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  • Legendre moment

    Legendre moment

    In mathematics, Legendre moments are a type of image moment and are achieved by using the Legendre polynomial. Legendre moments are used in areas of image processing including: pattern and object recognition, image indexing, line fitting, feature extraction, edge detection, and texture analysis. Legendre moments have been studied as a means to reduce image moment calculation complexity by limiting the amount of information redundancy through approximation. == Legendre moments == Source: With order of m + n, and object intensity function f(x,y): L m n = ( 2 m + 1 ) ( 2 n + 1 ) 4 ∫ − 1 1 ∫ − 1 1 P m ( x ) P n ( y ) f ( x , y ) d x d y {\displaystyle L_{mn}={\frac {(2m+1)(2n+1)}{4}}\int \limits _{-1}^{1}\int \limits _{-1}^{1}P_{m}(x)P_{n}(y)f(x,y)\,dx\,dy} where m,n = 1, 2, 3, ...∞ with the nth-order Legendre polynomials being: P n ( x ) = ∑ k = 0 n a k , n x k = ( − 1 ) n 2 n n ! ( d d x ) [ ( 1 − x 2 ) n ] {\displaystyle P_{n}(x)=\sum _{k=0}^{n}a_{k,n}x^{k}={\frac {(-1)^{n}}{2^{n}n!}}\left({\frac {d}{dx}}\right)[(1-x^{2})^{n}]} which can also be written: P n ( x ) = ∑ k = 0 D ( n ) ( − 1 ) k ( 2 n − 2 k ) ! 2 n k ! ( n − k ) ! ( n − 2 k ) ! x n − 2 k = ( 2 n ) ! 2 n ( n ! ) 2 x n − ( 2 n − 2 ) ! 2 n 1 ! ( n − 1 ) ! ( n − 2 ) ! x n − 2 + ⋯ {\displaystyle {\begin{aligned}P_{n}(x)&=\sum _{k=0}^{D(n)}(-1)^{k}{\frac {(2n-2k)!}{2^{n}k!(n-k)!(n-2k)!}}x^{n-2k}\\[5pt]&={\frac {(2n)!}{2^{n}(n!)^{2}}}x^{n}-{\frac {(2n-2)!}{2^{n}1!(n-1)!(n-2)!}}x^{n-2}+\cdots \end{aligned}}} where D(n) = floor(n/2). The set of Legendre polynomials {Pn(x)} form an orthogonal set on the interval [−1,1]: ∫ − 1 1 P n ( x ) P m ( x ) d x = 2 2 n + 1 δ n m {\displaystyle \int _{-1}^{1}P_{n}(x)P_{m}(x)\,dx={\frac {2}{2n+1}}\delta _{nm}} A recurrence relation can be used to compute the Legendre polynomial: ( n + 1 ) P n + 1 ( x ) − ( 2 n + 1 ) x P n ( x ) + n P n − 1 ( x ) = 0 {\displaystyle (n+1)P_{n+1}(x)-(2n+1)xP_{n}(x)+nP_{n-1}(x)=0} f(x,y) can be written as an infinite series expansion in terms of Legendre polynomials [−1 ≤ x,y ≤ 1.]: f ( x , y ) = ∑ m = 0 ∞ ∑ n = 0 ∞ λ m n P m ( x ) P n ( y ) {\displaystyle f(x,y)=\sum _{m=0}^{\infty }\sum _{n=0}^{\infty }\lambda _{mn}P_{m}(x)P_{n}(y)}

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  • Evolutionary attractor

    Evolutionary attractor

    An evolutionary attractor is a point in an evolutionary space where a selection process will always drive trait values towards that point from the region around it. Because of the importance of evolution through natural selection, often such an evolutionary space will be defined by genetic or phenotypic traits, or possibly both. In this case the selection process will be a form of natural selection. The existence of an evolutionary attractor in a biological evolutionary space does not always imply that it can be reached from all points in that evolutionary space, nor does it identify what will happen when the evolutionary attractor is reached. While an evolutionary attractor may represent a point in evolutionary space that is resistant to further selection, such as an evolutionarily stable strategy, other possibilities are available. Because identification of an evolutionary attractor on its own does not describe everything about the evolutionary space in which it lies, this has led to interest in the evolutionary dynamics surrounding evolutionary attractors and in evolutionary spaces in general. (Theoretical biologists and mathematicians working in the area may prefer the terms adaptive dynamics or evolutionary invasion analysis to evolutionary dynamics.) These fields use differential equations which allows a more complete understanding of the dynamics in evolutionary spaces including the existence or otherwise of evolutionary attractors. Advances in the study of molecular evolution have also led to the identification of evolutionary attractors at a molecular level. Because biological evolutionary processes have been studied using evolutionary game theory, a technique inspired by game theory originally derived to address economic problems, not only can evolutionary attractors be found in biology but economists studying evolutionary economic models have also identified evolutionary attractors. Evolution in biology has also inspired evolutionary computation in computer science. Many algorithms in this field use a form of selection inspired by natural selection to generate results through evolutionary algorithms. This is therefore another area in which evolutionary attractors have been identified. == Evolutionary attractors in biology == It is not probably not surprising that biology is the field where most examples of evolutionary attractors have been identified, given the importance of evolution through natural selection. === Evolutionary attractors in adaptive landscapes === An evolutionary attractor is a point in genetic and/or phenotypic trait space, that evolution will always drive trait values towards via a selection process. The concept of an evolutionary attractor arose in population genetics following the origin of the adaptive landscape originally proposed by Sewall Wright in 1932. The height of a point in an adaptive landscape is a measure of evolutionary fitness. If a point in an adaptive landscape is a peak, then selection will always drive traits towards it and it will be an evolutionary attractor. While population genetics deals with discrete genetic traits, quantitative genetics extended such concepts to deal with continuous genetic traits, where the concept of evolutionary attractor is also valid. === Evolutionary attractors in evolutionary game models === Evolutionary game theory introduced into evolutionary biology concepts originally used in economics, with the advantage that evolution could be studied in relation to strategic choices made in animal conflicts. This is of particular interest because of the concept of the evolutionarily stable strategy or ESS, a strategy that once established is resistant to invasion by other strategies. ESSs will not always be evolutionary attractors, but if they are they will persist over evolutionary time. === Dynamics around evolutionary attractors in biology === Evolutionary attractors in biology do not exist in isolation. By definition they must exist in an evolutionary trait space where selection drives all traits towards them from a region immediately around them. That is, they must be convergence stable. Eshel (1983) modified the definition of an ESS by considering individually advantageous reduction from a majority deviation: he created the term continuous stability. A continuously stable ESS can be shown to be convergence stable, therefore it will act as an evolutionary attractor. But the nature of evolutionary trait spaces in biology means that it is not possible to guarantee that the region of convergence to the evolutionary attractor covers the whole of the trait space, nor that there is only one evolutionary attractor in a particular trait space. These issues have led to the emergence of the related fields of evolutionary dynamics, adaptive dynamics and evolutionary invasion analysis, all of which use differential equations to understand the dynamics in evolutionary trait spaces. Hence, if one or more evolutionary attractor exists in an evolutionary trait space, they provide techniques to understand the dynamics in that trait space around the evolutionary attractor. === Evolutionary attractors in an ecological context === Evolution in biology does not take place in single species in isolation. Ecological interaction of species leads to coevolution. Important examples of this are host-parasite or host-pathogen interaction, which can make both the dynamics around evolutionary attractors more complex, and the occurrence and number of evolutionary attractors more diverse. Evolutionary attractors have been identified in the analysis of evolutionary epidemiology of plant pathogens. In the above study working on plant populations the authors were able to identify evolutionary attractors using methods from adaptive dynamics. A model applied to the analysis of a maize (Zea mays L.) virus identified convergence stable equilibria through simulation modelling. A related model identified evolutionary attractors in the interaction of plants with fungal pathogens. === Evolutionary attractors in molecular genetics === As mentioned above much of the consideration of evolutionary attractors in biology has been through investigation of selection at a genetic or phenotypic level or both, in a single species or in coevolving species. Advances in the study of molecular genetics now allow the study of evolutionary attractors to be taken to a molecular genetic level. Wilson et. al (2019) studied the evolution of gene regulatory networks and identified the emergence of evolutionary attractors. == Evolutionary attractors in economics == Evolutionary game theory as applied in biology was inspired by game theory originally devised for applications in economics. Game theory remains an active field of research outside of biology, and thus it is not surprising that researchers in evolutionary economics use evolutionary game theory. Evolutionary attractors have been demonstrated by economists studying the evolutionary dynamics of market entry with market dynamics based on the replicator dynamics of biological evolutionary games. == Evolutionary attractors in computing == Evolutionary computation is a branch of computer science inspired by biological evolution. Many algorithms in evolutionary computation use a form of selection. Thus evolutionary attractors have been identified in computer science as well as in biology and economics. Evolutionary algorithms have generated evolutionary attractors, probably because of the similarity between adaptive hill-climbing in evolutionary heuristics and the adaptive landscape originated to explain evolution through natural selection.

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  • Policy gradient method

    Policy gradient method

    Policy gradient methods are a class of reinforcement learning algorithms and a sub-class of policy optimization methods. Unlike value-based methods which learn a value function to derive a policy, policy optimization methods directly learn a policy function π {\displaystyle \pi } that selects actions without consulting a value function. For policy gradient to apply, the policy function π θ {\displaystyle \pi _{\theta }} is parameterized by a differentiable parameter θ {\displaystyle \theta } . == Overview == In policy-based RL, the actor is a parameterized policy function π θ {\displaystyle \pi _{\theta }} , where θ {\displaystyle \theta } are the parameters of the actor. The actor takes as argument the state of the environment s {\displaystyle s} and produces a probability distribution π θ ( ⋅ ∣ s ) {\displaystyle \pi _{\theta }(\cdot \mid s)} . If the action space is discrete, then ∑ a π θ ( a ∣ s ) = 1 {\displaystyle \sum _{a}\pi _{\theta }(a\mid s)=1} . If the action space is continuous, then ∫ a π θ ( a ∣ s ) d a = 1 {\displaystyle \int _{a}\pi _{\theta }(a\mid s)\mathrm {d} a=1} . The goal of policy optimization is to find some θ {\displaystyle \theta } that maximizes the expected episodic reward J ( θ ) {\displaystyle J(\theta )} : J ( θ ) = E π θ [ ∑ t = 0 T γ t R t | S 0 = s 0 ] {\displaystyle J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t=0}^{T}\gamma ^{t}R_{t}{\Big |}S_{0}=s_{0}\right]} where γ {\displaystyle \gamma } is the discount factor, R t {\displaystyle R_{t}} is the reward at step t {\displaystyle t} , s 0 {\displaystyle s_{0}} is the starting state, and T {\displaystyle T} is the time-horizon (which can be infinite). The policy gradient is defined as ∇ θ J ( θ ) {\displaystyle \nabla _{\theta }J(\theta )} . Different policy gradient methods stochastically estimate the policy gradient in different ways. The goal of any policy gradient method is to iteratively maximize J ( θ ) {\displaystyle J(\theta )} by gradient ascent. Since the key part of any policy gradient method is the stochastic estimation of the policy gradient, they are also studied under the title of "Monte Carlo gradient estimation". == REINFORCE == === Policy gradient === The REINFORCE algorithm, introduced by Ronald J. Williams in 1992, was the first policy gradient method. It is based on the identity for the policy gradient ∇ θ J ( θ ) = E π θ [ ∑ t = 0 T ∇ θ ln ⁡ π θ ( A t ∣ S t ) ∑ t = 0 T ( γ t R t ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t=0}^{T}\nabla _{\theta }\ln \pi _{\theta }(A_{t}\mid S_{t})\;\sum _{t=0}^{T}(\gamma ^{t}R_{t}){\Big |}S_{0}=s_{0}\right]} which can be improved via the "causality trick" ∇ θ J ( θ ) = E π θ [ ∑ t = 0 T ∇ θ ln ⁡ π θ ( A t ∣ S t ) ∑ τ = t T ( γ τ R τ ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t=0}^{T}\nabla _{\theta }\ln \pi _{\theta }(A_{t}\mid S_{t})\sum _{\tau =t}^{T}(\gamma ^{\tau }R_{\tau }){\Big |}S_{0}=s_{0}\right]} Thus, we have an unbiased estimator of the policy gradient: ∇ θ J ( θ ) ≈ 1 N ∑ n = 1 N [ ∑ t = 0 T ∇ θ ln ⁡ π θ ( A t , n ∣ S t , n ) ∑ τ = t T ( γ τ − t R τ , n ) ] {\displaystyle \nabla _{\theta }J(\theta )\approx {\frac {1}{N}}\sum _{n=1}^{N}\left[\sum _{t=0}^{T}\nabla _{\theta }\ln \pi _{\theta }(A_{t,n}\mid S_{t,n})\sum _{\tau =t}^{T}(\gamma ^{\tau -t}R_{\tau ,n})\right]} where the index n {\displaystyle n} ranges over N {\displaystyle N} rollout trajectories using the policy π θ {\displaystyle \pi _{\theta }} . The score function ∇ θ ln ⁡ π θ ( A t ∣ S t ) {\displaystyle \nabla _{\theta }\ln \pi _{\theta }(A_{t}\mid S_{t})} can be interpreted as the direction in the parameter space that increases the probability of taking action A t {\displaystyle A_{t}} in state S t {\displaystyle S_{t}} . The policy gradient, then, is a weighted average of all possible directions to increase the probability of taking any action in any state, but weighted by reward signals, so that if taking a certain action in a certain state is associated with high reward, then that direction would be highly reinforced, and vice versa. === Algorithm === The REINFORCE algorithm is a loop: Rollout N {\displaystyle N} trajectories in the environment, using π θ t {\displaystyle \pi _{\theta _{t}}} as the policy function. Compute the policy gradient estimation: g i ← 1 N ∑ n = 1 N [ ∑ t = 0 T ∇ θ t ln ⁡ π θ ( A t , n ∣ S t , n ) ∑ τ = t T ( γ τ R τ , n ) ] {\displaystyle g_{i}\leftarrow {\frac {1}{N}}\sum _{n=1}^{N}\left[\sum _{t=0}^{T}\nabla _{\theta _{t}}\ln \pi _{\theta }(A_{t,n}\mid S_{t,n})\sum _{\tau =t}^{T}(\gamma ^{\tau }R_{\tau ,n})\right]} Update the policy by gradient ascent: θ i + 1 ← θ i + α i g i {\displaystyle \theta _{i+1}\leftarrow \theta _{i}+\alpha _{i}g_{i}} Here, α i {\displaystyle \alpha _{i}} is the learning rate at update step i {\displaystyle i} . == Variance reduction == REINFORCE is an on-policy algorithm, meaning that the trajectories used for the update must be sampled from the current policy π θ {\displaystyle \pi _{\theta }} . This can lead to high variance in the updates, as the returns R ( τ ) {\displaystyle R(\tau )} can vary significantly between trajectories. Many variants of REINFORCE have been introduced, under the title of variance reduction. === REINFORCE with baseline === A common way for reducing variance is the REINFORCE with baseline algorithm, based on the following identity: ∇ θ J ( θ ) = E π θ [ ∑ t = 0 T ∇ θ ln ⁡ π θ ( A t | S t ) ( ∑ τ = t T ( γ τ R τ ) − b ( S t ) ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t=0}^{T}\nabla _{\theta }\ln \pi _{\theta }(A_{t}|S_{t})\left(\sum _{\tau =t}^{T}(\gamma ^{\tau }R_{\tau })-b(S_{t})\right){\Big |}S_{0}=s_{0}\right]} for any function b : States → R {\displaystyle b:{\text{States}}\to \mathbb {R} } . This can be proven by applying the previous lemma. The algorithm uses the modified gradient estimator g i ← 1 N ∑ n = 1 N [ ∑ t = 0 T ∇ θ t ln ⁡ π θ ( A t , n | S t , n ) ( ∑ τ = t T ( γ τ R τ , n ) − b i ( S t , n ) ) ] {\displaystyle g_{i}\leftarrow {\frac {1}{N}}\sum _{n=1}^{N}\left[\sum _{t=0}^{T}\nabla _{\theta _{t}}\ln \pi _{\theta }(A_{t,n}|S_{t,n})\left(\sum _{\tau =t}^{T}(\gamma ^{\tau }R_{\tau ,n})-b_{i}(S_{t,n})\right)\right]} and the original REINFORCE algorithm is the special case where b i ≡ 0 {\displaystyle b_{i}\equiv 0} . === Actor-critic methods === If b i {\textstyle b_{i}} is chosen well, such that b i ( S t ) ≈ ∑ τ = t T ( γ τ R τ ) = γ t V π θ i ( S t ) {\textstyle b_{i}(S_{t})\approx \sum _{\tau =t}^{T}(\gamma ^{\tau }R_{\tau })=\gamma ^{t}V^{\pi _{\theta _{i}}}(S_{t})} , this could significantly decrease variance in the gradient estimation. That is, the baseline should be as close to the value function V π θ i ( S t ) {\displaystyle V^{\pi _{\theta _{i}}}(S_{t})} as possible, approaching the ideal of: ∇ θ J ( θ ) = E π θ [ ∑ t = 0 T ∇ θ ln ⁡ π θ ( A t | S t ) ( ∑ τ = t T ( γ τ R τ ) − γ t V π θ ( S t ) ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=\mathbb {E} _{\pi _{\theta }}\left[\sum _{t=0}^{T}\nabla _{\theta }\ln \pi _{\theta }(A_{t}|S_{t})\left(\sum _{\tau =t}^{T}(\gamma ^{\tau }R_{\tau })-\gamma ^{t}V^{\pi _{\theta }}(S_{t})\right){\Big |}S_{0}=s_{0}\right]} Note that, as the policy π θ t {\displaystyle \pi _{\theta _{t}}} updates, the value function V π θ i ( S t ) {\displaystyle V^{\pi _{\theta _{i}}}(S_{t})} updates as well, so the baseline should also be updated. One common approach is to train a separate function that estimates the value function, and use that as the baseline. This is one of the actor-critic methods, where the policy function is the actor and the value function is the critic. The Q-function Q π {\displaystyle Q^{\pi }} can also be used as the critic, since ∇ θ J ( θ ) = E π θ [ ∑ 0 ≤ t ≤ T γ t ∇ θ ln ⁡ π θ ( A t | S t ) ⋅ Q π θ ( S t , A t ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=E_{\pi _{\theta }}\left[\sum _{0\leq t\leq T}\gamma ^{t}\nabla _{\theta }\ln \pi _{\theta }(A_{t}|S_{t})\cdot Q^{\pi _{\theta }}(S_{t},A_{t}){\Big |}S_{0}=s_{0}\right]} by a similar argument using the tower law. Subtracting the value function as a baseline, we find that the advantage function A π ( S , A ) = Q π ( S , A ) − V π ( S ) {\displaystyle A^{\pi }(S,A)=Q^{\pi }(S,A)-V^{\pi }(S)} can be used as the critic as well: ∇ θ J ( θ ) = E π θ [ ∑ 0 ≤ t ≤ T γ t ∇ θ ln ⁡ π θ ( A t | S t ) ⋅ A π θ ( S t , A t ) | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=E_{\pi _{\theta }}\left[\sum _{0\leq t\leq T}\gamma ^{t}\nabla _{\theta }\ln \pi _{\theta }(A_{t}|S_{t})\cdot A^{\pi _{\theta }}(S_{t},A_{t}){\Big |}S_{0}=s_{0}\right]} In summary, there are many unbiased estimators for ∇ θ J θ {\textstyle \nabla _{\theta }J_{\theta }} , all in the form of: ∇ θ J ( θ ) = E π θ [ ∑ 0 ≤ t ≤ T ∇ θ ln ⁡ π θ ( A t | S t ) ⋅ Ψ t | S 0 = s 0 ] {\displaystyle \nabla _{\theta }J(\theta )=E_{\pi _{\theta }}\left[\su

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  • Jubatus

    Jubatus

    Jubatus is an open-source online machine learning and distributed computing framework developed at Nippon Telegraph and Telephone and Preferred Infrastructure. Its features include classification, recommendation, regression, anomaly detection and graph mining. It supports many client languages, including C++, Java, Ruby and Python. It uses Iterative Parameter Mixture for distributed machine learning. == Notable Features == Jubatus supports: Multi-classification algorithms: Perceptron Passive Aggressive Confidence Weighted Adaptive Regularization of Weight Vectors Normal Herd Recommendation algorithms using: Inverted index Minhash Locality-sensitive hashing Regression algorithms: Passive Aggressive feature extraction method for natural language: n-gram Text segmentation

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  • Graph cut optimization

    Graph cut optimization

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

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  • International Conference on Acoustics, Speech, and Signal Processing

    International Conference on Acoustics, Speech, and Signal Processing

    ICASSP, the International Conference on Acoustics, Speech, and Signal Processing, is an annual flagship conference organized by IEEE Signal Processing Society. Ei Compendex has indexed all papers included in its proceedings. The first ICASSP was held in 1976 in Philadelphia, Pennsylvania, based on the success of a conference in Massachusetts four years earlier that had focused specifically on speech signals. As ranked by Google Scholar's h-index metric in 2016, ICASSP has the highest h-index of any conference in the Signal Processing field. The Brazilian ministry of education gave the conference an 'A1' rating based on its h-index. == Conference list ==

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  • Mutation (evolutionary algorithm)

    Mutation (evolutionary algorithm)

    Mutation is a genetic operator used to maintain genetic diversity of the chromosomes of a population of an evolutionary algorithm (EA), including genetic algorithms in particular. It is analogous to biological mutation. The classic example of a mutation operator of a binary coded genetic algorithm (GA) involves a probability that an arbitrary bit in a genetic sequence will be flipped from its original state. A common method of implementing the mutation operator involves generating a random variable for each bit in a sequence. This random variable tells whether or not a particular bit will be flipped. This mutation procedure, based on the biological point mutation, is called single point mutation. Other types of mutation operators are commonly used for representations other than binary, such as floating-point encodings or representations for combinatorial problems. The purpose of mutation in EAs is to introduce diversity into the sampled population. Mutation operators are used in an attempt to avoid local minima by preventing the population of chromosomes from becoming too similar to each other, thus slowing or even stopping convergence to the global optimum. This reasoning also leads most EAs to avoid only taking the fittest of the population in generating the next generation, but rather selecting a random (or semi-random) set with a weighting toward those that are fitter. The following requirements apply to all mutation operators used in an EA: every point in the search space must be reachable by one or more mutations. there must be no preference for parts or directions in the search space (no drift). small mutations should be more probable than large ones. For different genome types, different mutation types are suitable. Some mutations are Gaussian, Uniform, Zigzag, Scramble, Insertion, Inversion, Swap, and so on. An overview and more operators than those presented below can be found in the introductory book by Eiben and Smith or in. == Bit string mutation == The mutation of bit strings ensue through bit flips at random positions. Example: The probability of a mutation of a bit is 1 l {\displaystyle {\frac {1}{l}}} , where l {\displaystyle l} is the length of the binary vector. Thus, a mutation rate of 1 {\displaystyle 1} per mutation and individual selected for mutation is reached. == Mutation of real numbers == Many EAs, such as the evolution strategy or the real-coded genetic algorithms, work with real numbers instead of bit strings. This is due to the good experiences that have been made with this type of coding. The value of a real-valued gene can either be changed or redetermined. A mutation that implements the latter should only ever be used in conjunction with the value-changing mutations and then only with comparatively low probability, as it can lead to large changes. In practical applications, the respective value range of the decision variables to be changed of the optimisation problem to be solved is usually limited. Accordingly, the values of the associated genes are each restricted to an interval [ x min , x max ] {\displaystyle [x_{\min },x_{\max }]} . Mutations may or may not take these restrictions into account. In the latter case, suitable post-treatment is then required as described below. === Mutation without consideration of restrictions === A real number x {\displaystyle x} can be mutated using normal distribution N ( 0 , σ ) {\displaystyle {\mathcal {N}}(0,\sigma )} by adding the generated random value to the old value of the gene, resulting in the mutated value x ′ {\displaystyle x'} : x ′ = x + N ( 0 , σ ) {\displaystyle x'=x+{\mathcal {N}}(0,\sigma )} In the case of genes with a restricted range of values, it is a good idea to choose the step size of the mutation σ {\displaystyle \sigma } so that it reasonably fits the range [ x min , x max ] {\displaystyle [x_{\min },x_{\max }]} of the gene to be changed, e.g.: σ = x max − x min 6 {\displaystyle \sigma ={\frac {x_{\text{max}}-x_{\text{min}}}{6}}} The step size can also be adjusted to the smaller permissible change range depending on the current value. In any case, however, it is likely that the new value x ′ {\displaystyle x'} of the gene will be outside the permissible range of values. Such a case must be considered a lethal mutation, since the obvious repair by using the respective violated limit as the new value of the gene would lead to a drift. This is because the limit value would then be selected with the entire probability of the values beyond the limit of the value range. The evolution strategy works with real numbers and mutation based on normal distribution. The step sizes are part of the chromosome and are subject to evolution together with the actual decision variables. === Mutation with consideration of restrictions === One possible form of changing the value of a gene while taking its value range [ x min , x max ] {\displaystyle [x_{\min },x_{\max }]} into account is the mutation relative parameter change of the evolutionary algorithm GLEAM (General Learning Evolutionary Algorithm and Method), in which, as with the mutation presented earlier, small changes are more likely than large ones. First, an equally distributed decision is made as to whether the current value x {\displaystyle x} should be increased or decreased and then the corresponding total change interval is determined. Without loss of generality, an increase is assumed for the explanation and the total change interval is then [ x , x max ] {\displaystyle [x,x_{\max }]} . It is divided into k {\displaystyle k} sub-areas of equal size with the width δ {\displaystyle \delta } , from which k {\displaystyle k} sub-change intervals of different size are formed: i {\displaystyle i} -th sub-change interval: [ x , x + δ ⋅ i ] {\displaystyle [x,x+\delta \cdot i]} with δ = ( x max − x ) k {\displaystyle \delta ={\frac {(x_{\text{max}}-x)}{k}}} and i = 1 , … , k {\displaystyle i=1,\dots ,k} Subsequently, one of the k {\displaystyle k} sub-change intervals is selected in equal distribution and a random number, also equally distributed, is drawn from it as the new value x ′ {\displaystyle x'} of the gene. The resulting summed probabilities of the sub-change intervals result in the probability distribution of the k {\displaystyle k} sub-areas shown in the adjacent figure for the exemplary case of k = 10 {\displaystyle k=10} . This is not a normal distribution as before, but this distribution also clearly favours small changes over larger ones. This mutation for larger values of k {\displaystyle k} , such as 10, is less well suited for tasks where the optimum lies on one of the value range boundaries. This can be remedied by significantly reducing k {\displaystyle k} when a gene value approaches its limits very closely. === Common properties === For both mutation operators for real-valued numbers, the probability of an increase and decrease is independent of the current value and is 50% in each case. In addition, small changes are considerably more likely than large ones. For mixed-integer optimization problems, rounding is usually used. == Mutation of permutations == Mutations of permutations are specially designed for genomes that are themselves permutations of a set. These are often used to solve combinatorial tasks. In the two mutations presented, parts of the genome are rotated or inverted. === Rotation to the right === The presentation of the procedure is illustrated by an example on the right: === Inversion === The presentation of the procedure is illustrated by an example on the right: === Variants with preference for smaller changes === The requirement raised at the beginning for mutations, according to which small changes should be more probable than large ones, is only inadequately fulfilled by the two permutation mutations presented, since the lengths of the partial lists and the number of shift positions are determined in an equally distributed manner. However, the longer the partial list and the shift, the greater the change in gene order. This can be remedied by the following modifications. The end index j {\displaystyle j} of the partial lists is determined as the distance d {\displaystyle d} to the start index i {\displaystyle i} : j = ( i + d ) mod | P 0 | {\displaystyle j=(i+d){\bmod {\left|P_{0}\right|}}} where d {\displaystyle d} is determined randomly according to one of the two procedures for the mutation of real numbers from the interval [ 0 , | P 0 | − 1 ] {\displaystyle \left[0,\left|P_{0}\right|-1\right]} and rounded. For the rotation, k {\displaystyle k} is determined similarly to the distance d {\displaystyle d} , but the value 0 {\displaystyle 0} is forbidden. For the inversion, note that i ≠ j {\displaystyle i\neq j} must hold, so for d {\displaystyle d} the value 0 {\displaystyle 0} must be excluded.

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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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  • Generative art

    Generative art

    Generative art is post-conceptual art that has been created (in whole or in part) with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator. "Generative art" often refers to algorithmic art (algorithmically determined computer generated artwork) and synthetic media (general term for any algorithmically generated media), but artists can also make generative art using systems of chemistry, biology, mechanics and robotics, smart materials, manual randomization, mathematics, data mapping, symmetry, and tiling. Generative algorithms, algorithms programmed to produce artistic works through predefined rules, stochastic methods, or procedural logic, often yielding dynamic, unique, and contextually adaptable outputs—are central to many of these practices. == History == The use of the word "generative" in the discussion of art has developed over time. The use of "Artificial DNA" defines a generative approach to art focused on the construction of a system able to generate unpredictable events, all with a recognizable common character. The use of autonomous systems, required by some contemporary definitions, focuses a generative approach where the controls are strongly reduced. This approach is also named "emergent". Margaret Boden and Ernest Edmonds have noted the use of the term "generative art" in the broad context of automated computer graphics in the 1960s, beginning with artwork exhibited by Georg Nees and Frieder Nake in 1965: A. Michael Noll did his initial computer art, combining randomness with order, in 1962, and exhibited it along with works by Bell Julesz in 1965. The terms "generative art" and "computer art" have been used in tandem, and more or less interchangeably, since the very earliest days. The first such exhibition showed the work of Nees in February 1965, which some claim was titled "Generative Computergrafik". While Nees does not himself remember, this was the title of his doctoral thesis published a few years later. The correct title of the first exhibition and catalog was "computer-grafik". "Generative art" and related terms was in common use by several other early computer artists around this time, including Manfred Mohr and Ken Knowlton. Vera Molnár (born 1924) is a French media artist of Hungarian origin. Molnar is widely considered to be a pioneer of generative art, and is also one of the first women to use computers in her art practice. The term "Generative Art" with the meaning of dynamic artwork-systems able to generate multiple artwork-events was clearly used the first time for the "Generative Art" conference in Milan in 1998. The term has also been used to describe geometric abstract art where simple elements are repeated, transformed, or varied to generate more complex forms. Thus defined, generative art was practiced by the Argentinian artists Eduardo Mac Entyre and Miguel Ángel Vidal in the late 1960s. In 1972 the Romanian-born Paul Neagu created the Generative Art Group in Britain. It was populated exclusively by Neagu using aliases such as "Hunsy Belmood" and "Edward Larsocchi". In 1972 Neagu gave a lecture titled 'Generative Art Forms' at the Queen's University, Belfast Festival. In 1970 the School of the Art Institute of Chicago created a department called Generative Systems. As described by Sonia Landy Sheridan the focus was on art practices using the then new technologies for the capture, inter-machine transfer, printing and transmission of images, as well as the exploration of the aspect of time in the transformation of image information. Also noteworthy is John Dunn, first a student and then a collaborator of Sheridan. In 1988 Clauser identified the aspect of systemic autonomy as a critical element in generative art: It should be evident from the above description of the evolution of generative art that process (or structuring) and change (or transformation) are among its most definitive features, and that these features and the very term 'generative' imply dynamic development and motion. (the result) is not a creation by the artist but rather the product of the generative process - a self-precipitating structure. In 1989 Celestino Soddu defined the Generative Design approach to Architecture and Town Design in his book Citta' Aleatorie. In 1989 Franke referred to "generative mathematics" as "the study of mathematical operations suitable for generating artistic images." From the mid-1990s Brian Eno popularized the terms generative music and generative systems, making a connection with earlier experimental music by Terry Riley, Steve Reich and Philip Glass. From the end of the 20th century, communities of generative artists, designers, musicians and theoreticians began to meet, forming cross-disciplinary perspectives. The first meeting about generative Art was in 1998, at the inaugural International Generative Art conference at Politecnico di Milano University, Italy. In Australia, the Iterate conference on generative systems in the electronic arts followed in 1999. On-line discussion has centered around the eu-gene mailing list, which began late 1999, and has hosted much of the debate which has defined the field. These activities have more recently been joined by the Generator.x conference in Berlin starting in 2005. In 2012 the new journal GASATHJ, Generative Art Science and Technology Hard Journal was founded by Celestino Soddu and Enrica Colabella jointing several generative artists and scientists in the editorial board. Some have argued that as a result of this engagement across disciplinary boundaries, the community has converged on a shared meaning of the term. As Boden and Edmonds put it in 2011: Today, the term "Generative Art" is still current within the relevant artistic community. Since 1998 a series of conferences have been held in Milan with that title (Generativeart.com), and Brian Eno has been influential in promoting and using generative art methods (Eno, 1996). Both in music and in visual art, the use of the term has now converged on work that has been produced by the activation of a set of rules and where the artist lets a computer system take over at least some of the decision-making (although, of course, the artist determines the rules). In the call of the Generative Art conferences in Milan (annually starting from 1998), the definition of Generative Art by Celestino Soddu: Generative Art is the idea realized as genetic code of artificial events, as construction of dynamic complex systems able to generate endless variations. Each Generative Project is a concept-software that works producing unique and non-repeatable events, like music or 3D Objects, as possible and manifold expressions of the generating idea strongly recognizable as a vision belonging to an artist / designer / musician / architect /mathematician. Discussion on the eu-gene mailing list was framed by the following definition by Adrian Ward from 1999: Generative art is a term given to work which stems from concentrating on the processes involved in producing an artwork, usually (although not strictly) automated by the use of a machine or computer, or by using mathematic or pragmatic instructions to define the rules by which such artworks are executed. A similar definition is provided by Philip Galanter: Generative art refers to any art practice where the artist creates a process, such as a set of natural language rules, a computer program, a machine, or other procedural invention, which is then set into motion with some degree of autonomy contributing to or resulting in a completed work of art. Around the 2020s, generative AI models learned to imitate the distinct style of particular authors. For example, a generative image model such as Stable Diffusion is able to model the stylistic characteristics of an artist like Pablo Picasso (including his particular brush strokes, use of colour, perspective, and so on), and a user can engineer a prompt such as "an astronaut riding a horse, by Picasso" to cause the model to generate a novel image applying the artist's style to an arbitrary subject. Generative image models have received significant backlash from artists who object to their style being imitated without their permission, arguing that this harms their ability to profit from their own work. The emergence of text-to-image generative AI systems has expanded debates over authorship, copyright, and artistic labor. The main issues in these debates include the eligibility of AI-generated outputs for copyright protection and the legal and ethical questions of using existing copyrighted works as training data for generative AI systems. == Types == === Music === Johann Kirnberger's Mu

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  • Physical neural network

    Physical neural network

    A physical neural network is a type of artificial neural network in which an electrically adjustable material is used to emulate the function of a neural synapse or a higher-order (dendritic) neuron model. "Physical" neural network is used to emphasize the reliance on physical hardware used to emulate neurons as opposed to software-based approaches. More generally the term is applicable to other artificial neural networks in which a memristor or other electrically adjustable resistance material is used to emulate a neural synapse. == Types of physical neural networks == === ADALINE === In the 1960s Bernard Widrow and Ted Hoff developed ADALINE (Adaptive Linear Neuron) which used electrochemical cells called memistors (memory resistors) to emulate synapses of an artificial neuron. The memistors were implemented as 3-terminal devices operating based on the reversible electroplating of copper such that the resistance between two of the terminals is controlled by the integral of the current applied via the third terminal. The ADALINE circuitry was briefly commercialized by the Memistor Corporation in the 1960s enabling some applications in pattern recognition. However, since the memistors were not fabricated using integrated circuit fabrication techniques the technology was not scalable and was eventually abandoned as solid-state electronics became mature. === Analog VLSI === In 1989 Carver Mead published his book Analog VLSI and Neural Systems, which spun off perhaps the most common variant of analog neural networks. The physical realization is implemented in analog VLSI. This is often implemented as field effect transistors in low inversion. Such devices can be modelled as translinear circuits. This is a technique described by Barrie Gilbert in several papers around mid 1970th, and in particular his Translinear Circuits from 1981. With this method circuits can be analyzed as a set of well-defined functions in steady-state, and such circuits assembled into complex networks. === Physical Neural Network === Alex Nugent describes a physical neural network as one or more nonlinear neuron-like nodes used to sum signals and nanoconnections formed from nanoparticles, nanowires, or nanotubes which determine the signal strength input to the nodes. Alignment or self-assembly of the nanoconnections is determined by the history of the applied electric field performing a function analogous to neural synapses. Numerous applications for such physical neural networks are possible. For example, a temporal summation device can be composed of one or more nanoconnections having an input and an output thereof, wherein an input signal provided to the input causes one or more of the nanoconnection to experience an increase in connection strength thereof over time. Another example of a physical neural network is taught by U.S. Patent No. 7,039,619 entitled "Utilized nanotechnology apparatus using a neural network, a solution and a connection gap," which issued to Alex Nugent by the U.S. Patent & Trademark Office on May 2, 2006. A further application of physical neural network is shown in U.S. Patent No. 7,412,428 entitled "Application of hebbian and anti-hebbian learning to nanotechnology-based physical neural networks," which issued on August 12, 2008. Nugent and Molter have shown that universal computing and general-purpose machine learning are possible from operations available through simple memristive circuits operating the AHaH plasticity rule. More recently, it has been argued that also complex networks of purely memristive circuits can serve as neural networks. === Phase change neural network === In 2002, Stanford Ovshinsky described an analog neural computing medium in which phase-change material has the ability to cumulatively respond to multiple input signals. An electrical alteration of the resistance of the phase change material is used to control the weighting of the input signals. === Memristive neural network === Greg Snider of HP Labs describes a system of cortical computing with memristive nanodevices. The memristors (memory resistors) are implemented by thin film materials in which the resistance is electrically tuned via the transport of ions or oxygen vacancies within the film. DARPA's SyNAPSE project has funded IBM Research and HP Labs, in collaboration with the Boston University Department of Cognitive and Neural Systems (CNS), to develop neuromorphic architectures which may be based on memristive systems. === Protonic artificial synapses === In 2022, researchers reported the development of nanoscale brain-inspired artificial synapses, using the ion proton (H+), for 'analog deep learning'.

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  • Farthest-first traversal

    Farthest-first traversal

    In computational geometry, the farthest-first traversal of a compact metric space is a sequence of points in the space, where the first point is selected arbitrarily and each successive point is as far as possible from the set of previously-selected points. The same concept can also be applied to a finite set of geometric points, by restricting the selected points to belong to the set or equivalently by considering the finite metric space generated by these points. For a finite metric space or finite set of geometric points, the resulting sequence forms a permutation of the points, also known as the greedy permutation. Every prefix of a farthest-first traversal provides a set of points that is widely spaced and close to all remaining points. More precisely, no other set of equally many points can be spaced more than twice as widely, and no other set of equally many points can be less than half as far to its farthest remaining point. In part because of these properties, farthest-point traversals have many applications, including the approximation of the traveling salesman problem and the metric k-center problem. They may be constructed in polynomial time, or (for low-dimensional Euclidean spaces) approximated in near-linear time. == Definition and properties == A farthest-first traversal is a sequence of points in a compact metric space, with each point appearing at most once. If the space is finite, each point appears exactly once, and the traversal is a permutation of all of the points in the space. The first point of the sequence may be any point in the space. Each point p after the first must have the maximum possible distance to the set of points earlier than p in the sequence, where the distance from a point to a set is defined as the minimum of the pairwise distances to points in the set. A given space may have many different farthest-first traversals, depending both on the choice of the first point in the sequence (which may be any point in the space) and on ties for the maximum distance among later choices. Farthest-point traversals may be characterized by the following properties. Fix a number k, and consider the prefix formed by the first k points of the farthest-first traversal of any metric space. Let r be the distance between the final point of the prefix and the other points in the prefix. Then this subset has the following two properties: All pairs of the selected points are at distance at least r from each other, and All points of the metric space are at distance at most r from the subset. Conversely any sequence having these properties, for all choices of k, must be a farthest-first traversal. These are the two defining properties of a Delone set, so each prefix of the farthest-first traversal forms a Delone set. == Applications == Rosenkrantz, Stearns & Lewis (1977) used the farthest-first traversal to define the farthest-insertion heuristic for the travelling salesman problem. This heuristic finds approximate solutions to the travelling salesman problem by building up a tour on a subset of points, adding one point at a time to the tour in the ordering given by a farthest-first traversal. To add each point to the tour, one edge of the previous tour is broken and replaced by a pair of edges through the added point, in the cheapest possible way. Although Rosenkrantz et al. prove only a logarithmic approximation ratio for this method, they show that in practice it often works better than other insertion methods with better provable approximation ratios. Later, the same sequence of points was popularized by Gonzalez (1985), who used it as part of greedy approximation algorithms for two problems in clustering, in which the goal is to partition a set of points into k clusters. One of the two problems that Gonzalez solve in this way seeks to minimize the maximum diameter of a cluster, while the other, known as the metric k-center problem, seeks to minimize the maximum radius, the distance from a chosen central point of a cluster to the farthest point from it in the same cluster. For instance, the k-center problem can be used to model the placement of fire stations within a city, in order to ensure that every address within the city can be reached quickly by a fire truck. For both clustering problems, Gonzalez chooses a set of k cluster centers by selecting the first k points of a farthest-first traversal, and then creates clusters by assigning each input point to the nearest cluster center. If r is the distance from the set of k selected centers to the next point at position k + 1 in the traversal, then with this clustering every point is within distance r of its center and every cluster has diameter at most 2r. However, the subset of k centers together with the next point are all at distance at least r from each other, and any k-clustering would put some two of these points into a single cluster, with one of them at distance at least r/2 from its center and with diameter at least r. Thus, Gonzalez's heuristic gives an approximation ratio of 2 for both clustering problems. Gonzalez's heuristic was independently rediscovered for the metric k-center problem by Dyer & Frieze (1985), who applied it more generally to weighted k-center problems. Another paper on the k-center problem from the same time, Hochbaum & Shmoys (1985), achieves the same approximation ratio of 2, but its techniques are different. Nevertheless, Gonzalez's heuristic, and the name "farthest-first traversal", are often incorrectly attributed to Hochbaum and Shmoys. For both the min-max diameter clustering problem and the metric k-center problem, these approximations are optimal: the existence of a polynomial-time heuristic with any constant approximation ratio less than 2 would imply that P = NP. As well as for clustering, the farthest-first traversal can also be used in another type of facility location problem, the max-min facility dispersion problem, in which the goal is to choose the locations of k different facilities so that they are as far apart from each other as possible. More precisely, the goal in this problem is to choose k points from a given metric space or a given set of candidate points, in such a way as to maximize the minimum pairwise distance between the selected points. Again, this can be approximated by choosing the first k points of a farthest-first traversal. If r denotes the distance of the kth point from all previous points, then every point of the metric space or the candidate set is within distance r of the first k − 1 points. By the pigeonhole principle, some two points of the optimal solution (whatever it is) must both be within distance r of the same point among these first k − 1 chosen points, and (by the triangle inequality) within distance 2r of each other. Therefore, the heuristic solution given by the farthest-first traversal is within a factor of two of optimal. Other applications of the farthest-first traversal include color quantization (clustering the colors in an image to a smaller set of representative colors), progressive scanning of images (choosing an order to display the pixels of an image so that prefixes of the ordering produce good lower-resolution versions of the whole image rather than filling in the image from top to bottom), point selection in the probabilistic roadmap method for motion planning, simplification of point clouds, generating masks for halftone images, hierarchical clustering, finding the similarities between polygon meshes of similar surfaces, choosing diverse and high-value observation targets for underwater robot exploration, fault detection in sensor networks, modeling phylogenetic diversity, matching vehicles in a heterogenous fleet to customer delivery requests, uniform distribution of geodetic observatories on the Earth's surface or of other types of sensor network, generation of virtual point lights in the instant radiosity computer graphics rendering method, and geometric range searching data structures. == Algorithms == === Greedy exact algorithm === The farthest-first traversal of a finite point set may be computed by a greedy algorithm that maintains the distance of each point from the previously selected points, performing the following steps: Initialize the sequence of selected points to the empty sequence, and the distances of each point to the selected points to infinity. While not all points have been selected, repeat the following steps: Scan the list of not-yet-selected points to find a point p that has the maximum distance from the selected points. Remove p from the not-yet-selected points and add it to the end of the sequence of selected points. For each remaining not-yet-selected point q, replace the distance stored for q by the minimum of its old value and the distance from p to q. For a set of n points, this algorithm takes O(n2) steps and O(n2) distance computations. === Approximations === A faster approximation algorithm, given by Har-Peled & Mendel (2006), applie

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  • TabPFN

    TabPFN

    TabPFN (Tabular Prior-data Fitted Network) is a machine learning model for tabular datasets proposed in 2022. It uses a transformer architecture. It is intended for supervised classification and regression analysis on tabular datasets, particularly focusing on small- to medium-sized datasets. The latest version, TabPFN-3, was released in May 2026 and supports datasets with up to one million rows and 200 features. == History == TabPFN was first introduced in a 2022 pre-print and presented at ICLR 2023. TabPFN v2 was published in 2025 in Nature by Hollmann and co-authors. The source code is published on GitHub under a modified Apache License and on PyPi. Writing for ICLR blogs, McCarter states that the model has attracted attention due to its performance on small dataset benchmarks. TabPFN v2.5 was released on November 6, 2025. TabPFN-3 was released on May 12, 2026. Prior Labs, founded in 2024, aims to commercialize TabPFN. As of April 2026, the open-source TabPFN repository had more than 6,000 stars on GitHub. == Overview and pre-training == TabPFN supports classification, regression and generative tasks. It leverages "Prior-Data Fitted Networks" models to model tabular data. By using a transformer pre-trained on synthetic tabular datasets, TabPFN avoids benchmark contamination and costs of curating real-world data. TabPFN v2 was pre-trained on approximately 130 million such datasets. Synthetic datasets are generated using causal models or Bayesian neural networks; this can include simulating missing values, imbalanced data, and noise. Random inputs are passed through these models to generate outputs, with a bias towards simpler causal structures. During pre-training, TabPFN predicts the masked target values of new data points given training data points and their known targets, effectively learning a generic learning algorithm that is executed by running a neural network forward pass. The new dataset is then processed in a single forward pass without retraining. The model's transformer encoder processes features and labels by alternating attention across rows and columns. TabPFN v2 handles numerical and categorical features, missing values, and supports tasks like regression and synthetic data generation, while TabPFN-2.5 scales this approach to datasets with up to 50,000 rows and 2,000 features. TabPFN-3 introduced a redesigned architecture with row-compression, an attention-based many-class decoder, native missing-value handling, and inference optimizations such as row chunking and a reduced key-value cache, with benchmark-validated regimes of up to 1 million rows with 200 features, 100,000 rows with 2,000 features, or 1,000 rows with 20,000 features. Since TabPFN is pre-trained, in contrast to other deep learning methods, it does not require costly hyperparameter optimization. == Research == TabPFN is the subject of on-going research. Applications for TabPFN have been investigated for domains such as chemoproteomics, insurance risk classification, and metagenomics. In clinical research, TabPFN was used in a study on the early detection of pancreatic cancer from blood samples, where it was combined with metabolomic data and reported high diagnostic performance. == Applications == TabPFN has been used in industrial and biomedical contexts. Hitachi Ltd. has been reported to use the model for predictive maintenance in rail networks, with its use described as helping to identify track issues earlier and reduce manual inspections. In the biomedical domain, Oxford Cancer Analytics has used TabPFN in the analysis of proteomic data in lung disease research. A 2025 ML Contests report noted that the winners of DrivenData's PREPARE challenge used TabPFN to generate features for gradient-boosted decision tree models. == Limitations == TabPFN has been criticized for its "one large neural network is all you need" approach to modeling problems. Further, its performance is limited in high-dimensional and large-scale datasets. == Scaling Mode == In late November 2025, Prior Labs introduced ‘‘Scaling Mode’’, an operating mode for TabPFN designed to remove the fixed upper bound on training set size. Earlier versions of TabPFN had been optimized and validated primarily for datasets of up to 100,000 rows, whereas Scaling Mode was reported to extend support to substantially larger datasets, with benchmarked experiments on datasets containing up to 10 million rows. According to Prior Labs, Scaling Mode preserves the existing TabPFN architecture, including its alternating row-attention and column-attention design, as well as the same feature-count limits as prior releases. Inference remains based on a single forward pass rather than dataset-specific gradient-descent training, while scalability is described as being constrained primarily by available compute and memory resources. Prior Labs reported benchmark results on an internal collection of datasets ranging from 1 million to 10 million rows across industry and scientific applications. In these benchmarks, Scaling Mode was compared with CatBoost, XGBoost, LightGBM, and TabPFN 2.5 using 50,000-row subsampling. The company stated that predictive performance improved monotonically with increasing training set size and that no diminishing returns from scaling were observed within the tested range. Prior Labs also announced the release through company and executive social media channels. TabPFN-3 later incorporated related scaling improvements, including row chunking and a reduced key-value cache, into the model architecture and inference pipeline.

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  • Keka HR

    Keka HR

    Keka HR is a software company that provides cloud-based human resource management and payroll automation software. Keka HR specializes in providing business services in the field of HR technology, payroll automation, recruiting, leave, attendance and performance management. The company was founded by Vijay Yalamanchili on July 21, 2014. The company is headquartered in Hyderabad, with operations in Singapore and the United States. == History == Keka HR was established in 2014 in Hyderabad, Telangana, India. In 2015, the company entered the Indian HR market and received the HYSEA Startup Award. By 2019, Keka HR had surpassed $1 million in annual recurring revenue (ARR). During the COVID-19 pandemic in 2020, the company reported a sevenfold increase in sales. By 2021, the company had raised $1.6 million through Recur Club. In 2022, Keka HR secured $57 million in Series A funding from West Bridge Capital. The company's headquarters are located in Gachibowli, Hyderabad, with offices in Singapore and Seattle, Washington.

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  • Averaged one-dependence estimators

    Averaged one-dependence estimators

    Averaged one-dependence estimators (AODE) is a probabilistic classification learning technique. It was developed to address the attribute-independence problem of the popular naive Bayes classifier. It frequently develops substantially more accurate classifiers than naive Bayes at the cost of a modest increase in the amount of computation. == The AODE classifier == AODE seeks to estimate the probability of each class y given a specified set of features x1, ... xn, P(y | x1, ... xn). To do so it uses the formula P ^ ( y ∣ x 1 , … x n ) = ∑ i : 1 ≤ i ≤ n ∧ F ( x i ) ≥ m P ^ ( y , x i ) ∏ j = 1 n P ^ ( x j ∣ y , x i ) ∑ y ′ ∈ Y ∑ i : 1 ≤ i ≤ n ∧ F ( x i ) ≥ m P ^ ( y ′ , x i ) ∏ j = 1 n P ^ ( x j ∣ y ′ , x i ) {\displaystyle {\hat {P}}(y\mid x_{1},\ldots x_{n})={\frac {\sum _{i:1\leq i\leq n\wedge F(x_{i})\geq m}{\hat {P}}(y,x_{i})\prod _{j=1}^{n}{\hat {P}}(x_{j}\mid y,x_{i})}{\sum _{y^{\prime }\in Y}\sum _{i:1\leq i\leq n\wedge F(x_{i})\geq m}{\hat {P}}(y^{\prime },x_{i})\prod _{j=1}^{n}{\hat {P}}(x_{j}\mid y^{\prime },x_{i})}}} where P ^ ( ⋅ ) {\displaystyle {\hat {P}}(\cdot )} denotes an estimate of P ( ⋅ ) {\displaystyle P(\cdot )} , F ( ⋅ ) {\displaystyle F(\cdot )} is the frequency with which the argument appears in the sample data and m is a user specified minimum frequency with which a term must appear in order to be used in the outer summation. In recent practice m is usually set at 1. == Derivation of the AODE classifier == We seek to estimate P(y | x1, ... xn). By the definition of conditional probability P ( y ∣ x 1 , … x n ) = P ( y , x 1 , … x n ) P ( x 1 , … x n ) . {\displaystyle P(y\mid x_{1},\ldots x_{n})={\frac {P(y,x_{1},\ldots x_{n})}{P(x_{1},\ldots x_{n})}}.} For any 1 ≤ i ≤ n {\displaystyle 1\leq i\leq n} , P ( y , x 1 , … x n ) = P ( y , x i ) P ( x 1 , … x n ∣ y , x i ) . {\displaystyle P(y,x_{1},\ldots x_{n})=P(y,x_{i})P(x_{1},\ldots x_{n}\mid y,x_{i}).} Under an assumption that x1, ... xn are independent given y and xi, it follows that P ( y , x 1 , … x n ) = P ( y , x i ) ∏ j = 1 n P ( x j ∣ y , x i ) . {\displaystyle P(y,x_{1},\ldots x_{n})=P(y,x_{i})\prod _{j=1}^{n}P(x_{j}\mid y,x_{i}).} This formula defines a special form of One Dependence Estimator (ODE), a variant of the naive Bayes classifier that makes the above independence assumption that is weaker (and hence potentially less harmful) than the naive Bayes' independence assumption. In consequence, each ODE should create a less biased estimator than naive Bayes. However, because the base probability estimates are each conditioned by two variables rather than one, they are formed from less data (the training examples that satisfy both variables) and hence are likely to have more variance. AODE reduces this variance by averaging the estimates of all such ODEs. == Features of the AODE classifier == Like naive Bayes, AODE does not perform model selection and does not use tuneable parameters. As a result, it has low variance. It supports incremental learning whereby the classifier can be updated efficiently with information from new examples as they become available. It predicts class probabilities rather than simply predicting a single class, allowing the user to determine the confidence with which each classification can be made. Its probabilistic model can directly handle situations where some data are missing. AODE has computational complexity O ( l n 2 ) {\displaystyle O(ln^{2})} at training time and O ( k n 2 ) {\displaystyle O(kn^{2})} at classification time, where n is the number of features, l is the number of training examples and k is the number of classes. This makes it infeasible for application to high-dimensional data. However, within that limitation, it is linear with respect to the number of training examples and hence can efficiently process large numbers of training examples. == Implementations == The free Weka machine learning suite includes an implementation of AODE.

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  • Evolutionary attractor

    Evolutionary attractor

    An evolutionary attractor is a point in an evolutionary space where a selection process will always drive trait values towards that point from the region around it. Because of the importance of evolution through natural selection, often such an evolutionary space will be defined by genetic or phenotypic traits, or possibly both. In this case the selection process will be a form of natural selection. The existence of an evolutionary attractor in a biological evolutionary space does not always imply that it can be reached from all points in that evolutionary space, nor does it identify what will happen when the evolutionary attractor is reached. While an evolutionary attractor may represent a point in evolutionary space that is resistant to further selection, such as an evolutionarily stable strategy, other possibilities are available. Because identification of an evolutionary attractor on its own does not describe everything about the evolutionary space in which it lies, this has led to interest in the evolutionary dynamics surrounding evolutionary attractors and in evolutionary spaces in general. (Theoretical biologists and mathematicians working in the area may prefer the terms adaptive dynamics or evolutionary invasion analysis to evolutionary dynamics.) These fields use differential equations which allows a more complete understanding of the dynamics in evolutionary spaces including the existence or otherwise of evolutionary attractors. Advances in the study of molecular evolution have also led to the identification of evolutionary attractors at a molecular level. Because biological evolutionary processes have been studied using evolutionary game theory, a technique inspired by game theory originally derived to address economic problems, not only can evolutionary attractors be found in biology but economists studying evolutionary economic models have also identified evolutionary attractors. Evolution in biology has also inspired evolutionary computation in computer science. Many algorithms in this field use a form of selection inspired by natural selection to generate results through evolutionary algorithms. This is therefore another area in which evolutionary attractors have been identified. == Evolutionary attractors in biology == It is not probably not surprising that biology is the field where most examples of evolutionary attractors have been identified, given the importance of evolution through natural selection. === Evolutionary attractors in adaptive landscapes === An evolutionary attractor is a point in genetic and/or phenotypic trait space, that evolution will always drive trait values towards via a selection process. The concept of an evolutionary attractor arose in population genetics following the origin of the adaptive landscape originally proposed by Sewall Wright in 1932. The height of a point in an adaptive landscape is a measure of evolutionary fitness. If a point in an adaptive landscape is a peak, then selection will always drive traits towards it and it will be an evolutionary attractor. While population genetics deals with discrete genetic traits, quantitative genetics extended such concepts to deal with continuous genetic traits, where the concept of evolutionary attractor is also valid. === Evolutionary attractors in evolutionary game models === Evolutionary game theory introduced into evolutionary biology concepts originally used in economics, with the advantage that evolution could be studied in relation to strategic choices made in animal conflicts. This is of particular interest because of the concept of the evolutionarily stable strategy or ESS, a strategy that once established is resistant to invasion by other strategies. ESSs will not always be evolutionary attractors, but if they are they will persist over evolutionary time. === Dynamics around evolutionary attractors in biology === Evolutionary attractors in biology do not exist in isolation. By definition they must exist in an evolutionary trait space where selection drives all traits towards them from a region immediately around them. That is, they must be convergence stable. Eshel (1983) modified the definition of an ESS by considering individually advantageous reduction from a majority deviation: he created the term continuous stability. A continuously stable ESS can be shown to be convergence stable, therefore it will act as an evolutionary attractor. But the nature of evolutionary trait spaces in biology means that it is not possible to guarantee that the region of convergence to the evolutionary attractor covers the whole of the trait space, nor that there is only one evolutionary attractor in a particular trait space. These issues have led to the emergence of the related fields of evolutionary dynamics, adaptive dynamics and evolutionary invasion analysis, all of which use differential equations to understand the dynamics in evolutionary trait spaces. Hence, if one or more evolutionary attractor exists in an evolutionary trait space, they provide techniques to understand the dynamics in that trait space around the evolutionary attractor. === Evolutionary attractors in an ecological context === Evolution in biology does not take place in single species in isolation. Ecological interaction of species leads to coevolution. Important examples of this are host-parasite or host-pathogen interaction, which can make both the dynamics around evolutionary attractors more complex, and the occurrence and number of evolutionary attractors more diverse. Evolutionary attractors have been identified in the analysis of evolutionary epidemiology of plant pathogens. In the above study working on plant populations the authors were able to identify evolutionary attractors using methods from adaptive dynamics. A model applied to the analysis of a maize (Zea mays L.) virus identified convergence stable equilibria through simulation modelling. A related model identified evolutionary attractors in the interaction of plants with fungal pathogens. === Evolutionary attractors in molecular genetics === As mentioned above much of the consideration of evolutionary attractors in biology has been through investigation of selection at a genetic or phenotypic level or both, in a single species or in coevolving species. Advances in the study of molecular genetics now allow the study of evolutionary attractors to be taken to a molecular genetic level. Wilson et. al (2019) studied the evolution of gene regulatory networks and identified the emergence of evolutionary attractors. == Evolutionary attractors in economics == Evolutionary game theory as applied in biology was inspired by game theory originally devised for applications in economics. Game theory remains an active field of research outside of biology, and thus it is not surprising that researchers in evolutionary economics use evolutionary game theory. Evolutionary attractors have been demonstrated by economists studying the evolutionary dynamics of market entry with market dynamics based on the replicator dynamics of biological evolutionary games. == Evolutionary attractors in computing == Evolutionary computation is a branch of computer science inspired by biological evolution. Many algorithms in evolutionary computation use a form of selection. Thus evolutionary attractors have been identified in computer science as well as in biology and economics. Evolutionary algorithms have generated evolutionary attractors, probably because of the similarity between adaptive hill-climbing in evolutionary heuristics and the adaptive landscape originated to explain evolution through natural selection.

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