCDA and can be stated as follows: given a set of objects evaluated by a set of criteria (attributes with preference-order domains), assign these objects to some pre-defined and preference-ordered decision classes, such that each object is assigned to exactly one class. Due to the preference ordering, improvement of evaluations of an object on the criteria should not worsen its class assignment. The sorting problem is very similar to the problem of classification, however, in the latter, the objects are evaluated by regular attributes and the decision classes are not necessarily preference ordered. The problem of multicriteria classification is also referred to as ordinal classification problem with monotonicity constraints and often appears in real-life application when ordinal and monotone properties follow from the domain knowledge about the problem. As an illustrative example, consider the problem of evaluation in a high school. The director of the school wants to assign students (objects) to three classes: bad, medium and good (notice that class good is preferred to medium and medium is preferred to bad). Each student is described by three criteria: level in Physics, Mathematics and Literature, each taking one of three possible values bad, medium and good. Criteria are preference-ordered and improving the level from one of the subjects should not result in worse global evaluation (class). As a more serious example, consider classification of bank clients, from the viewpoint of bankruptcy risk, into classes safe and risky. This may involve such characteristics as "return on equity (ROE)", "return on investment (ROI)" and "return on sales (ROS)". The domains of these attributes are not simply ordered but involve a preference order since, from the viewpoint of bank managers, greater values of ROE, ROI or ROS are better for clients being analysed for bankruptcy risk . Thus, these attributes are criteria. Neglecting this information in knowledge discovery may lead to wrong conclusions. == Data representation == === Decision table === In DRSA, data are often presented using a particular form of decision table. Formally, a DRSA decision table is a 4-tuple S = ⟨ U , Q , V , f ⟩ {\displaystyle S=\langle U,Q,V,f\rangle } , where U {\displaystyle U\,\!} is a finite set of objects, Q {\displaystyle Q\,\!} is a finite set of criteria, V = ⋃ q ∈ Q V q {\displaystyle V=\bigcup {}_{q\in Q}V_{q}} where V q {\displaystyle V_{q}\,\!} is the domain of the criterion q {\displaystyle q\,\!} and f : U × Q → V {\displaystyle f\colon U\times Q\to V} is an information function such that f ( x , q ) ∈ V q {\displaystyle f(x,q)\in V_{q}} for every ( x , q ) ∈ U × Q {\displaystyle (x,q)\in U\times Q} . The set Q {\displaystyle Q\,\!} is divided into condition criteria (set C ≠ ∅ {\displaystyle C\neq \emptyset } ) and the decision criterion (class) d {\displaystyle d\,\!} . Notice, that f ( x , q ) {\displaystyle f(x,q)\,\!} is an evaluation of object x {\displaystyle x\,\!} on criterion q ∈ C {\displaystyle q\in C} , while f ( x , d ) {\displaystyle f(x,d)\,\!} is the class assignment (decision value) of the object. An example of decision table is shown in Table 1 below. === Outranking relation === It is assumed that the domain of a criterion q ∈ Q {\displaystyle q\in Q} is completely preordered by an outranking relation ⪰ q {\displaystyle \succeq _{q}} ; x ⪰ q y {\displaystyle x\succeq _{q}y} means that x {\displaystyle x\,\!} is at least as good as (outranks) y {\displaystyle y\,\!} with respect to the criterion q {\displaystyle q\,\!} . Without loss of generality, we assume that the domain of q {\displaystyle q\,\!} is a subset of reals, V q ⊆ R {\displaystyle V_{q}\subseteq \mathbb {R} } , and that the outranking relation is a simple order between real numbers ≥ {\displaystyle \geq \,\!} such that the following relation holds: x ⪰ q y ⟺ f ( x , q ) ≥ f ( y , q ) {\displaystyle x\succeq _{q}y\iff f(x,q)\geq f(y,q)} . This relation is straightforward for gain-type ("the more, the better") criterion, e.g. company profit. For cost-type ("the less, the better") criterion, e.g. product price, this relation can be satisfied by negating the values from V q {\displaystyle V_{q}\,\!} . === Decision classes and class unions === Let T = { 1 , … , n } {\displaystyle T=\{1,\ldots ,n\}\,\!} . The domain of decision criterion, V d {\displaystyle V_{d}\,\!} consist of n {\displaystyle n\,\!} elements (without loss of generality we assume V d = T {\displaystyle V_{d}=T\,\!} ) and induces a partition of U {\displaystyle U\,\!} into n {\displaystyle n\,\!} classes Cl = { C l t , t ∈ T } {\displaystyle {\textbf {Cl}}=\{Cl_{t},t\in T\}} , where C l t = { x ∈ U : f ( x , d ) = t } {\displaystyle Cl_{t}=\{x\in U\colon f(x,d)=t\}} . Each object x ∈ U {\displaystyle x\in U} is assigned to one and only one class C l t , t ∈ T {\displaystyle Cl_{t},t\in T} . The classes are preference-ordered according to an increasing order of class indices, i.e. for all r , s ∈ T {\displaystyle r,s\in T} such that r ≥ s {\displaystyle r\geq s\,\!} , the objects from C l r {\displaystyle Cl_{r}\,\!} are strictly preferred to the objects from C l s {\displaystyle Cl_{s}\,\!} . For this reason, we can consider the upward and downward unions of classes, defined respectively, as: C l t ≥ = ⋃ s ≥ t C l s C l t ≤ = ⋃ s ≤ t C l s t ∈ T {\displaystyle Cl_{t}^{\geq }=\bigcup _{s\geq t}Cl_{s}\qquad Cl_{t}^{\leq }=\bigcup _{s\leq t}Cl_{s}\qquad t\in T} == Main concepts == === Dominance === We say that x {\displaystyle x\,\!} dominates y {\displaystyle y\,\!} with respect to P ⊆ C {\displaystyle P\subseteq C} , denoted by x D p y {\displaystyle xD_{p}y\,\!} , if x {\displaystyle x\,\!} is better than y {\displaystyle y\,\!} on every criterion from P {\displaystyle P\,\!} , x ⪰ q y , ∀ q ∈ P {\displaystyle x\succeq _{q}y,\,\forall q\in P} . For each P ⊆ C {\displaystyle P\subseteq C} , the dominance relation D P {\displaystyle D_{P}\,\!} is reflexive and transitive, i.e. it is a partial pre-order. Given P ⊆ C {\displaystyle P\subseteq C} and x ∈ U {\displaystyle x\in U} , let D P + ( x ) = { y ∈ U : y D p x } {\displaystyle D_{P}^{+}(x)=\{y\in U\colon yD_{p}x\}} D P − ( x ) = { y ∈ U : x D p y } {\displaystyle D_{P}^{-}(x)=\{y\in U\colon xD_{p}y\}} represent P-dominating set and P-dominated set with respect to x ∈ U {\displaystyle x\in U} , respectively. === Rough approximations === The key idea of the rough set philosophy is approximation of one knowledge by another knowledge. In DRSA, the knowledge being approximated is a collection of upward and downward unions of decision classes and the "granules of knowledge" used for approximation are P-dominating and P-dominated sets. The P-lower and the P-upper approximation of C l t ≥ , t ∈ T {\displaystyle Cl_{t}^{\geq },t\in T} with respect to P ⊆ C {\displaystyle P\subseteq C} , denoted as P _ ( C l t ≥ ) {\displaystyle {\underline {P}}(Cl_{t}^{\geq })} and P ¯ ( C l t ≥ ) {\displaystyle {\overline {P}}(Cl_{t}^{\geq })} , respectively, are defined as: P _ ( C l t ≥ ) = { x ∈ U : D P + ( x ) ⊆ C l t ≥ } {\displaystyle {\underline {P}}(Cl_{t}^{\geq })=\{x\in U\colon D_{P}^{+}(x)\subseteq Cl_{t}^{\geq }\}} P ¯ ( C l t ≥ ) = { x ∈ U : D P − ( x ) ∩ C l t ≥ ≠ ∅ } {\displaystyle {\overline {P}}(Cl_{t}^{\geq })=\{x\in U\colon D_{P}^{-}(x)\cap Cl_{t}^{\geq }\neq \emptyset \}} Analogously, the P-lower and the P-upper approximation of C l t ≤ , t ∈ T {\displaystyle Cl_{t}^{\leq },t\in T} with respect to P ⊆ C {\displaystyle P\subseteq C} , denoted as P _ ( C l t ≤ ) {\displaystyle {\underline {P}}(Cl_{t}^{\leq })} and P ¯ ( C l t ≤ ) {\displaystyle {\overline {P}}(Cl_{t}^{\leq })} , respectively, are defined as: P _ ( C l t ≤ ) = { x ∈ U : D P − ( x ) ⊆ C l t ≤ } {\displaystyle {\underline {P}}(Cl_{t}^{\leq })=\{x\in U\colon D_{P}^{-}(x)\subseteq Cl_{t}^{\leq }\}} P ¯ ( C l t ≤ ) = { x ∈ U : D P + ( x ) ∩ C l t ≤ ≠ ∅ } {\displaystyle {\overline {P}}(Cl_{t}^{\leq })=\{x\in U\colon D_{P}^{+}(x)\cap Cl_{t}^{\leq }\neq \emptyset \}} Lower approximations group the objects which certainly belong to class union C l t ≥ {\displaystyle Cl_{t}^{\geq }} (respectively C l t ≤ {\displaystyle Cl_{t}^{\leq }} ). This certainty comes from the fact, that object x ∈ U {\displaystyle x\in U} belongs to the lower approximation P _ ( C l t ≥ ) {\displaystyle {\underline {P}}(Cl_{t}^{\geq })} (respectively P _ ( C l t ≤ ) {\displaystyle {\underl

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  • Hinge loss

    Hinge loss

    In machine learning, the hinge loss is a loss function used for training classifiers. The hinge loss is used for "maximum-margin" classification, most notably for support vector machines (SVMs). For an intended output t = ±1 and a classifier score y, the hinge loss of the prediction y is defined as ℓ ( y ) = max ( 0 , 1 − t ⋅ y ) {\displaystyle \ell (y)=\max(0,1-t\cdot y)} Note that y {\displaystyle y} should be the "raw" output of the classifier's decision function, not the predicted class label. For instance, in linear SVMs, y = w ⋅ x + b {\displaystyle y=\mathbf {w} \cdot \mathbf {x} +b} , where ( w , b ) {\displaystyle (\mathbf {w} ,b)} are the parameters of the hyperplane and x {\displaystyle \mathbf {x} } is the input variable(s). When t and y have the same sign (meaning y predicts the right class) and | y | ≥ 1 {\displaystyle |y|\geq 1} , the hinge loss ℓ ( y ) = 0 {\displaystyle \ell (y)=0} . When they have opposite signs, ℓ ( y ) {\displaystyle \ell (y)} increases linearly with y, and similarly if | y | < 1 {\displaystyle |y|<1} , even if it has the same sign (correct prediction, but not by enough margin). The Hinge loss is not a proper scoring rule. == Extensions == While binary SVMs are commonly extended to multiclass classification in a one-vs.-all or one-vs.-one fashion, it is also possible to extend the hinge loss itself for such an end. Several different variations of multiclass hinge loss have been proposed. For example, Crammer and Singer defined it for a linear classifier as ℓ ( y ) = max ( 0 , 1 + max y ≠ t w y x − w t x ) {\displaystyle \ell (y)=\max(0,1+\max _{y\neq t}\mathbf {w} _{y}\mathbf {x} -\mathbf {w} _{t}\mathbf {x} )} , where t {\displaystyle t} is the target label, w t {\displaystyle \mathbf {w} _{t}} and w y {\displaystyle \mathbf {w} _{y}} are the model parameters. Weston and Watkins provided a similar definition, but with a sum rather than a max: ℓ ( y ) = ∑ y ≠ t max ( 0 , 1 + w y x − w t x ) {\displaystyle \ell (y)=\sum _{y\neq t}\max(0,1+\mathbf {w} _{y}\mathbf {x} -\mathbf {w} _{t}\mathbf {x} )} . In structured prediction, the hinge loss can be further extended to structured output spaces. Structured SVMs with margin rescaling use the following variant, where w denotes the SVM's parameters, y the SVM's predictions, φ the joint feature function, and Δ the Hamming loss: ℓ ( y ) = max ( 0 , Δ ( y , t ) + ⟨ w , ϕ ( x , y ) ⟩ − ⟨ w , ϕ ( x , t ) ⟩ ) = max ( 0 , max y ∈ Y ( Δ ( y , t ) + ⟨ w , ϕ ( x , y ) ⟩ ) − ⟨ w , ϕ ( x , t ) ⟩ ) {\displaystyle {\begin{aligned}\ell (\mathbf {y} )&=\max(0,\Delta (\mathbf {y} ,\mathbf {t} )+\langle \mathbf {w} ,\phi (\mathbf {x} ,\mathbf {y} )\rangle -\langle \mathbf {w} ,\phi (\mathbf {x} ,\mathbf {t} )\rangle )\\&=\max(0,\max _{y\in {\mathcal {Y}}}\left(\Delta (\mathbf {y} ,\mathbf {t} )+\langle \mathbf {w} ,\phi (\mathbf {x} ,\mathbf {y} )\rangle \right)-\langle \mathbf {w} ,\phi (\mathbf {x} ,\mathbf {t} )\rangle )\end{aligned}}} . == Optimization == The hinge loss is a convex function, so many of the usual convex optimizers used in machine learning can work with it. It is not differentiable, but has a subgradient with respect to model parameters w of a linear SVM with score function y = w ⋅ x {\displaystyle y=\mathbf {w} \cdot \mathbf {x} } that is given by ∂ ℓ ∂ w i = { − t ⋅ x i if t ⋅ y < 1 , 0 otherwise . {\displaystyle {\frac {\partial \ell }{\partial w_{i}}}={\begin{cases}-t\cdot x_{i}&{\text{if }}t\cdot y<1,\\0&{\text{otherwise}}.\end{cases}}} However, since the derivative of the hinge loss at t y = 1 {\displaystyle ty=1} is undefined, smoothed versions may be preferred for optimization, such as Rennie and Srebro's ℓ ( y ) = { 1 2 − t y if t y ≤ 0 , 1 2 ( 1 − t y ) 2 if 0 < t y < 1 , 0 if 1 ≤ t y {\displaystyle \ell (y)={\begin{cases}{\frac {1}{2}}-ty&{\text{if}}~~ty\leq 0,\\{\frac {1}{2}}(1-ty)^{2}&{\text{if}}~~0 Read more →

  • Softmax function

    Softmax function

    The softmax function, also known as softargmax or normalized exponential function, converts a tuple of K real numbers into a probability distribution over K possible outcomes. It is a generalization of the logistic function to multiple dimensions, and is used in multinomial logistic regression. The softmax function is often used as the last activation function of a neural network to normalize the output of a network to a probability distribution over predicted output classes. == Definition == The softmax function takes as input a tuple z of K real numbers, and normalizes it into a probability distribution consisting of K probabilities proportional to the exponentials of the input numbers. That is, prior to applying softmax, some tuple components could be negative, or greater than one; and might not sum to 1; but after applying softmax, each component will be in the interval ( 0 , 1 ) {\displaystyle (0,1)} , and the components will add up to 1, so that they can be interpreted as probabilities. Furthermore, the larger input components will correspond to larger probabilities. Formally, the standard (unit) softmax function σ : R K → ( 0 , 1 ) K {\displaystyle \sigma :\mathbb {R} ^{K}\to (0,1)^{K}} , where ⁠ K > 1 {\displaystyle K>1} ⁠, takes a tuple z = ( z 1 , … , z K ) ∈ R K {\displaystyle \mathbf {z} =(z_{1},\dotsc ,z_{K})\in \mathbb {R} ^{K}} and computes each component of vector σ ( z ) ∈ ( 0 , 1 ) K {\displaystyle \sigma (\mathbf {z} )\in (0,1)^{K}} with σ ( z ) i = e z i ∑ j = 1 K e z j . {\displaystyle \sigma (\mathbf {z} )_{i}={\frac {e^{z_{i}}}{\sum _{j=1}^{K}e^{z_{j}}}}\,.} In words, the softmax applies the standard exponential function to each element z i {\displaystyle z_{i}} of the input tuple z {\displaystyle \mathbf {z} } (consisting of K {\displaystyle K} real numbers), and normalizes these values by dividing by the sum of all these exponentials. The normalization ensures that the sum of the components of the output vector σ ( z ) {\displaystyle \sigma (\mathbf {z} )} is 1. The term "softmax" derives from the amplifying effects of the exponential on any maxima in the input tuple. For example, the standard softmax of ( 1 , 2 , 8 ) {\displaystyle (1,2,8)} is approximately ( 0.001 , 0.002 , 0.997 ) {\displaystyle (0.001,0.002,0.997)} , which amounts to assigning almost all of the total unit weight in the result to the position of the tuple's maximal element (of 8). In general, instead of e a different base b > 0 can be used. As above, if b > 1 then larger input components will result in larger output probabilities, and increasing the value of b will create probability distributions that are more concentrated around the positions of the largest input values. Conversely, if 0 < b < 1 then smaller input components will result in larger output probabilities, and decreasing the value of b will create probability distributions that are more concentrated around the positions of the smallest input values. Writing b = e β {\displaystyle b=e^{\beta }} or b = e − β {\displaystyle b=e^{-\beta }} (for real β) yields the expressions: σ ( z ) i = e β z i ∑ j = 1 K e β z j or σ ( z ) i = e − β z i ∑ j = 1 K e − β z j for i = 1 , … , K . {\displaystyle \sigma (\mathbf {z} )_{i}={\frac {e^{\beta z_{i}}}{\sum _{j=1}^{K}e^{\beta z_{j}}}}{\text{ or }}\sigma (\mathbf {z} )_{i}={\frac {e^{-\beta z_{i}}}{\sum _{j=1}^{K}e^{-\beta z_{j}}}}{\text{ for }}i=1,\dotsc ,K.} A value proportional to the reciprocal of β is sometimes referred to as the temperature: β = 1 / k T {\textstyle \beta =1/kT} , where k is typically 1 or the Boltzmann constant and T is the temperature. A higher temperature results in a more uniform output distribution (i.e. with higher entropy; it is "more random"), while a lower temperature results in a sharper output distribution, with one value dominating. In some fields, the base is fixed, corresponding to a fixed scale, while in others the parameter β (or T) is varied. The softmax function is a multiple-variable generalization of the logistic function. == Interpretations == === Smooth arg max === The Softmax function is a smooth approximation to the arg max function: the function whose value is the index of a tuple's largest element. The name "softmax" may be misleading. Softmax is not a smooth maximum (that is, a smooth approximation to the maximum function). The term "softmax" is also used for the closely related LogSumExp function, which is a smooth maximum. For this reason, some prefer the more accurate term "softargmax", though the term "softmax" is conventional in machine learning. This section uses the term "softargmax" for clarity. Formally, instead of considering the arg max as a function with categorical output 1 , … , n {\displaystyle 1,\dots ,n} (corresponding to the index), consider the arg max function with one-hot representation of the output (assuming there is a unique maximum arg): a r g m a x ⁡ ( z 1 , … , z n ) = ( y 1 , … , y n ) = ( 0 , … , 0 , 1 , 0 , … , 0 ) , {\displaystyle \operatorname {arg\,max} (z_{1},\,\dots ,\,z_{n})=(y_{1},\,\dots ,\,y_{n})=(0,\,\dots ,\,0,\,1,\,0,\,\dots ,\,0),} where the output coordinate y i = 1 {\displaystyle y_{i}=1} if and only if i {\displaystyle i} is the arg max of ( z 1 , … , z n ) {\displaystyle (z_{1},\dots ,z_{n})} , meaning z i {\displaystyle z_{i}} is the unique maximum value of ( z 1 , … , z n ) {\displaystyle (z_{1},\,\dots ,\,z_{n})} . For example, in this encoding a r g m a x ⁡ ( 1 , 5 , 10 ) = ( 0 , 0 , 1 ) , {\displaystyle \operatorname {arg\,max} (1,5,10)=(0,0,1),} since the third argument is the maximum. This can be generalized to multiple arg max values (multiple equal z i {\displaystyle z_{i}} being the maximum) by dividing the 1 between all max args; formally 1/k where k is the number of arguments assuming the maximum. For example, a r g m a x ⁡ ( 1 , 5 , 5 ) = ( 0 , 1 / 2 , 1 / 2 ) , {\displaystyle \operatorname {arg\,max} (1,\,5,\,5)=(0,\,1/2,\,1/2),} since the second and third argument are both the maximum. In case all arguments are equal, this is simply a r g m a x ⁡ ( z , … , z ) = ( 1 / n , … , 1 / n ) . {\displaystyle \operatorname {arg\,max} (z,\dots ,z)=(1/n,\dots ,1/n).} Points z with multiple arg max values are singular points (or singularities, and form the singular set) – these are the points where arg max is discontinuous (with a jump discontinuity) – while points with a single arg max are known as non-singular or regular points. With the last expression given in the introduction, softargmax is now a smooth approximation of arg max: as ⁠ β → ∞ {\displaystyle \beta \to \infty } ⁠, softargmax converges to arg max. There are various notions of convergence of a function; softargmax converges to arg max pointwise, meaning for each fixed input z as ⁠ β → ∞ {\displaystyle \beta \to \infty } ⁠, σ β ( z ) → a r g m a x ⁡ ( z ) . {\displaystyle \sigma _{\beta }(\mathbf {z} )\to \operatorname {arg\,max} (\mathbf {z} ).} However, softargmax does not converge uniformly to arg max, meaning intuitively that different points converge at different rates, and may converge arbitrarily slowly. In fact, softargmax is continuous, but arg max is not continuous at the singular set where two coordinates are equal, while the uniform limit of continuous functions is continuous. The reason it fails to converge uniformly is that for inputs where two coordinates are almost equal (and one is the maximum), the arg max is the index of one or the other, so a small change in input yields a large change in output. For example, σ β ( 1 , 1.0001 ) → ( 0 , 1 ) , {\displaystyle \sigma _{\beta }(1,\,1.0001)\to (0,1),} but σ β ( 1 , 0.9999 ) → ( 1 , 0 ) , {\displaystyle \sigma _{\beta }(1,\,0.9999)\to (1,\,0),} and σ β ( 1 , 1 ) = 1 / 2 {\displaystyle \sigma _{\beta }(1,\,1)=1/2} for all inputs: the closer the points are to the singular set ( x , x ) {\displaystyle (x,x)} , the slower they converge. However, softargmax does converge compactly on the non-singular set. Conversely, as ⁠ β → − ∞ {\displaystyle \beta \to -\infty } ⁠, softargmax converges to arg min in the same way, where here the singular set is points with two arg min values. In the language of tropical analysis, the softmax is a deformation or "quantization" of arg max and arg min, corresponding to using the log semiring instead of the max-plus semiring (respectively min-plus semiring), and recovering the arg max or arg min by taking the limit is called "tropicalization" or "dequantization". It is also the case that, for any fixed β, if one input ⁠ z i {\displaystyle z_{i}} ⁠ is much larger than the others relative to the temperature, T = 1 / β {\displaystyle T=1/\beta } , the output is approximately the arg max. For example, a difference of 10 is large relative to a temperature of 1: σ ( 0 , 10 ) := σ 1 ( 0 , 10 ) = ( 1 / ( 1 + e 10 ) , e 10 / ( 1 + e 10 ) ) ≈ ( 0.00005 , 0.99995 ) {\displaystyle \sigma (0,\,10):=\sigma _{1}(0,\,10)=\left(1/\left(1+e^{10}\right),\,e^{10}/\left(1+e^{10}\right)\right)\approx (0.00005

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  • Reflection (computer graphics)

    Reflection (computer graphics)

    Reflection in computer graphics is used to render reflective objects like mirrors and shiny surfaces. Accurate reflections are commonly computed using ray tracing whereas approximate reflections can usually be computed faster by using simpler methods such as environment mapping. Reflections on shiny surfaces like wood or tile can add to the photorealistic effects of a 3D rendering. == Approaches to reflection rendering == For rendering environment reflections there exist many techniques that differ in precision, computational and implementation complexity. Combination of these techniques are also possible. Image order rendering algorithms based on tracing rays of light, such as ray tracing or path tracing, typically compute accurate reflections on general surfaces, including multiple reflections and self reflections. However these algorithms are generally still too computationally expensive for real time rendering (even though specialized HW exists, such as Nvidia RTX) and require a different rendering approach from typically used rasterization. Reflections on planar surfaces, such as planar mirrors or water surfaces, can be computed simply and accurately in real time with two pass rendering — one for the viewer, one for the view in the mirror, usually with the help of stencil buffer. Some older video games used a trick to achieve this effect with one pass rendering by putting the whole mirrored scene behind a transparent plane representing the mirror. Reflections on non-planar (curved) surfaces are more challenging for real time rendering. Main approaches that are used include: Environment mapping (e.g. cube mapping): a technique that has been widely used e.g. in video games, offering reflection approximation that's mostly sufficient to the eye, but lacking self-reflections and requiring pre-rendering of the environment map. The precision can be increased by using a spatial array of environment maps instead of just one. It is also possible to generate cube map reflections in real time, at the cost of memory and computational requirements. Screen space reflections (SSR): a more expensive technique that traces rays come from pixel data.This requires the data of surface normal and either depth buffer (local space) or position buffer (world space).The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved and or false intersections causing artefacts such as reflection vanishment and virtual image. SSR was originally introduced as Real Time Local Reflections in CryENGINE 3. == Types of reflection == Polished - A polished reflection is an undisturbed reflection, like a mirror or chrome surface. Blurry - A blurry reflection means that tiny random bumps, or microfacets, on the surface of the material causes the reflection to be blurry. Metallic - A reflection is metallic if the highlights and reflections retain the color of the reflective object. Glossy - This term can be misused: sometimes, it is a setting which is the opposite of blurry (e.g. when "glossiness" has a low value, the reflection is blurry). Sometimes the term is used as a synonym for "blurred reflection". Glossy used in this context means that the reflection is actually blurred. === Polished or mirror reflection === Mirrors are usually almost 100% reflective. === Metallic reflection === Normal (nonmetallic) objects reflect light and colors in the original color of the object being reflected. Metallic objects reflect lights and colors altered by the color of the metallic object itself. === Blurry reflection === Many materials are imperfect reflectors, where the reflections are blurred to various degrees due to surface roughness that scatters the rays of the reflections. === Glossy reflection === Fully glossy reflection, shows highlights from light sources, but does not show a clear reflection from objects. == Examples of reflections == === Wet floor reflections === The wet floor effect is a graphic effects technique popular in conjunction with Web 2.0 style pages, particularly in logos. The effect can be done manually or created with an auxiliary tool which can be installed to create the effect automatically. Unlike a standard computer reflection (and the Java water effect popular in first-generation web graphics), the wet floor effect involves a gradient and often a slant in the reflection, so that the mirrored image appears to be hovering over or resting on a wet floor.

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  • Parity benchmark

    Parity benchmark

    Parity problems are widely used as benchmark problems in genetic programming but inherited from the artificial neural network community. Parity is calculated by summing all the binary inputs and reporting if the sum is odd or even. This is considered difficult because: a very simple artificial neural network cannot solve it, and all inputs need to be considered and a change to any one of them changes the answer.

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  • Feature selection

    Feature selection

    In machine learning, feature selection is the process of selecting a subset of relevant features (variables, predictors) for use in model construction. Feature selection techniques are used for several reasons: simplification of models to make them easier to interpret, shorter training times, to avoid the curse of dimensionality, improve the compatibility of the data with a certain learning model class, to encode inherent symmetries present in the input space. The central premise when using feature selection is that data sometimes contains features that are redundant or irrelevant, and can thus be removed without incurring much loss of information. Redundancy and irrelevance are two distinct notions, since one relevant feature may be redundant in the presence of another relevant feature with which it is strongly correlated. Feature extraction creates new features from functions of the original features, whereas feature selection finds a subset of the features. Feature selection techniques are often used in domains where there are many features and comparatively few samples (data points). == Introduction == A feature selection algorithm can be seen as the combination of a search technique for proposing new feature subsets, along with an evaluation measure which scores the different feature subsets. The simplest algorithm is to test each possible subset of features finding the one which minimizes the error rate. This is an exhaustive search of the space, and is computationally intractable for all but the smallest of feature sets. The choice of evaluation metric heavily influences the algorithm, and it is these evaluation metrics which distinguish between the three main categories of feature selection algorithms: wrappers, filters and embedded methods. Wrapper methods use a predictive model to score feature subsets. Each new subset is used to train a model, which is tested on a hold-out set. Counting the number of mistakes made on that hold-out set (the error rate of the model) gives the score for that subset. As wrapper methods train a new model for each subset, they are very computationally intensive, but usually provide the best performing feature set for that particular type of model or typical problem. Filter methods use a proxy measure instead of the error rate to score a feature subset. This measure is chosen to be fast to compute, while still capturing the usefulness of the feature set. Common measures include the mutual information, the pointwise mutual information, Pearson product-moment correlation coefficient, Relief-based algorithms, and inter/intra class distance or the scores of significance tests for each class/feature combinations. Filters are usually less computationally intensive than wrappers, but they produce a feature set which is not tuned to a specific type of predictive model. This lack of tuning means a feature set from a filter is more general than the set from a wrapper, usually giving lower prediction performance than a wrapper. However the feature set doesn't contain the assumptions of a prediction model, and so is more useful for exposing the relationships between the features. Many filters provide a feature ranking rather than an explicit best feature subset, and the cut off point in the ranking is chosen via cross-validation. Filter methods have also been used as a preprocessing step for wrapper methods, allowing a wrapper to be used on larger problems. One other popular approach is the Recursive Feature Elimination algorithm, commonly used with Support Vector Machines to repeatedly construct a model and remove features with low weights. Embedded methods are a catch-all group of techniques which perform feature selection as part of the model construction process. The exemplar of this approach is the LASSO method for constructing a linear model, which penalizes the regression coefficients with an L1 penalty, shrinking many of them to zero. Any features which have non-zero regression coefficients are 'selected' by the LASSO algorithm. Improvements to the LASSO include Bolasso which bootstraps samples; Elastic net regularization, which combines the L1 penalty of LASSO with the L2 penalty of ridge regression; and FeaLect which scores all the features based on combinatorial analysis of regression coefficients. AEFS further extends LASSO to nonlinear scenario with autoencoders. These approaches tend to be between filters and wrappers in terms of computational complexity. In traditional regression analysis, the most popular form of feature selection is stepwise regression, which is a wrapper technique. It is a greedy algorithm that adds the best feature (or deletes the worst feature) at each round. The main control issue is deciding when to stop the algorithm. In machine learning, this is typically done by cross-validation. In statistics, some criteria are optimized. This leads to the inherent problem of nesting. More robust methods have been explored, such as branch and bound and piecewise linear network. == Subset selection == Subset selection evaluates a subset of features as a group for suitability. Subset selection algorithms can be broken up into wrappers, filters, and embedded methods. Wrappers use a search algorithm to search through the space of possible features and evaluate each subset by running a model on the subset. Wrappers can be computationally expensive and have a risk of over fitting to the model. Filters are similar to wrappers in the search approach, but instead of evaluating against a model, a simpler filter is evaluated. Embedded techniques are embedded in, and specific to, a model. Many popular search approaches use greedy hill climbing, which iteratively evaluates a candidate subset of features, then modifies the subset and evaluates if the new subset is an improvement over the old. Evaluation of the subsets requires a scoring metric that grades a subset of features. Exhaustive search is generally impractical, so at some implementor (or operator) defined stopping point, the subset of features with the highest score discovered up to that point is selected as the satisfactory feature subset. The stopping criterion varies by algorithm; possible criteria include: a subset score exceeds a threshold, a program's maximum allowed run time has been surpassed, etc. Alternative search-based techniques are based on targeted projection pursuit which finds low-dimensional projections of the data that score highly: the features that have the largest projections in the lower-dimensional space are then selected. Search approaches include: Exhaustive Best first Simulated annealing Genetic algorithm Greedy forward selection Greedy backward elimination Particle swarm optimization Targeted projection pursuit Scatter search Variable neighborhood search Two popular filter metrics for classification problems are correlation and mutual information, although neither are true metrics or 'distance measures' in the mathematical sense, since they fail to obey the triangle inequality and thus do not compute any actual 'distance' – they should rather be regarded as 'scores'. These scores are computed between a candidate feature (or set of features) and the desired output category. There are, however, true metrics that are a simple function of the mutual information; see here. Other available filter metrics include: Class separability Error probability Inter-class distance Probabilistic distance Entropy Consistency-based feature selection Correlation-based feature selection == Optimality criteria == The choice of optimality criteria is difficult as there are multiple objectives in a feature selection task. Many common criteria incorporate a measure of accuracy, penalised by the number of features selected. Examples include Akaike information criterion (AIC) and Mallows's Cp, which have a penalty of 2 for each added feature. AIC is based on information theory, and is effectively derived via the maximum entropy principle. Other criteria are Bayesian information criterion (BIC), which uses a penalty of log ⁡ n {\displaystyle {\sqrt {\log {n}}}} for each added feature, minimum description length (MDL) which asymptotically uses log ⁡ n {\displaystyle {\sqrt {\log {n}}}} , Bonferroni / RIC which use 2 log ⁡ p {\displaystyle {\sqrt {2\log {p}}}} , maximum dependency feature selection, and a variety of new criteria that are motivated by false discovery rate (FDR), which use something close to 2 log ⁡ p q {\displaystyle {\sqrt {2\log {\frac {p}{q}}}}} . A maximum entropy rate criterion may also be used to select the most relevant subset of features. == Structure learning == Filter feature selection is a specific case of a more general paradigm called structure learning. Feature selection finds the relevant feature set for a specific target variable whereas structure learning finds the relationships between all the variables, usually by expressing these relationships as a graph. The most common structure learning algorithms

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