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  • Psychology of reasoning

    Psychology of reasoning

    The psychology of reasoning (also known as the cognitive science of reasoning) is the study of how people reason, often broadly defined as the process of drawing conclusions to inform how people solve problems and make decisions. It overlaps with psychology, philosophy, linguistics, cognitive science, artificial intelligence, logic, and probability theory. Psychological experiments on how humans and other animals reason have been carried out for over 100 years. An enduring question is whether or not people have the capacity to be rational. Current research in this area addresses various questions about reasoning, rationality, judgments, intelligence, relationships between emotion and reasoning, and development. == Everyday reasoning == One of the most obvious areas in which people employ reasoning is with sentences in everyday language. Most experimentation on deduction has been carried out on hypothetical thought, in particular, examining how people reason about conditionals, e.g., If A then B. Participants in experiments make the modus ponens inference, given the indicative conditional If A then B, and given the premise A, they conclude B. However, given the indicative conditional and the minor premise for the modus tollens inference, not-B, about half of the participants in experiments conclude not-A and the remainder concludes that nothing follows. The ease with which people make conditional inferences is affected by context, as demonstrated in the well-known selection task developed by Peter Wason. Participants are better able to test a conditional in an ecologically relevant context, e.g., if the envelope is sealed then it must have a 50 cent stamp on it compared to one that contains symbolic content, e.g., if the letter is a vowel then the number is even. Background knowledge can also lead to the suppression of even the simple modus ponens inference Participants given the conditional if Lisa has an essay to write then she studies late in the library and the premise Lisa has an essay to write make the modus ponens inference 'she studies late in the library', but the inference is suppressed when they are also given a second conditional if the library stays open then she studies late in the library. Interpretations of the suppression effect are controversial Other investigations of propositional inference examine how people think about disjunctive alternatives, e.g., A or else B, and how they reason about negation, e.g., It is not the case that A and B. Many experiments have been carried out to examine how people make relational inferences, including comparisons, e.g., A is better than B. Such investigations also concern spatial inferences, e.g. A is in front of B and temporal inferences, e.g. A occurs before B. Other common tasks include categorical syllogisms, used to examine how people reason about quantifiers such as All or Some, e.g., Some of the A are not B. For example if all A are B and some B are C, what (if anything) follows? == Theories of reasoning == There are several alternative theories of the cognitive processes that human reasoning is based on. One view is that people rely on a mental logic consisting of formal (abstract or syntactic) inference rules similar to those developed by logicians in the propositional calculus. Another view is that people rely on domain-specific or content-sensitive rules of inference. A third view is that people rely on mental models, that is, mental representations that correspond to imagined possibilities. A fourth view is that people compute probabilities. One controversial theoretical issue is the identification of an appropriate competence model, or a standard against which to compare human reasoning. Initially classical logic was chosen as a competence model. Subsequently, some researchers opted for non-monotonic logic and Bayesian probability. Research on mental models and reasoning has led to the suggestion that people are rational in principle but err in practice. Connectionist approaches towards reasoning have also been proposed. Despite the ongoing debate about the cognitive processes involved in human reasoning, recent research has shown that multiple approaches can be useful in modeling human thinking. For instance, studies have found that people's reasoning is often influenced by their prior beliefs, which can be modeled using Bayesian probability theory. Additionally, research on mental models has shown that people tend to reason about problems by constructing multiple mental representations of the situation, which can help them to identify relevant features and make inferences based on their understanding of the problem. Moreover, connectionist approaches to reasoning have also gained attention, which focus on the neural network models that can learn from data and generalize to new situations. == Development of reasoning == It is an active question in psychology how, why, and when the ability to reason develops from infancy to adulthood. Jean Piaget's theory of cognitive development posited general mechanisms and stages in the development of reasoning from infancy to adulthood. According to the neo-Piagetian theories of cognitive development, changes in reasoning with development come from increasing working memory capacity, increasing speed of processing, and enhanced executive functions and control. Increasing self-awareness is also an important factor. In their book The Enigma of Reason, the cognitive scientists Hugo Mercier and Dan Sperber put forward an "argumentative" theory of reasoning, claiming that humans evolved to reason primarily to justify our beliefs and actions and to convince others in a social environment. Key evidence for their theory includes the errors in reasoning that solitary individuals are prone to when their arguments are not criticized, such as logical fallacies, and how groups become much better at performing cognitive reasoning tasks when they communicate with one another and can evaluate each other's arguments. Sperber and Mercier offer one attempt to resolve the apparent paradox that the confirmation bias is so strong despite the function of reasoning naively appearing to be to come to veridical conclusions about the world. The study of the development of reasoning abilities is an ongoing area of research in psychology, and multiple factors have been proposed to explain how, why, and when reasoning develops from infancy to adulthood. Recent research has suggested that early experiences and social interactions play a critical role in the development of reasoning abilities. For example, studies have shown that infants as young as six months old can engage in basic logical reasoning, such as reasoning about the relationship between objects and their properties. Furthermore, research has highlighted the importance of parental interaction and cognitive stimulation in the development of children's reasoning abilities. Additionally, studies have suggested that cultural factors, such as educational practices and the emphasis on critical thinking, can also influence the development of reasoning skills across different populations. == Different sorts of reasoning == Philip Johnson-Laird trying to taxonomize thought, distinguished between goal-directed thinking and thinking without goal, noting that association was involved in unrelated reading. He argues that goal directed reasoning can be classified based on the problem space involved in a solution, citing Allen Newell and Herbert A. Simon. Inductive reasoning makes broad generalizations from specific cases or observations. In this process of reasoning, general assertions are made based on past specific pieces of evidence. This kind of reasoning allows the conclusion to be false even if the original statement is true. For example, if one observes a college athlete, one makes predictions and assumptions about other college athletes based on that one observation. Scientists use inductive reasoning to create theories and hypotheses. Philip Johnson-Laird distinguished inductive from deductive reasoning, in that the former creates semantic information while the later does not . In opposition, deductive reasoning is a basic form of valid reasoning. In this reasoning process a person starts with a known claim or a general belief and from there asks what follows from these foundations or how will these premises influence other beliefs. In other words, deduction starts with a hypothesis and examines the possibilities to reach a conclusion. Deduction helps people understand why their predictions are wrong and indicates that their prior knowledge or beliefs are off track. An example of deduction can be seen in the scientific method when testing hypotheses and theories. Although the conclusion usually corresponds and therefore proves the hypothesis, there are some cases where the conclusion is logical, but the generalization is not. For example, the argument, "All young girls wear skirts; Julie is a young

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  • Types of artificial neural networks

    Types of artificial neural networks

    Types of neural networks (NN) include a family of techniques. The simplest types have static components, including number of units, number of layers, unit weights and topology. Dynamic NNs evolve via learning. Some types allow/require learning to be "supervised" by the operator, while others operate independently. Some types operate purely in hardware, while others are purely software and run on general purpose computers. The main types are: Transformers: these use attention to analyze every token in the input stream against every other token in the stream. That technique has enabled neural networks to reach the general public via chatbots, code generators and many other forms. Convolutional neural networks (CNN): a FNN that uses kernels and regularization to evade problems in prior generations of NNs. They are typically used to analyze visual and other two-dimensional data. Generative adversarial networks set networks (of varying structure) against each other, each trying to push the other(s) to produce better results such as winning a game or to deceive the opponent about the authenticity of an input. == Feedforward == In feedforward neural networks the information moves from the input to output directly in every layer. There can be hidden layers with or without cycles/loops to sequence inputs. Feedforward networks can be constructed with various types of units, such as binary McCulloch–Pitts neurons, the simplest of which is the perceptron. Continuous neurons, frequently with sigmoidal activation, are used in the context of backpropagation. == Group method of data handling == The Group Method of Data Handling (GMDH) features fully automatic structural and parametric model optimization. The node activation functions are Kolmogorov–Gabor polynomials that permit additions and multiplications. It uses a deep multilayer perceptron with eight layers. It is a supervised learning network that grows layer by layer, where each layer is trained by regression analysis. Useless items are detected using a validation set, and pruned through regularization. The size and depth of the resulting network depends on the task. == Autoencoder == An autoencoder, autoassociator or Diabolo network is similar to the multilayer perceptron (MLP) – with an input layer, an output layer and one or more hidden layers connecting them. However, the output layer has the same number of units as the input layer. Its purpose is to reconstruct its own inputs (instead of emitting a target value). Therefore, autoencoders are unsupervised learning models. An autoencoder is used for unsupervised learning of efficient codings, typically for the purpose of dimensionality reduction and for learning generative models of data. == Probabilistic == A probabilistic neural network (PNN) is a four-layer feedforward neural network. The layers are Input, hidden pattern, hidden summation, and output. In the PNN algorithm, the parent probability distribution function (PDF) of each class is approximated by a Parzen window and a non-parametric function. Then, using PDF of each class, the class probability of a new input is estimated and Bayes’ rule is employed to allocate it to the class with the highest posterior probability. It was derived from the Bayesian network and a statistical algorithm called Kernel Fisher discriminant analysis. It is used for classification and pattern recognition. == Time delay == A time delay neural network (TDNN) is a feedforward architecture for sequential data that recognizes features independent of sequence position. In order to achieve time-shift invariance, delays are added to the input so that multiple data points (points in time) are analyzed together. It usually forms part of a larger pattern recognition system. It has been implemented using a perceptron network whose connection weights were trained with back propagation (supervised learning). == Convolutional == A convolutional neural network (CNN, or ConvNet or shift invariant or space invariant) is a class of deep network, composed of one or more convolutional layers with fully connected layers (matching those in typical ANNs) on top. It uses tied weights and pooling layers. In particular, max-pooling. It is often structured via Fukushima's convolutional architecture. They are variations of multilayer perceptrons that use minimal preprocessing. This architecture allows CNNs to take advantage of the 2D structure of input data. Its unit connectivity pattern is inspired by the organization of the visual cortex. Units respond to stimuli in a restricted region of space known as the receptive field. Receptive fields partially overlap, over-covering the entire visual field. Unit response can be approximated mathematically by a convolution operation. CNNs are suitable for processing visual and other two-dimensional data. They have shown superior results in both image and speech applications. They can be trained with standard backpropagation. CNNs are easier to train than other regular, deep, feed-forward neural networks and have many fewer parameters to estimate. Capsule Neural Networks (CapsNet) add structures called capsules to a CNN and reuse output from several capsules to form more stable (with respect to various perturbations) representations. Examples of applications in computer vision include DeepDream and robot navigation. They have wide applications in image and video recognition, recommender systems and natural language processing. == Deep stacking network == A deep stacking network (DSN) (deep convex network) is based on a hierarchy of blocks of simplified neural network modules. It was introduced in 2011 by Deng and Yu. It formulates the learning as a convex optimization problem with a closed-form solution, emphasizing the mechanism's similarity to stacked generalization. Each DSN block is a simple module that is easy to train by itself in a supervised fashion without backpropagation for the entire blocks. Each block consists of a simplified multi-layer perceptron (MLP) with a single hidden layer. The hidden layer h has logistic sigmoidal units, and the output layer has linear units. Connections between these layers are represented by weight matrix U; input-to-hidden-layer connections have weight matrix W. Target vectors t form the columns of matrix T, and the input data vectors x form the columns of matrix X. The matrix of hidden units is H = σ ( W T X ) {\displaystyle {\boldsymbol {H}}=\sigma ({\boldsymbol {W}}^{T}{\boldsymbol {X}})} . Modules are trained in order, so lower-layer weights W are known at each stage. The function performs the element-wise logistic sigmoid operation. Each block estimates the same final label class y, and its estimate is concatenated with original input X to form the expanded input for the next block. Thus, the input to the first block contains the original data only, while downstream blocks' input adds the output of preceding blocks. Then learning the upper-layer weight matrix U given other weights in the network can be formulated as a convex optimization problem: min U T f = ‖ U T H − T ‖ F 2 , {\displaystyle \min _{U^{T}}f=\|{\boldsymbol {U}}^{T}{\boldsymbol {H}}-{\boldsymbol {T}}\|_{F}^{2},} which has a closed-form solution. Unlike other deep architectures, such as DBNs, the goal is not to discover the transformed feature representation. The structure of the hierarchy of this kind of architecture makes parallel learning straightforward, as a batch-mode optimization problem. In purely discriminative tasks, DSNs outperform conventional DBNs. === Tensor deep stacking networks === This architecture is a DSN extension. It offers two important improvements: it uses higher-order information from covariance statistics, and it transforms the non-convex problem of a lower-layer to a convex sub-problem of an upper-layer. TDSNs use covariance statistics in a bilinear mapping from each of two distinct sets of hidden units in the same layer to predictions, via a third-order tensor. While parallelization and scalability are not considered seriously in conventional DNNs, all learning for DSNs and TDSNs is done in batch mode, to allow parallelization. Parallelization allows scaling the design to larger (deeper) architectures and data sets. The basic architecture is suitable for diverse tasks such as classification and regression. == Physics-informed == Such a neural network is designed for the numerical solution of mathematical equations, such as differential, integral, delay, fractional and others. As input parameters, PINN accepts variables (spatial, temporal, and others), transmits them through the network block. At the output, it produces an approximate solution and substitutes it into the mathematical model, considering the initial and boundary conditions. If the solution does not satisfy the required accuracy, one uses the backpropagation and rectify the solution. Besides PINN, other architectures have been developed to produce surrogate models for scientific comput

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  • Latent space

    Latent space

    A latent space, also known as a latent feature space or embedding space, is an embedding of a set of items within a manifold in which items resembling each other are positioned closer to one another. Position within the latent space can be viewed as being defined by a set of latent variables that emerge from the resemblances between the objects. In most cases, the dimensionality of the latent space is chosen to be lower than the dimensionality of the feature space from which the data points are drawn, making the construction of a latent space an example of dimensionality reduction, which can also be viewed as a form of data compression. Latent spaces are usually fit via machine learning, and they can then be used as feature spaces in machine learning models, including classifiers and other supervised predictors. The interpretation of latent spaces in machine learning models is an ongoing area of research, but achieving clear interpretations remains challenging. The black-box nature of these models often makes the latent space unintuitive, while its high-dimensional, complex, and nonlinear characteristics further complicate the task of understanding it. Analysis of the latent space geometry of diffusion models reveals a fractal structure of phase transitions in the latent space, characterized by abrupt changes in the Fisher information metric. Some visualization techniques have been developed to connect the latent space to the visual world, but there is often not a direct connection between the latent space interpretation and the model itself. Such techniques include t-distributed stochastic neighbor embedding (t-SNE), where the latent space is mapped to two dimensions for visualization. Latent space distances lack physical units, so the interpretation of these distances may depend on the application. == Embedding models == Several embedding models have been developed to perform this transformation to create latent space embeddings given a set of data items and a similarity function. These models learn the embeddings by leveraging statistical techniques and machine learning algorithms. Here are some commonly used embedding models: Word2Vec: Word2Vec is a popular embedding model used in natural language processing (NLP). It learns word embeddings by training a neural network on a large corpus of text. Word2Vec captures semantic and syntactic relationships between words, allowing for meaningful computations like word analogies. GloVe: GloVe (Global Vectors for Word Representation) is another widely used embedding model for NLP. It combines global statistical information from a corpus with local context information to learn word embeddings. GloVe embeddings are known for capturing both semantic and relational similarities between words. Siamese Networks: Siamese networks are a type of neural network architecture commonly used for similarity-based embedding. They consist of two identical subnetworks that process two input samples and produce their respective embeddings. Siamese networks are often used for tasks like image similarity, recommendation systems, and face recognition. Variational Autoencoders (VAEs): VAEs are generative models that simultaneously learn to encode and decode data. The latent space in VAEs acts as an embedding space. By training VAEs on high-dimensional data, such as images or audio, the model learns to encode the data into a compact latent representation. VAEs are known for their ability to generate new data samples from the learned latent space. == Multimodality == Multimodality refers to the integration and analysis of multiple modes or types of data within a single model or framework. Embedding multimodal data involves capturing relationships and interactions between different data types, such as images, text, audio, and structured data. Multimodal embedding models aim to learn joint representations that fuse information from multiple modalities, allowing for cross-modal analysis and tasks. These models enable applications like image captioning, visual question answering, and multimodal sentiment analysis. To embed multimodal data, specialized architectures such as deep multimodal networks or multimodal transformers are employed. These architectures combine different types of neural network modules to process and integrate information from various modalities. The resulting embeddings capture the complex relationships between different data types, facilitating multimodal analysis and understanding. == Applications == Embedding latent space and multimodal embedding models have found numerous applications across various domains: Information retrieval: Embedding techniques enable efficient similarity search and recommendation systems by representing data points in a compact space. Natural language processing: Word embeddings have revolutionized NLP tasks like sentiment analysis, machine translation, and document classification. Computer vision: Image and video embeddings enable tasks like object recognition, image retrieval, and video summarization. Recommendation systems: Embeddings help capture user preferences and item characteristics, enabling personalized recommendations. Healthcare: Embedding techniques have been applied to electronic health records, medical imaging, and genomic data for disease prediction, diagnosis, and treatment. Social systems: Embedding techniques can be used to learn latent representations of social systems such as internal migration systems, academic citation networks, and world trade networks.

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  • Statistical classification

    Statistical classification

    When classification is performed by a computer, statistical methods are normally used to develop the algorithm. Often, the individual observations are analyzed into a set of quantifiable properties, known variously as explanatory variables or features. These properties may variously be categorical (e.g. "A", "B", "AB" or "O", for blood type), ordinal (e.g. "large", "medium" or "small"), integer-valued (e.g. the number of occurrences of a particular word in an email) or real-valued (e.g. a measurement of blood pressure). Other classifiers work by comparing observations to previous observations by means of a similarity or distance function. An algorithm that implements classification, especially in a concrete implementation, is known as a classifier. The term "classifier" sometimes also refers to the mathematical function, implemented by a classification algorithm, that maps input data to a category. Terminology across fields is quite varied. In statistics, where classification is often done with logistic regression or a similar procedure, the properties of observations are termed explanatory variables (or independent variables, regressors, etc.), and the categories to be predicted are known as outcomes, which are considered to be possible values of the dependent variable. In machine learning, the observations are often known as instances, the explanatory variables are termed features (grouped into a feature vector), and the possible categories to be predicted are classes. Other fields may use different terminology: e.g. in community ecology, the term "classification" normally refers to cluster analysis. == Relation to other problems == Classification and clustering are examples of the more general problem of pattern recognition, which is the assignment of some sort of output value to a given input value. Other examples are regression, which assigns a real-valued output to each input; sequence labeling, which assigns a class to each member of a sequence of values (for example, part of speech tagging, which assigns a part of speech to each word in an input sentence); parsing, which assigns a parse tree to an input sentence, describing the syntactic structure of the sentence; etc. A common subclass of classification is probabilistic classification. Algorithms of this nature use statistical inference to find the best class for a given instance. Unlike other algorithms, which simply output a "best" class, probabilistic algorithms output a probability of the instance being a member of each of the possible classes. The best class is normally then selected as the one with the highest probability. However, such an algorithm has numerous advantages over non-probabilistic classifiers: It can output a confidence value associated with its choice (in general, a classifier that can do this is known as a confidence-weighted classifier). Correspondingly, it can abstain when its confidence of choosing any particular output is too low. Because of the probabilities which are generated, probabilistic classifiers can be more effectively incorporated into larger machine-learning tasks, in a way that partially or completely avoids the problem of error propagation. == Frequentist procedures == Early work on statistical classification was undertaken by Fisher, in the context of two-group problems, leading to Fisher's linear discriminant function as the rule for assigning a group to a new observation. This early work assumed that data-values within each of the two groups had a multivariate normal distribution. The extension of this same context to more than two groups has also been considered with a restriction imposed that the classification rule should be linear. Later work for the multivariate normal distribution allowed the classifier to be nonlinear: several classification rules can be derived based on different adjustments of the Mahalanobis distance, with a new observation being assigned to the group whose centre has the lowest adjusted distance from the observation. == Bayesian procedures == Unlike frequentist procedures, Bayesian classification procedures provide a natural way of taking into account any available information about the relative sizes of the different groups within the overall population. Bayesian procedures tend to be computationally expensive and, in the days before Markov chain Monte Carlo computations were developed, approximations for Bayesian clustering rules were devised. Some Bayesian procedures involve the calculation of group-membership probabilities: these provide a more informative outcome than a simple attribution of a single group-label to each new observation. == Binary and multiclass classification == Classification can be thought of as two separate problems – binary classification and multiclass classification. In binary classification, a better understood task, only two classes are involved, whereas multiclass classification involves assigning an object to one of several classes. Since many classification methods have been developed specifically for binary classification, multiclass classification often requires the combined use of multiple binary classifiers. == Feature vectors == Most algorithms describe an individual instance whose category is to be predicted using a feature vector of individual, measurable properties of the instance. Each property is termed a feature, also known in statistics as an explanatory variable (or independent variable, although features may or may not be statistically independent). Features may variously be binary (e.g. "on" or "off"); categorical (e.g. "A", "B", "AB" or "O", for blood type); ordinal (e.g. "large", "medium" or "small"); integer-valued (e.g. the number of occurrences of a particular word in an email); or real-valued (e.g. a measurement of blood pressure). If the instance is an image, the feature values might correspond to the pixels of an image; if the instance is a piece of text, the feature values might be occurrence frequencies of different words. Some algorithms work only in terms of discrete data and require that real-valued or integer-valued data be discretized into groups (e.g. less than 5, between 5 and 10, or greater than 10). == Linear classifiers == A large number of algorithms for classification can be phrased in terms of a linear function that assigns a score to each possible category k by combining the feature vector of an instance with a vector of weights, using a dot product. The predicted category is the one with the highest score. This type of score function is known as a linear predictor function and has the following general form: score ⁡ ( X i , k ) = β k ⋅ X i , {\displaystyle \operatorname {score} (\mathbf {X} _{i},k)={\boldsymbol {\beta }}_{k}\cdot \mathbf {X} _{i},} where Xi is the feature vector for instance i, βk is the vector of weights corresponding to category k, and score(Xi, k) is the score associated with assigning instance i to category k. In discrete choice theory, where instances represent people and categories represent choices, the score is considered the utility associated with person i choosing category k. Algorithms with this basic setup are known as linear classifiers. What distinguishes them is the procedure for determining (training) the optimal weights/coefficients and the way that the score is interpreted. Examples of such algorithms include Logistic regression – Statistical model for a binary dependent variable Multinomial logistic regression – Regression for more than two discrete outcomes Probit regression – Statistical regression where the dependent variable can take only two valuesPages displaying short descriptions of redirect targets The perceptron algorithm Support vector machine – Set of methods for supervised statistical learning Linear discriminant analysis – Method used in statistics, pattern recognition, and other fields == Algorithms == Since no single form of classification is appropriate for all data sets, a large toolkit of classification algorithms has been developed. The most commonly used include: Artificial neural networks – Computational model used in machine learningPages displaying short descriptions of redirect targets Boosting (machine learning) – Ensemble learning method Random forest – Tree-based ensemble machine learning methods Genetic programming – Evolving computer programs with techniques analogous to natural genetic processes Gene expression programming – Evolutionary algorithm Multi expression programming Linear genetic programming Kernel estimation – Concept in statisticsPages displaying short descriptions of redirect targets k-nearest neighbor – Non-parametric classification methodPages displaying short descriptions of redirect targets Learning vector quantization Linear classifier – Statistical classification in machine learning Fisher's linear discriminant – Method used in statistics, pattern recognition, and other fieldsPages displaying short descriptions of redirect targets Logistic r

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  • SwissCovid

    SwissCovid

    SwissCovid is a COVID-19 contact tracing app used for digital contact tracing in Switzerland. Use of the app is voluntary and based on a decentralized approach using Bluetooth Low Energy and Decentralized Privacy-Preserving Proximity Tracing (dp3t). == Development == The app was developed in collaboration with the FOPH by Federal Office for Information Technology, Systems and Communications FOITT, École polytechnique fédérale de Lausanne (EPFL) and the Swiss Federal Institute of Technology in Zurich (ETH) as well as other experts. == Non-interoperability with applications in European countries == There is an agreement between EU countries to make applications compatible. However, there is no legal basis for the SwissCovid application to be part of this portal even though technically speaking it is ready, according to Sang-Ill Kim, head of the digital transformation department of the Federal Office of Public Health. == Criticism == === Not full open source and dependence on Google and Apple === In June 2020, researchers Serge Vaudenay and Martin Vuagnoux published a critical analysis of the application, noting that it relies heavily on Google and Apple's exposure notification system, which is integrated into their respective Android and iOS operating systems. Since Google and Apple have not released the full source code of this system, this would call into question the truly open source nature of the application. The researchers note that the dp3t collective, which includes the developers of the application, has asked Google and Apple to release their code. Moreover, they criticize the official description of the application and its functionalities, as well as the adequacy of the legal basis for its effective operation. === Cyber attacks === Professor Serge Vaudenay and Martin Vuagnoux identify also various security vulnerabilities in the application. The system would thus allow a third party to trace the movements of a phone using the application by means of Bluetooth sensors scattered along its path, for example in a building. Another possible attack would be to copy identifiers from the phones of people who may be ill (for example, in a hospital), and to reproduce those identifiers in order to receive notification of exposure to COVID-19 and illegitimately benefit from quarantine (thus entitling them to paid leave, a postponed examination, or other benefits). The system would also allow a third party to use a phone using the application by means of Bluetooth sensors scattered along the way. Paul-Olivier Dehaye of Personaldata.io and professor Joel Reardon of the University of Calgary published in June 2020 several examples of AEM (Associated Encrypted Metadata) replay and manipulation attacks via software development kits (SDKs) found in benign third-party mobile applications downloaded by the general public and having the phone's Bluetooth access permissions and in September 2020 a paper indicating that "Bluetooth-based proximity tracing apps are fundamentally insecure with respect to an attacker leveraging a malevolent app or SDK". === Costs === According to a publication by the federal administration, "the costs of developing the software for the mobile phone application, the GR back-end and the code management system as well as the costs for access management for the cantonal doctors' services are estimated at a one-off amount of 1.65 million francs. However, the Zurich-based company Ubique, responsible for the development of the application, was finally awarded the mandate to develop the application for an amount of 1.8 million francs. Through the Botnar Foundation based in Basel, École polytechnique fédérale de Lausanne received 3.5 million Swiss francs for the development of the application

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  • Handwriting recognition

    Handwriting recognition

    Handwriting recognition (HWR), also known as handwritten text recognition (HTR), is the ability of a computer to receive and interpret intelligible handwritten input from sources such as paper documents, photographs, touch-screens and other devices. The image of the written text may be sensed "off line" from a piece of paper by optical scanning (optical character recognition) or intelligent word recognition. Alternatively, the movements of the pen tip may be sensed "on line", for example by a pen-based computer screen surface, a generally easier task as there are more clues available. A handwriting recognition system handles formatting, performs correct segmentation into characters, and finds the most possible words. == Offline recognition == Offline handwriting recognition involves the automatic conversion of text in an image into letter codes that are usable within computer and text-processing applications. The data obtained by this form is regarded as a static representation of handwriting. Offline handwriting recognition is comparatively difficult, as different people have different handwriting styles. And, as of today, OCR engines are primarily focused on machine printed text and ICR for hand "printed" (written in capital letters) text. === Traditional techniques === ==== Character extraction ==== Offline character recognition often involves scanning a form or document. This means the individual characters contained in the scanned image will need to be extracted. Tools exist that are capable of performing this step. However, there are several common imperfections in this step. The most common is when characters that are connected are returned as a single sub-image containing both characters. This causes a major problem in the recognition stage. Yet many algorithms are available that reduce the risk of connected characters. ==== Character recognition ==== After individual characters have been extracted, a recognition engine is used to identify the corresponding computer character. Several different recognition techniques are currently available. ===== Feature extraction ===== Feature extraction works in a similar fashion to neural network recognizers. However, programmers must manually determine the properties they feel are important. This approach gives the recognizer more control over the properties used in identification. Yet any system using this approach requires substantially more development time than a neural network because the properties are not learned automatically. === Modern techniques === Where traditional techniques focus on segmenting individual characters for recognition, modern techniques focus on recognizing all the characters in a segmented line of text. Particularly they focus on machine learning techniques that are able to learn visual features, avoiding the limiting feature engineering previously used. State-of-the-art methods use convolutional networks to extract visual features over several overlapping windows of a text line image which a recurrent neural network uses to produce character probabilities. == Online recognition == Online handwriting recognition involves the automatic conversion of text as it is written on a special digitizer or PDA, where a sensor picks up the pen-tip movements as well as pen-up/pen-down switching. This kind of data is known as digital ink and can be regarded as a digital representation of handwriting. The obtained signal is converted into letter codes that are usable within computer and text-processing applications. The elements of an online handwriting recognition interface typically include: a pen or stylus for the user to write with a touch sensitive surface, which may be integrated with, or adjacent to, an output display. a software application which interprets the movements of the stylus across the writing surface, translating the resulting strokes into digital text. The process of online handwriting recognition can be broken down into a few general steps: preprocessing, feature extraction and classification The purpose of preprocessing is to discard irrelevant information in the input data, that can negatively affect the recognition. This concerns speed and accuracy. Preprocessing usually consists of binarization, normalization, sampling, smoothing and denoising. The second step is feature extraction. Out of the two- or higher-dimensional vector field received from the preprocessing algorithms, higher-dimensional data is extracted. The purpose of this step is to highlight important information for the recognition model. This data may include information like pen pressure, velocity or the changes of writing direction. The last big step is classification. In this step, various models are used to map the extracted features to different classes and thus identifying the characters or words the features represent. === Hardware === Commercial products incorporating handwriting recognition as a replacement for keyboard input were introduced in the early 1980s. Examples include handwriting terminals such as the Pencept Penpad and the Inforite point-of-sale terminal. With the advent of the large consumer market for personal computers, several commercial products were introduced to replace the keyboard and mouse on a personal computer with a single pointing/handwriting system, such as those from Pencept, CIC and others. The first commercially available tablet-type portable computer was the Write-Top from Linus Technologies, released in July 1988. Its operating system was based on MS-DOS. In the early 1990s, hardware makers including NCR, IBM and EO released tablet computers running the PenPoint operating system developed by GO Corp. PenPoint used handwriting recognition and gestures throughout and provided the facilities to third-party software. IBM's tablet computer was the first to use the ThinkPad name and used IBM's handwriting recognition. This recognition system was later ported to Microsoft Windows for Pen Computing, and IBM's Pen for OS/2. None of these were commercially successful. Advancements in electronics allowed the computing power necessary for handwriting recognition to fit into a smaller form factor than tablet computers, and handwriting recognition is often used as an input method for hand-held PDAs. The first PDA to provide written input was the Apple Newton, which exposed the public to the advantage of a streamlined user interface. However, the device was not a commercial success, owing to the unreliability of the software, which tried to learn a user's writing patterns. By the time of the release of the Newton OS 2.0, wherein the handwriting recognition was greatly improved, including unique features still not found in current recognition systems such as modeless error correction, the largely negative first impression had been made. After discontinuation of Apple Newton, the feature was incorporated in Mac OS X 10.2 and later as Inkwell. Palm later launched a successful series of PDAs based on the Graffiti recognition system. Graffiti improved usability by defining a set of "unistrokes", or one-stroke forms, for each character. This narrowed the possibility for erroneous input, although memorization of the stroke patterns did increase the learning curve for the user. The Graffiti handwriting recognition was found to infringe on a patent held by Xerox, and Palm replaced Graffiti with a licensed version of the CIC handwriting recognition which, while also supporting unistroke forms, pre-dated the Xerox patent. The court finding of infringement was reversed on appeal, and then reversed again on a later appeal. The parties involved subsequently negotiated a settlement concerning this and other patents. A Tablet PC is a notebook computer with a digitizer tablet and a stylus, which allows a user to handwrite text on the unit's screen. The operating system recognizes the handwriting and converts it into text. Windows Vista and Windows 7 include personalization features that learn a user's writing patterns or vocabulary for English, Japanese, Chinese Traditional, Chinese Simplified and Korean. The features include a "personalization wizard" that prompts for samples of a user's handwriting and uses them to retrain the system for higher accuracy recognition. This system is distinct from the less advanced handwriting recognition system employed in its Windows Mobile OS for PDAs. Although handwriting recognition is an input form that the public has become accustomed to, it has not achieved widespread use in either desktop computers or laptops. It is still generally accepted that keyboard input is both faster and more reliable. As of 2006, many PDAs offer handwriting input, sometimes even accepting natural cursive handwriting, but accuracy is still a problem, and some people still find even a simple on-screen keyboard more efficient. === Software === Early software could understand print handwriting where the characters were separated; however, cursive handwriting

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  • Time-aware long short-term memory

    Time-aware long short-term memory

    Time-aware LSTM (T-LSTM) is a long short-term memory (LSTM) unit capable of handling irregular time intervals in longitudinal patient records. T-LSTM was developed by researchers from Michigan State University, IBM Research, and Cornell University and was first presented in the Knowledge Discovery and Data Mining (KDD) conference. Experiments using real and synthetic data proved that T-LSTM auto-encoder outperformed widely used frameworks including LSTM and MF1-LSTM auto-encoders.

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  • Witness set

    Witness set

    In combinatorics and computational learning theory, a witness set is a set of elements that distinguishes a given Boolean function from a given class of other Boolean functions. Let C {\displaystyle C} be a concept class over a domain X {\displaystyle X} (that is, a family of Boolean functions over X {\displaystyle X} ) and c {\displaystyle c} be a concept in X {\displaystyle X} (a single Boolean function). A subset S {\displaystyle S} of X {\displaystyle X} is a witness set for c {\displaystyle c} in X {\displaystyle X} if S {\displaystyle S} distinguishes c {\displaystyle c} from all the other functions in C {\displaystyle C} , in the sense that no other function in C {\displaystyle C} has the same values on S {\displaystyle S} . For a concept class with | C | {\displaystyle |C|} concepts, there exists a concept that has a witness of size at most log 2 ⁡ | C | {\displaystyle \log _{2}|C|} ; this bound is tight when C {\displaystyle C} consists of all Boolean functions over X {\displaystyle X} . By a result of Bondy (1972) there exists a single witness set of size at most | C | − 1 {\displaystyle |C|-1} that is valid for all concepts in C {\displaystyle C} ; this bound is tight when C {\displaystyle C} consists of the indicator functions of the empty set and some singleton sets. One way to construct this set is to interpret the concepts as bitstrings, and the domain elements as positions in these bitstrings. Then the set of positions at which a trie of the bitstrings branches forms the desired witness set. This construction is central to the operation of the fusion tree data structure. The minimum size of a witness set for c {\displaystyle c} is called the witness size or specification number and is denoted by w C ( c ) {\displaystyle w_{C}(c)} . The value max { w C ( c ) : c ∈ C } {\displaystyle \max\{w_{C}(c):c\in C\}} is called the teaching dimension of C {\displaystyle C} . It represents the number of examples of a concept that need to be presented by a teacher to a learner, in the worst case, to enable the learner to determine which concept is being presented. Witness sets have also been called teaching sets, keys, specifying sets, or discriminants. The "witness set" terminology is from Kushilevitz et al. (1996), who trace the concept of witness sets to work by Cover (1965).

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  • Digital Darkroom

    Digital Darkroom

    Digital Darkroom was a graphics program for editing gray-scale photos, published by Silicon Beach Software for the Macintosh in 1987. It was programmed by Ed Bomke and Don Cone. Digital Darkroom was the first Macintosh program to incorporate a plug-in architecture. Silicon Beach and Ed Bomke are credited with having coined the term "plug-in". Another innovation of Digital Darkroom was the Magic Wand tool, which also appeared later in Photoshop. When Silicon Beach Software was acquired by Aldus Corporation, Digital Darkroom continued to be published by the Aldus Consumer Division, but was never updated to include color. The trademark "Digital Darkroom" was acquired by MicroFrontier in 1997 and used for a completely new image-editing program that does work with color. The software was acquired by Digimage Arts in 2002 and was sold for both Windows and Mac systems.

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  • Constructing skill trees

    Constructing skill trees

    Constructing skill trees (CST) is a hierarchical reinforcement learning algorithm which can build skill trees from a set of sample solution trajectories obtained from demonstration. CST uses an incremental MAP (maximum a posteriori) change point detection algorithm to segment each demonstration trajectory into skills and integrate the results into a skill tree. CST was introduced by George Konidaris, Scott Kuindersma, Andrew Barto and Roderic Grupen in 2010. == Algorithm == CST consists of mainly three parts;change point detection, alignment and merging. The main focus of CST is online change-point detection. The change-point detection algorithm is used to segment data into skills and uses the sum of discounted reward R t {\displaystyle R_{t}} as the target regression variable. Each skill is assigned an appropriate abstraction. A particle filter is used to control the computational complexity of CST. The change point detection algorithm is implemented as follows. The data for times t ∈ T {\displaystyle t\in T} and models Q with prior p ( q ∈ Q ) {\displaystyle p(q\in Q)} are given. The algorithm is assumed to be able to fit a segment from time j + 1 {\displaystyle j+1} to t using model q with the fit probability P ( j , t , q ) {\displaystyle P(j,t,q)_{}^{}} . A linear regression model with Gaussian noise is used to compute P ( j , t , q ) {\displaystyle P(j,t,q)} . The Gaussian noise prior has mean zero, and variance which follows I n v e r s e G a m m a ( v 2 , u 2 ) {\displaystyle \mathrm {InverseGamma} \left({\frac {v}{2}},{\frac {u}{2}}\right)} . The prior for each weight follows N o r m a l ( 0 , σ 2 δ ) {\displaystyle \mathrm {Normal} (0,\sigma ^{2}\delta )} . The fit probability P ( j , t , q ) {\displaystyle P(j,t,q)} is computed by the following equation. P ( j , t , q ) = π − n 2 δ m | ( A + D ) − 1 | 1 2 u v 2 ( y + u ) u + v 2 Γ ( n + v 2 ) Γ ( v 2 ) {\displaystyle P(j,t,q)={\frac {\pi ^{-{\frac {n}{2}}}}{\delta ^{m}}}\left|(A+D)^{-1}\right|^{\frac {1}{2}}{\frac {u^{\frac {v}{2}}}{(y+u)^{\frac {u+v}{2}}}}{\frac {\Gamma ({\frac {n+v}{2}})}{\Gamma ({\frac {v}{2}})}}} Then, CST compute the probability of the changepoint at time j with model q, P t ( j , q ) {\displaystyle P_{t}(j,q)} and P j MAP {\displaystyle P_{j}^{\text{MAP}}} using a Viterbi algorithm. P t ( j , q ) = ( 1 − G ( t − j − 1 ) ) P ( j , t , q ) p ( q ) P j MAP {\displaystyle P_{t}(j,q)=(1-G(t-j-1))P(j,t,q)p(q)P_{j}^{\text{MAP}}} P j MAP = max i , q P j ( i , q ) g ( j − i ) 1 − G ( j − i − 1 ) , ∀ j < t {\displaystyle P_{j}^{\text{MAP}}=\max _{i,q}{\frac {P_{j}(i,q)g(j-i)}{1-G(j-i-1)}},\forall j Read more →

  • Prefrontal cortex basal ganglia working memory

    Prefrontal cortex basal ganglia working memory

    Prefrontal cortex basal ganglia working memory (PBWM) is an algorithm that models working memory in the prefrontal cortex and the basal ganglia. It can be compared to long short-term memory (LSTM) in functionality, but is more biologically explainable. It uses the primary value learned value model to train prefrontal cortex working-memory updating system, based on the biology of the prefrontal cortex and basal ganglia. It is used as part of the Leabra framework and was implemented in Emergent in 2019. == Abstract == The prefrontal cortex has long been thought to subserve both working memory (the holding of information online for processing) and "executive" functions (deciding how to manipulate working memory and perform processing). Although many computational models of working memory have been developed, the mechanistic basis of executive function remains elusive. PBWM is a computational model of the prefrontal cortex to control both itself and other brain areas in a strategic, task-appropriate manner. These learning mechanisms are based on subcortical structures in the midbrain, basal ganglia and amygdala, which together form an actor/critic architecture. The critic system learns which prefrontal representations are task-relevant and trains the actor, which in turn provides a dynamic gating mechanism for controlling working memory updating. Computationally, the learning mechanism is designed to simultaneously solve the temporal and structural credit assignment problems. The model's performance compares favorably with standard backpropagation-based temporal learning mechanisms on the challenging 1-2-AX working memory task, and other benchmark working memory tasks. == Model == First, there are multiple separate stripes (groups of units) in the prefrontal cortex and striatum layers. Each stripe can be independently updated, such that this system can remember several different things at the same time, each with a different "updating policy" of when memories are updated and maintained. The active maintenance of the memory is in prefrontal cortex (PFC), and the updating signals (and updating policy more generally) come from the striatum units (a subset of basal ganglia units). PVLV provides reinforcement learning signals to train up the dynamic gating system in the basal ganglia. === Sensory input and motor output === The sensory input is connected to the posterior cortex which is connected to the motor output. The sensory input is also linked to the PVLV system. === Posterior cortex === The posterior cortex form the hidden layers of the input/output mapping. The PFC is connected with the posterior cortex to contextualize this input/output mapping. === PFC === The PFC (for output gating) has a localist one-to-one representation of the input units for every stripe. Thus, you can look at these PFC representations and see directly what the network is maintaining. The PFC maintains the working memory needed to perform the task. === Striatum === This is the dynamic gating system representing the striatum units of the basal ganglia. Every even-index unit within a stripe represents "Go", while the odd-index units represent "NoGo." The Go units cause updating of the PFC, while the NoGo units cause the PFC to maintain its existing memory representation. There are groups of units for every stripe. In the PBWM model in Emergent, the matrices represent the striatum. === PVLV === All of these layers are part of PVLV system. The PVLV system controls the dopaminergic modulation of the basal ganglia (BG). Thus, BG/PVLV form an actor-critic architecture where the PVLV system learns when to update. ==== SNrThal ==== SNrThal represents the substantia nigra pars reticulata (SNr) and the associated area of the thalamus, which produce a competition among the Go/NoGo units within a given stripe and mediates competition using k-winners-take-all dynamics. If there is more overall Go activity in a given stripe, then the associated SNrThal unit gets activated, and it drives updating in PFC. For every stripe, there is one unit in SNrThal. ==== VTA and SNc ==== Ventral tegmental area (VTA) and substantia nigra pars compacta (SNc) are part of the dopamine layer. This layer models midbrain dopamine neurons. They control the dopaminergic modulation of the basal ganglia.

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  • FastICA

    FastICA

    FastICA is an efficient and popular algorithm for independent component analysis invented by Aapo Hyvärinen at Helsinki University of Technology. Like most ICA algorithms, FastICA seeks an orthogonal rotation of prewhitened data, through a fixed-point iteration scheme, that maximizes a measure of non-Gaussianity of the rotated components. Non-gaussianity serves as a proxy for statistical independence, which is a very strong condition and requires infinite data to verify. FastICA can also be alternatively derived as an approximative Newton iteration. == Algorithm == === Prewhitening the data === Let the X := ( x i j ) ∈ R N × M {\displaystyle \mathbf {X} :=(x_{ij})\in \mathbb {R} ^{N\times M}} denote the input data matrix, M {\displaystyle M} the number of columns corresponding with the number of samples of mixed signals and N {\displaystyle N} the number of rows corresponding with the number of independent source signals. The input data matrix X {\displaystyle \mathbf {X} } must be prewhitened, or centered and whitened, before applying the FastICA algorithm to it. Centering the data entails demeaning each component of the input data X {\displaystyle \mathbf {X} } , that is, for each i = 1 , … , N {\displaystyle i=1,\ldots ,N} and j = 1 , … , M {\displaystyle j=1,\ldots ,M} . After centering, each row of X {\displaystyle \mathbf {X} } has an expected value of 0 {\displaystyle 0} . Whitening the data requires a linear transformation L : R N × M → R N × M {\displaystyle \mathbf {L} :\mathbb {R} ^{N\times M}\to \mathbb {R} ^{N\times M}} of the centered data so that the components of L ( X ) {\displaystyle \mathbf {L} (\mathbf {X} )} are uncorrelated and have variance one. More precisely, if X {\displaystyle \mathbf {X} } is a centered data matrix, the covariance of L x := L ( X ) {\displaystyle \mathbf {L} _{\mathbf {x} }:=\mathbf {L} (\mathbf {X} )} is the ( N × N ) {\displaystyle (N\times N)} -dimensional identity matrix, that is, A common method for whitening is by performing an eigenvalue decomposition on the covariance matrix of the centered data X {\displaystyle \mathbf {X} } , E { X X T } = E D E T {\displaystyle E\left\{\mathbf {X} \mathbf {X} ^{T}\right\}=\mathbf {E} \mathbf {D} \mathbf {E} ^{T}} , where E {\displaystyle \mathbf {E} } is the matrix of eigenvectors and D {\displaystyle \mathbf {D} } is the diagonal matrix of eigenvalues. The whitened data matrix is defined thus by === Single component extraction === The iterative algorithm finds the direction for the weight vector w ∈ R N {\displaystyle \mathbf {w} \in \mathbb {R} ^{N}} that maximizes a measure of non-Gaussianity of the projection w T X {\displaystyle \mathbf {w} ^{T}\mathbf {X} } , with X ∈ R N × M {\displaystyle \mathbf {X} \in \mathbb {R} ^{N\times M}} denoting a prewhitened data matrix as described above. Note that w {\displaystyle \mathbf {w} } is a column vector. To measure non-Gaussianity, FastICA relies on a nonquadratic nonlinear function f ( u ) {\displaystyle f(u)} , its first derivative g ( u ) {\displaystyle g(u)} , and its second derivative g ′ ( u ) {\displaystyle g^{\prime }(u)} . Hyvärinen states that the functions are useful for general purposes, while may be highly robust. The steps for extracting the weight vector w {\displaystyle \mathbf {w} } for single component in FastICA are the following: Randomize the initial weight vector w {\displaystyle \mathbf {w} } Let w + ← E { X g ( w T X ) T } − E { g ′ ( w T X ) } w {\displaystyle \mathbf {w} ^{+}\leftarrow E\left\{\mathbf {X} g(\mathbf {w} ^{T}\mathbf {X} )^{T}\right\}-E\left\{g'(\mathbf {w} ^{T}\mathbf {X} )\right\}\mathbf {w} } , where E { . . . } {\displaystyle E\left\{...\right\}} means averaging over all column-vectors of matrix X {\displaystyle \mathbf {X} } Let w ← w + / ‖ w + ‖ {\displaystyle \mathbf {w} \leftarrow \mathbf {w} ^{+}/\|\mathbf {w} ^{+}\|} If not converged, go back to 2 === Multiple component extraction === The single unit iterative algorithm estimates only one weight vector which extracts a single component. Estimating additional components that are mutually "independent" requires repeating the algorithm to obtain linearly independent projection vectors - note that the notion of independence here refers to maximizing non-Gaussianity in the estimated components. Hyvärinen provides several ways of extracting multiple components with the simplest being the following. Here, 1 M {\displaystyle \mathbf {1_{M}} } is a column vector of 1's of dimension M {\displaystyle M} . Algorithm FastICA Input: C {\displaystyle C} Number of desired components Input: X ∈ R N × M {\displaystyle \mathbf {X} \in \mathbb {R} ^{N\times M}} Prewhitened matrix, where each column represents an N {\displaystyle N} -dimensional sample, where C <= N {\displaystyle C<=N} Output: W ∈ R N × C {\displaystyle \mathbf {W} \in \mathbb {R} ^{N\times C}} Un-mixing matrix where each column projects X {\displaystyle \mathbf {X} } onto independent component. Output: S ∈ R C × M {\displaystyle \mathbf {S} \in \mathbb {R} ^{C\times M}} Independent components matrix, with M {\displaystyle M} columns representing a sample with C {\displaystyle C} dimensions. for p in 1 to C: w p ← {\displaystyle \mathbf {w_{p}} \leftarrow } Random vector of length N while w p {\displaystyle \mathbf {w_{p}} } changes w p ← 1 M X g ( w p T X ) T − 1 M g ′ ( w p T X ) 1 M w p {\displaystyle \mathbf {w_{p}} \leftarrow {\frac {1}{M}}\mathbf {X} g(\mathbf {w_{p}} ^{T}\mathbf {X} )^{T}-{\frac {1}{M}}g'(\mathbf {w_{p}} ^{T}\mathbf {X} )\mathbf {1_{M}} \mathbf {w_{p}} } w p ← w p − ∑ j = 1 p − 1 ( w p T w j ) w j {\displaystyle \mathbf {w_{p}} \leftarrow \mathbf {w_{p}} -\sum _{j=1}^{p-1}(\mathbf {w_{p}} ^{T}\mathbf {w_{j}} )\mathbf {w_{j}} } w p ← w p ‖ w p ‖ {\displaystyle \mathbf {w_{p}} \leftarrow {\frac {\mathbf {w_{p}} }{\|\mathbf {w_{p}} \|}}} output W ← [ w 1 , … , w C ] {\displaystyle \mathbf {W} \leftarrow {\begin{bmatrix}\mathbf {w_{1}} ,\dots ,\mathbf {w_{C}} \end{bmatrix}}} output S ← W T X {\displaystyle \mathbf {S} \leftarrow \mathbf {W^{T}} \mathbf {X} }

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  • Graphics processing unit

    Graphics processing unit

    A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a component on a discrete graphics card or embedded on motherboards, mobile phones, personal computers, workstations, and game consoles. GPUs are increasingly being used for artificial intelligence (AI) processing due to linear algebra acceleration, which is also used extensively in graphics processing. Although there is no single definition of the term, and it may be used to describe any video display system, in modern use a GPU includes the ability to internally perform the calculations needed for various graphics tasks, like rotating and scaling 3D images, and often the additional ability to run custom programs known as shaders. This contrasts with earlier graphics controllers known as video display controllers which had no internal calculation capabilities, or blitters, which performed only basic memory movement operations. The modern GPU emerged during the 1990s, adding the ability to perform operations like drawing lines and text without CPU help, and later adding 3D functionality. Graphics functions are generally independent and this lends these tasks to being implemented on separate calculation engines. Modern GPUs include hundreds, or thousands, of calculation units. This made them useful for non-graphic calculations involving embarrassingly parallel problems due to their parallel structure. The ability of GPUs to rapidly perform vast numbers of calculations has led to their adoption in diverse fields including artificial intelligence (AI) where they excel at handling data-intensive and computationally demanding tasks. Other non-graphical uses include the training of neural networks and cryptocurrency mining. == History == === 1960s === Dedicated 3D graphics hardware dates back to graphic terminals such as the Adage AGT-30 from 1967 with analog matrix processors. In 1969 Evans & Sutherland (E&S) introduced the Line Drawing System-1 (LDS-1), which was the first all-digital system to provide matrix multiplication. Also in 1969, the low-cost graphics terminal IMLAC PDS-1 was introduced. It later saw use as an early 3D gaming machine with the likes of Maze War. === 1970s === In professional hardware, in 1972 PLATO IV system becomes operational at the University of Illinois Urbana-Champaign. Between around 1973 and 1978, several networked multiplayer wireframe 3D games are implemented and popularized by users of the system. Also in 1972, the E&S Continuous Tone 1 (CT1) "Watkins box" system (consisting of an E&S LDS-2 and Shaded Picture System) is delivered to Case Western Reserve University. It offered the first real-time Gouraud shading. In 1975, a joint effort between Evans & Sutherland Computer Corporation and the University of Utah's computer graphics department results in the first ever MOSFET video framebuffer, capable of color and smooth shading. E&S Continuous Tone 3 (CT3) system was delivered in 1977 to Lufthansa for pilot training using computer simulation. It was the first graphics system capable of real-time texture mapping. Ikonas made graphics systems with 8- and 24-bit graphics and 3D acceleration in the late 70s. Arcade system boards have used specialized 2D graphics circuits since the 1970s. In early video game hardware, RAM for frame buffers was expensive, so video chips composited data together as the display was being scanned out on the monitor. A specialized barrel shifter circuit helped the CPU animate the framebuffer graphics for various 1970s arcade video games from Midway and Taito, such as Gun Fight (1975), Sea Wolf (1976), and Space Invaders (1978). The Namco Galaxian arcade system in 1979 used specialized graphics hardware that supported RGB color, multi-colored sprites, and tilemap backgrounds. The Galaxian hardware was widely used during the golden age of arcade video games, by game companies such as Namco, Centuri, Gremlin, Irem, Konami, Midway, Nichibutsu, Sega, and Taito. The Atari 2600 in 1977 used a video shifter called the Television Interface Adaptor. Atari 8-bit computers (1979) had ANTIC, a video processor which interpreted instructions describing a "display list"—the way the scan lines map to specific bitmapped or character modes and where the memory is stored (so there did not need to be a contiguous frame buffer). 6502 machine code subroutines could be triggered on scan lines by setting a bit on a display list instruction. ANTIC also supported smooth vertical and horizontal scrolling independent of the CPU. === 1980s === In the 1980s significant advancements were made in professional 3D graphics hardware. Perhaps most impactful was the 1981 development of the Geometry Engine, a VLSI vector processor ASIC designed by Jim Clark and Marc Hannah at Stanford University. This processor is the forerunner of modern tensor cores and other similar processors marketed for graphics and AI. The Geometry Engine went on to be used in Silicon Graphics workstations for many years. Silicon Graphics's first product, shipped in November 1983, was the IRIS 1000, a terminal with hardware-accelerated 3D graphics based on the Geometry Engine. The Geometry Engine was capable of approximately 6 million operations per second. The 1981 NEC μPD7220 was the first implementation of a personal computer graphics display processor as a single large-scale integration (LSI) integrated circuit chip. This enabled the design of low-cost, high-performance video graphics cards such as those from Number Nine Visual Technology. It became the best-known GPU until the mid-1980s. It was the first fully integrated VLSI (very large-scale integration) metal–oxide–semiconductor (NMOS) graphics display processor for PCs, supported up to 1024×1024 resolution, and laid the foundations for the PC graphics market. It was used in a number of graphics cards and was licensed for clones such as the Intel 82720, the first of Intel's graphics processing units. The Williams Electronics arcade games Robotron: 2084, Joust, Sinistar, and Bubbles, all released in 1982, contain custom blitter chips for operating on 16-color bitmaps. In 1984, Hitachi released the ARTC HD63484, the first major CMOS graphics processor for personal computers. The ARTC could display up to 4K resolution when in monochrome mode. It was used in a number of graphics cards and terminals during the late 1980s. In 1985, the Amiga was released with a custom graphics chip called Agnus including a blitter for bitmap manipulation, line drawing, and area fill. It also included a coprocessor with its own simple instruction set, that was capable of manipulating graphics hardware registers in sync with the video beam (e.g. for per-scanline palette switches, sprite multiplexing, and hardware windowing), or driving the blitter. Also in 1985, IBM released the Professional Graphics Controller, designed by later to be Nvidia co-founder Curtis Priem, which was a rudimentary 3D card with 640 × 480 256-color graphics which used a dedicated CPU to draw graphics independently of the main system. It was used as the basis of cards by a number of makers (including Matrox) and its analog RGB signaling led directly to the VGA video standard. Priem later in the 80s worked on the influential Sun Microsystems GX (also known as cgsix) accelerated 2D graphics card. In 1986, Texas Instruments released the TMS34010, the first fully programmable graphics processor. It could run general-purpose code but also had a graphics-oriented instruction set. During 1990–1992, this chip became the basis of the Texas Instruments Graphics Architecture ("TIGA") Windows accelerator cards. Following in 1987, the IBM 8514 graphics system was released. It was one of the first video cards for IBM PC compatibles that implemented fixed-function 2D primitives in electronic hardware. Sharp's X68000, released in 1987, used a custom graphics chipset with a 65,536 color palette and hardware support for sprites, scrolling, and multiple playfields. It served as a development machine for Capcom's CP System arcade board. Fujitsu's FM Towns computer, released in 1989, had support for a 16,777,216 color palette. For context, IBM also introduced its Video Graphics Array (VGA) display system in 1987, with a maximum resolution of 640 × 480 pixels. Unlike 8514/A, VGA had no hardware acceleration features. In November 1988, NEC Home Electronics announced its creation of the Video Electronics Standards Association (VESA) to develop and promote a Super VGA (SVGA) computer display standard as a successor to VGA. Super VGA enabled graphics display resolutions up to 800 × 600 pixels, a 56% increase. In 1988 SGI sold IRIS workstation graphics with 10-12 Geometry Engines and introduced the IrisVision add-in board for IBM MicroChannel bus (RS/6000) based on the Geometry Engine as well. In 1988 as well, the first dedicated polygonal 3D graphics boards in arcade machines were introduced wit

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  • Multidimensional analysis

    Multidimensional analysis

    In statistics, econometrics and related fields, multidimensional analysis (MDA) is a data analysis process that groups data into two categories: data dimensions and measurements. For example, a data set consisting of the number of wins for a single football team at each of several years is a single-dimensional (in this case, longitudinal) data set. A data set consisting of the number of wins for several football teams in a single year is also a single-dimensional (in this case, cross-sectional) data set. A data set consisting of the number of wins for several football teams over several years is a two-dimensional data set. == Higher dimensions == In many disciplines, two-dimensional data sets are also called panel data. While, strictly speaking, two- and higher-dimensional data sets are "multi-dimensional", the term "multidimensional" tends to be applied only to data sets with three or more dimensions. For example, some forecast data sets provide forecasts for multiple target periods, conducted by multiple forecasters, and made at multiple horizons. The three dimensions provide more information than can be gleaned from two-dimensional panel data sets. == Software == Computer software for MDA include Online analytical processing (OLAP) for data in relational databases, pivot tables for data in spreadsheets, and Array DBMSs for general multi-dimensional data (such as raster data) in science, engineering, and business.

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  • Rule-based machine learning

    Rule-based machine learning

    Rule-based machine learning (RBML) is a term in computer science intended to encompass any machine learning method that identifies, learns, or evolves 'rules' to store, manipulate or apply. The defining characteristic of a rule-based machine learner is the identification and utilization of a set of relational rules that collectively represent the knowledge captured by the system. Rule-based machine learning approaches include learning classifier systems, association rule learning, artificial immune systems, and any other method that relies on a set of rules, each covering contextual knowledge. While rule-based machine learning is conceptually a type of rule-based system, it is distinct from traditional rule-based systems, which are often hand-crafted, and other rule-based decision makers. This is because rule-based machine learning applies some form of learning algorithm such as Rough sets theory to identify and minimise the set of features and to automatically identify useful rules, rather than a human needing to apply prior domain knowledge to manually construct rules and curate a rule set. == Rules == Rules typically take the form of an '{IF:THEN} expression', (e.g. {IF 'condition' THEN 'result'}, or as a more specific example, {IF 'red' AND 'octagon' THEN 'stop-sign}). An individual rule is not in itself a model, since the rule is only applicable when its condition is satisfied. Therefore rule-based machine learning methods typically comprise a set of rules, or knowledge base, that collectively make up the prediction model usually known as decision algorithm. Rules can also be interpreted in various ways depending on the domain knowledge, data types(discrete or continuous) and in combinations. == RIPPER == Repeated incremental pruning to produce error reduction (RIPPER) is a propositional rule learner proposed by William W. Cohen as an optimized version of IREP.

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