AI Data Poisoning

AI Data Poisoning — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Huawei Member Center

    Huawei Member Center

    Huawei Member Center is a benefits app which runs using Huawei Mobile Services. Originally launched in China, Huawei Member Center is now being developed primarily around devices such as P40 Pro and the Nova 7. == Membership Levels == The Huawei Member Center provides rewards in two primary ways, 1) device-specific & promotions and 2) via frequent use of Huawei products and apps, using points to redeem additional benefits. In China, Huawei members are already classified into three levels, the highest being “elite”. Membership level determines the level of perks received, from priority access to the service hotline, new device events & proprietary early-access opportunities. Huawei ran a number of member events in 2019 called "Huawei Member Day" to promote the Member Center including providing tips for the Mate 30 Pro and offering a 50Gb cloud storage upgrade to users. == HMC in China == Huawei Member Center Has seen significant adoption in China and the east, the rewards for use on the app have ranged from free book coupons, discounted travel and exclusive gifts of new devices, such as the Huawei Enjoy Z.

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  • Attention (machine learning)

    Attention (machine learning)

    In machine learning, attention is a method that determines the importance of each component in a sequence relative to the other components in that sequence. In natural language processing, importance is represented by "soft" weights assigned to each word in a sentence. More generally, attention encodes vectors called token embeddings across a fixed-width sequence that can range from tens to millions of tokens in size. Unlike "hard" weights, which are computed during the backwards training pass, "soft" weights exist only in the forward pass and therefore change with every step of the input. Earlier designs implemented the attention mechanism in a serial recurrent neural network (RNN) language translation system, but a more recent design, namely the transformer, removed the slower sequential RNN and relied more heavily on the faster parallel attention scheme. Inspired by ideas about attention in humans, the attention mechanism was developed to address the weaknesses of using information from the hidden layers of recurrent neural networks. Recurrent neural networks favor information contained in words at the end of a sentence and thus deemed more recent, thereby tending to attenuate the significance and associated predictive weight assigned to information earlier in the sentence. Attention allows a token equal access to any part of a sentence directly, rather than only through the previous state. == History == Additional surveys of the attention mechanism in deep learning are provided by Niu et al. and Soydaner. The major breakthrough came with self-attention, where each element in the input sequence attends to all others, enabling the model to capture global dependencies. This idea was central to the Transformer architecture, which replaced recurrence with attention mechanisms. As a result, Transformers became the foundation for models like BERT, T5 and generative pre-trained transformers (GPT). == Overview == The modern era of machine attention was revitalized by grafting an attention mechanism (Fig 1. orange) to an Encoder-Decoder. Figure 2 shows the internal step-by-step operation of the attention block (A) in Fig 1. === Interpreting attention weights === In translating between languages, alignment is the process of matching words from the source sentence to words of the translated sentence. Networks that perform verbatim translation without regard to word order would show the highest scores along the (dominant) diagonal of the matrix. The off-diagonal dominance shows that the attention mechanism is more nuanced. Consider an example of translating I love you to French. On the first pass through the decoder, 94% of the attention weight is on the first English word I, so the network offers the word je. On the second pass of the decoder, 88% of the attention weight is on the third English word you, so it offers t'. On the last pass, 95% of the attention weight is on the second English word love, so it offers aime. In the I love you example, the second word love is aligned with the third word aime. Stacking soft row vectors together for je, t', and aime yields an alignment matrix: Sometimes, alignment can be multiple-to-multiple. For example, the English phrase look it up corresponds to cherchez-le. Thus, "soft" attention weights work better than "hard" attention weights (setting one attention weight to 1, and the others to 0), as we would like the model to make a context vector consisting of a weighted sum of the hidden vectors, rather than "the best one", as there may not be a best hidden vector. == Variants == Many variants of attention implement soft weights, such as fast weight programmers, or fast weight controllers (1992). A "slow" neural network outputs the "fast" weights of another neural network through outer products. The slow network learns by gradient descent. It was later renamed as "linearized self-attention". Bahdanau-style attention, also referred to as additive attention, Luong-style attention, which is known as multiplicative attention, Early attention mechanisms similar to modern self-attention were proposed using recurrent neural networks. However, the highly parallelizable self-attention was introduced in 2017 and successfully used in the Transformer model, positional attention and factorized positional attention. For convolutional neural networks, attention mechanisms can be distinguished by the dimension on which they operate, namely: spatial attention, channel attention, or combinations. These variants recombine the encoder-side inputs to redistribute those effects to each target output. Often, a correlation-style matrix of dot products provides the re-weighting coefficients. In the figures below, W is the matrix of context attention weights, similar to the formula in Overview section above. == Optimizations == === Flash attention === The size of the attention matrix is proportional to the square of the number of input tokens. Therefore, when the input is long, calculating the attention matrix requires a lot of GPU memory. Flash attention is an implementation that reduces the memory needs and increases efficiency without sacrificing accuracy. It achieves this by partitioning the attention computation into smaller blocks that fit into the GPU's faster on-chip memory, reducing the need to store large intermediate matrices and thus lowering memory usage while increasing computational efficiency. === FlexAttention === FlexAttention is an attention kernel developed by Meta that allows users to modify attention scores prior to softmax and dynamically chooses the optimal attention algorithm. == Applications == Attention is widely used in natural language processing, computer vision, and speech recognition. In NLP, it improves context understanding in tasks like question answering and summarization. In vision, visual attention helps models focus on relevant image regions, enhancing object detection and image captioning. === Attention maps as explanations for vision transformers === From the original paper on vision transformers (ViT), visualizing attention scores as a heat map (called saliency maps or attention maps) has become an important and routine way to inspect the decision making process of ViT models. One can compute the attention maps with respect to any attention head at any layer, while the deeper layers tend to show more semantically meaningful visualization. Attention rollout is a recursive algorithm to combine attention scores across all layers, by computing the dot product of successive attention maps. Because vision transformers are typically trained in a self-supervised manner, attention maps are generally not class-sensitive. When a classification head is attached to the ViT backbone, class-discriminative attention maps (CDAM) combines attention maps and gradients with respect to the class [CLS] token. Some class-sensitive interpretability methods originally developed for convolutional neural networks can be also applied to ViT, such as GradCAM, which back-propagates the gradients to the outputs of the final attention layer. Using attention as basis of explanation for the transformers in language and vision is not without debate. While some pioneering papers analyzed and framed attention scores as explanations, higher attention scores do not always correlate with greater impact on model performances. == Mathematical representation == === Standard scaled dot-product attention === For matrices: Q ∈ R m × d k , K ∈ R n × d k {\displaystyle Q\in \mathbb {R} ^{m\times d_{k}},K\in \mathbb {R} ^{n\times d_{k}}} and V ∈ R n × d v {\displaystyle V\in \mathbb {R} ^{n\times d_{v}}} , the scaled dot-product, or QKV attention, is defined as: Attention ( Q , K , V ) = softmax ( Q K T d k ) V ∈ R m × d v {\displaystyle {\text{Attention}}(Q,K,V)={\text{softmax}}\left({\frac {QK^{T}}{\sqrt {d_{k}}}}\right)V\in \mathbb {R} ^{m\times d_{v}}} where T {\displaystyle {}^{T}} denotes transpose and the softmax function is applied independently to every row of its argument. The matrix Q {\displaystyle Q} contains m {\displaystyle m} queries, while matrices K , V {\displaystyle K,V} jointly contain an unordered set of n {\displaystyle n} key-value pairs. Value vectors in matrix V {\displaystyle V} are weighted using the weights resulting from the softmax operation, so that the rows of the m {\displaystyle m} -by- d v {\displaystyle d_{v}} output matrix are confined to the convex hull of the points in R d v {\displaystyle \mathbb {R} ^{d_{v}}} given by the rows of V {\displaystyle V} . To understand the permutation invariance and permutation equivariance properties of QKV attention, let A ∈ R m × m {\displaystyle A\in \mathbb {R} ^{m\times m}} and B ∈ R n × n {\displaystyle B\in \mathbb {R} ^{n\times n}} be permutation matrices; and D ∈ R m × n {\displaystyle D\in \mathbb {R} ^{m\times n}} an arbitrary matrix. The softmax function is permutation equivariant in the sense that: softmax ( A D B ) = A softmax ( D ) B {\displays

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  • Robotic process automation

    Robotic process automation

    Robotic process automation (RPA) is a form of business process automation that is based on software robots (bots) or artificial intelligence (AI) agents. RPA should not be confused with artificial intelligence as it is based on automation technology following a predefined workflow. It is sometimes referred to as software robotics (not to be confused with robot software). In traditional workflow automation tools, a software developer produces a list of actions to automate a task and interface to the back end system using internal application programming interfaces (APIs) or dedicated scripting language. In contrast, RPA systems develop the action list by watching the user perform that task in the application's graphical user interface (GUI) and then perform the automation by repeating those tasks directly in the GUI. This can lower the barrier to the use of automation in products that might not otherwise feature APIs for this purpose. RPA tools have strong technical similarities to graphical user interface testing tools. These tools also automate interactions with the GUI, and often do so by repeating a set of demonstration actions performed by a user. RPA tools differ from such systems in that they allow data to be handled in and between multiple applications, for instance, receiving email containing an invoice, extracting the data, and then typing that into a bookkeeping system. == Historic evolution == As a form of automation, the concept has been around for a long time in the form of screen scraping, so long that to early PC users the reminder of it often blurs with the idea of malware infection. Yet compared to screen scraping, RPA is much more extensible, consisting of API integration into other enterprise applications, connectors into ITSM systems, terminal services and even some types of AI (e.g. machine learning) services such as image recognition. It is considered to be a significant technological evolution in the sense that new software platforms are emerging which are sufficiently mature, resilient, scalable and reliable to make this approach viable for use in large enterprises (who would otherwise be reluctant due to perceived risks to quality and reputation). == Use == The hosting of RPA services also aligns with the metaphor of a software robot, with each robotic instance having its own virtual workstation, much like a human worker. The robot uses keyboard and mouse controls to take actions and execute automations. Normally, all of these actions take place in a virtual environment and not on screen; the robot does not need a physical screen to operate, rather it interprets the screen display electronically. The scalability of modern solutions based on architectures such as these owes much to the advent of virtualization technology, without which the scalability of large deployments would be limited by the available capacity to manage physical hardware and by the associated costs. The implementation of RPA in business enterprises has shown dramatic cost savings when compared to traditional non-RPA solutions. === RPA actual use === Banking and finance process automation Mortgage and lending processes Customer care automation eCommerce merchandising operations Social media marketing Optical character recognition applications Data extraction process Fixed automation process Manual and repetitive tasks automation Voice recognition and digital dictation software linked to join up business processes for straight through processing without manual intervention Specialised remote infrastructure management software featuring automated investigation and resolution of problems, using robots for the first line IT support Chatbots used by internet retailers and service providers to service customer requests for information. Also used by companies to service employee requests for information from internal databases Presentation layer automation software, increasingly used by business process outsourcers to displace human labour Interactive voice response (IVR) systems incorporating intelligent interaction with callers == Impact on employment == According to Harvard Business Review, most operations groups adopting RPA have promised their employees that automation would not result in layoffs. Instead, workers have been redeployed to do more interesting work. One academic study highlighted that knowledge workers did not feel threatened by automation: they embraced it and viewed the robots as team-mates. The same study highlighted that, rather than resulting in a lower "headcount", the technology was deployed in such a way as to achieve more work and greater productivity with the same number of people. Conversely, however, some analysts proffer that RPA represents a threat to the business process outsourcing (BPO) industry. The thesis behind this notion is that RPA will enable enterprises to "repatriate" processes from offshore locations into local data centers, with the benefit of this new technology. The effect, if true, will be to create high-value jobs for skilled process designers in onshore locations (and within the associated supply chain of IT hardware, data center management, etc.) but to decrease the available opportunity to low-skilled workers offshore. On the other hand, this discussion appears to be healthy ground for debate as another academic study was at pains to counter the so-called "myth" that RPA will bring back many jobs from offshore. === Impact on society === Academic studies project that RPA, among other technological trends, is expected to drive a new wave of productivity and efficiency gains in the global labour market. Although not directly attributable to RPA alone, Oxford University conjectures that up to 35% of all jobs might be automated by 2035. There are geographic implications to the trend in robotic automation. In the example above where an offshored process is "repatriated" under the control of the client organization (or even displaced by a business process outsourcer) from an offshore location to a data centre, the impact will be a deficit in economic activity to the offshore location and an economic benefit to the originating economy. On this basis, developed economies – with skills and technological infrastructure to develop and support a robotic automation capability – can be expected to achieve a net benefit from the trend. In a TEDx talk hosted by University College London (UCL), entrepreneur David Moss explains that digital labour in the form of RPA is likely to revolutionize the cost model of the services industry by driving the price of products and services down, while simultaneously improving the quality of outcomes and creating increased opportunity for the personalization of services. In a separate TEDx in 2019 talk, Japanese business executive, and former CIO of Barclays bank, Koichi Hasegawa noted that digital robots can be a positive effect on society if we start using a robot with empathy to help every person. He provides a case study of the Japanese insurance companies – Sompo Japan and Aioi – both of whom introduced bots to speed up the process of insurance pay-outs in past massive disaster incidents. Meanwhile, Professor Willcocks, author of the LSE paper cited above, speaks of increased job satisfaction and intellectual stimulation, characterising the technology as having the ability to "take the robot out of the human", a reference to the notion that robots will take over the mundane and repetitive portions of people's daily workload, leaving them to be used in more interpersonal roles or to concentrate on the remaining, more meaningful, portions of their day. It was also found in a 2021 study observing the effects of robotization in Europe that, the gender pay gap increased at a rate of .18% for every 1% increase in robotization of a given industry. == Unassisted RPA == Unassisted RPA, or RPAAI, is the next generation of RPA related technologies. Technological advancements around artificial intelligence allow a process to be run on a computer without needing input from a user. == Hyperautomation == Hyperautomation is the application of advanced technologies like RPA, artificial intelligence, machine learning (ML) and process mining to augment workers and automate processes in ways that are significantly more impactful than traditional automation capabilities. Hyperautomation is the combination of technologies that allow faster application authorship (like low-code and no-code) with automation technologies that coordinate different worker types (i.e. human and artificial) for intelligent and strategic workflow optimization. Gartner's report notes that this trend was kicked off with robotic process automation (RPA). The report notes that, "RPA alone is not hyperautomation. Hyperautomation requires a combination of tools to help support replicating pieces of where the human is involved in a task." == Outsourcing == Back office clerical processes outsourced by large organisations

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  • Sycophancy (artificial intelligence)

    Sycophancy (artificial intelligence)

    In the field of artificial intelligence, sycophancy is a tendency of large language models (LLMs) and other AI assistants to tailor their responses to what they predict the user wants to hear rather than to what is accurate or warranted. The behavior takes several forms: an assistant may agree with a user's stated opinion even when the user is mistaken; it may abandon a correct answer after a challenge such as "are you sure?"; it may validate beliefs, decisions or self-presentation regardless of merit; or it may praise the user, their work or their ideas in unwarranted terms. The word is borrowed from the ordinary English term for fawning flattery, and is used in AI alignment and AI safety research to describe a class of misalignment failures associated with training on human feedback. Researchers at Anthropic first documented the behavior systematically in 2022. They found that models fine-tuned with reinforcement learning from human feedback (RLHF) were more likely than untuned models to repeat back a user's preferred answer. A 2023 follow-up paper, "Towards Understanding Sycophancy in Language Models", showed that five frontier assistants from OpenAI, Anthropic and Meta all exhibited the behavior, and traced its origin to biases in the human preference data used during training. Later work documented sycophancy in mathematics, medicine, academic peer review and other domains, and identified a broader category called "social sycophancy" affecting an assistant's emotional and interpersonal responses. The issue drew widespread public attention in April 2025 after OpenAI rolled back an update to its GPT-4o model. Users had reported that the assistant praised dangerous decisions, endorsed delusional thinking and offered exaggerated compliments for trivial prompts. OpenAI's post-mortem attributed the change in behavior to an additional training signal based on user thumbs-up and thumbs-down feedback. That episode, together with reporting in The New York Times, Rolling Stone and elsewhere on users drawn into delusional thinking through prolonged chatbot interaction, has been cited in litigation and in academic studies as evidence that sycophancy poses risks to user well-being. Proposed mitigations include fine-tuning on synthetic data that rewards disagreement with incorrect user statements, editing the small subset of model parameters causally responsible for the behavior, changes to the dialogue or system prompt, and benchmarks designed to surface sycophantic behavior before models are released. == Causes == The dominant explanation points to RLHF, the standard technique for aligning chat assistants with user expectations. Human annotators rank candidate model responses; a reward model is trained to predict those rankings; and the language model is then optimized against the reward model. Because human raters tend to prefer outputs that confirm their existing beliefs or flatter their work, the pipeline systematically rewards responses that agree with the annotator. Perez and colleagues at Anthropic published the first large-scale empirical evidence of the effect in 2022. They reported that RLHF training increased the probability that a model would repeat back a dialog user's preferred answer, and that larger models exhibited the behavior more strongly. Sharma and colleagues, the following year, went further and examined Anthropic's own preference data directly. Both the human raters and the reward models trained on their judgments preferred convincingly written sycophantic responses to truthful ones at a non-negligible rate. Wei and co-authors at Google DeepMind found similar results in the PaLM family, observing that both model scale and instruction tuning increased sycophancy on opinion questions. The behavior is often classified as a form of reward hacking, in which an optimization process exploits a flaw in its reward signal rather than achieving the intended objective. OpenAI's post-mortem of the April 2025 GPT-4o incident identified a more specific mechanism. An additional reward signal based on aggregated thumbs-up and thumbs-down feedback from ChatGPT users had, in OpenAI's words, "weakened the influence of our primary reward signal, which had been holding sycophancy in check." Separately, an Anthropic interpretability paper from 2025 located a linear direction in a model's internal activations corresponding to sycophantic behavior, and showed that such "persona vectors" could be used to flag sycophancy-inducing training data and to steer models away from the trait at inference time. == Measurement == The Anthropic team released SycophancyEval with its 2023 paper, supplying test sets for each of the four canonical behaviors. Two further benchmarks from Stanford followed in 2025. SycEval, applied to mathematical and medical reasoning tasks, reported an overall sycophancy rate of 58 per cent across the GPT-4o, Claude and Gemini models tested. ELEPHANT, aimed at social sycophancy, found that the eleven LLMs evaluated affirmed posts that the Reddit community r/AmITheAsshole had judged inappropriate in 42 per cent of cases, and preserved a user's face 45 percentage points more often than human respondents did. Domain-specific benchmarks have followed. BrokenMath tests robustness to plausible-looking but false mathematical claims drawn from competition problems, and reports that the best evaluated model was sycophantic in 29 per cent of cases. SYCON-Bench measures how many dialogue turns are required before a model abandons a correct position. Visual sycophancy in multimodal models has been examined with MM-SY and PENDULUM. A 2026 study by researchers at the Massachusetts Institute of Technology reported that personalization features, which adapt assistants to individual users over repeated sessions, can intensify social sycophancy. == Notable incidents == === GPT-4o rollback (April 2025) === On 25 April 2025, OpenAI completed the rollout of an update to GPT-4o, the default model used in ChatGPT at the time. Within days, users reported that the assistant had begun praising trivial messages in extravagant terms, endorsing impulsive or dangerous decisions, and reinforcing strong emotional statements without pushback. Widely shared examples included the model congratulating a user who reported stopping prescribed psychiatric medication, and praising a business plan to sell "shit on a stick" as venture-capital ready. OpenAI's chief executive, Sam Altman, wrote on 27 April that recent updates had made the model "too sycophant-y and annoying" and said fixes were in progress. The company began reverting the update on 28 April and completed the rollback for free users by 30 April. Two post-mortems followed: a short note on 29 April and a longer technical follow-up, "Expanding on what we missed with sycophancy", on 2 May. Both attributed the regression to a new training signal based on user thumbs-up and thumbs-down feedback, to inadequate pre-launch evaluation for sycophantic drift, and to the dismissal of qualitative concerns raised by internal testers before release. Reporting in CNN, Fortune and Bloomberg News treated the incident as a turning point in public awareness of the problem. === Chatbot-related psychological harm === From mid-2025 onward, news reports began to link sycophantic chatbot behavior to acute psychological harm. In June 2025, The New York Times technology reporter Kashmir Hill published an investigation centered on Eugene Torres, a Manhattan accountant with no history of mental illness, who developed a sustained delusional episode after a series of conversations with ChatGPT about simulation theory. According to the article, the assistant encouraged Torres to stop taking prescribed medication, to cut off friends and family, and at one point told him that he could fly from a nineteen-story building if he "truly believed". Futurism and Rolling Stone ran parallel investigations documenting other cases in which heavy use of ChatGPT had been associated with delusional thinking, involuntary commitment or, in at least one case, the death of a user with a pre-existing psychiatric diagnosis. A 2026 paper by researchers at the Massachusetts Institute of Technology and the University of Washington put forward a formal Bayesian model. It showed that even an ideally rational user could be drawn into what the authors call "delusional spiraling" when interacting with a sufficiently sycophantic assistant, and that the effect was not eliminated by suppressing hallucinations or by warning users in advance. The lawsuit Raine v. OpenAI, filed in San Francisco Superior Court in August 2025 by the parents of a sixteen-year-old who had died by suicide, alleges that "heightened sycophancy" was a design feature of ChatGPT that contributed to their son's death; it is the first wrongful-death suit against a large language-model provider. === Wider commentary === Mainstream coverage in outlets including The New York Times, The Washington Pos

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  • Sprite multiplexing

    Sprite multiplexing

    Sprite multiplexing is a computer graphics technique where additional sprites (moving images) can be drawn on the screen, beyond the nominal maximum. It is largely historical, applicable principally to older hardware, where limited resources (such as CPU speed and memory) meant only a relatively small number of sprites were supported. On the other hand, it is also true that without multiplexing, the sprite circuitry would be idle much of the time, and limited resources were wasted. == Description == The sprite multiplexing technique is based on the idea that while the hardware may only support a finite number of sprites, it is sometimes possible to re-use the same sprite "slots" more than once per frame or scan line. The program will first use the hardware to draw one or more sprite(s), as normal. Before the next frame (or next scanline) needs to be drawn, the software reprograms the hardware to display additional sprites, in other positions. For example, the Nintendo Entertainment System explicitly supports hardware sprite multiplexing, where it has 64 hardware sprites, but is only capable of rendering 8 of them per scanline. On the older Atari 2600, sprite multiplexing was not intentionally designed in, but programmers discovered they could reset the TIA graphics chip to draw additional sprites on the same scanline. The sprite multiplexing technique relies on the program being able to identify what part of the video screen is being drawn at the moment, or being triggered by the video hardware to run a subroutine at the crucial moment. The programmer must carefully consider the layout of the screen. If the video graphics hardware is not reprogrammed in time for the extra sprites to be displayed, they will not appear, or will be drawn incorrectly. Modern video graphics hardware typically does not use hardware sprites, since modern computer systems do not have the kind of limitations that sprite hardware is designed to circumvent. == Implementations == Systems that allow the programmer to employ the sprite multiplexing technique include: Atari 2600 Atari 8-bit computers Amiga Commodore 64 MSX Nintendo Entertainment System Super Nintendo Entertainment System Master System Sega Genesis/Mega Drive

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  • Active learning (machine learning)

    Active learning (machine learning)

    Active learning is a special case of machine learning in which a learning algorithm can interactively query a human user (or some other information source) to label new data points with the desired outputs. The human user must possess expertise in the problem domain, including the ability to consult authoritative sources when necessary. In statistics literature, it is sometimes also called optimal experimental design. The information source is also called teacher or oracle. There are situations in which unlabeled data is abundant but manual labeling is expensive. In such a scenario, learning algorithms can actively query the teacher for labels. Since the learner chooses the examples, the number of examples to learn a concept can often be much lower than the number required in normal supervised learning. However, there is a risk that the algorithm is overwhelmed by uninformative examples. Recent developments are dedicated to multi-label active learning, hybrid active learning and active learning in a single-pass (on-line) context, combining concepts from the field of machine learning (e.g. conflict and ignorance) with adaptive, incremental learning policies in the field of online machine learning. Using active learning allows for faster development of a machine learning algorithm, when comparative updates would require a quantum or super computer. Large-scale active learning projects may benefit from crowdsourcing frameworks such as Amazon Mechanical Turk that include many humans in the active learning loop. == Definitions == Let T be the total set of all data under consideration. For example, in a protein engineering problem, T would include all proteins that are known to have a certain interesting activity and all additional proteins that one might want to test for that activity. During each iteration, i, T is broken up into three subsets T K , i {\displaystyle \mathbf {T} _{K,i}} : Data points where the label is known. T U , i {\displaystyle \mathbf {T} _{U,i}} : Data points where the label is unknown. T C , i {\displaystyle \mathbf {T} _{C,i}} : A subset of TU,i that is chosen to be labeled. Most of the current research in active learning involves the best method to choose the data points for TC,i. == Scenarios == Pool-based sampling: In this approach, which is the most well known scenario, the learning algorithm attempts to evaluate the entire dataset before selecting data points (instances) for labeling. It is often initially trained on a fully labeled subset of the data using a machine-learning method such as logistic regression or SVM that yields class-membership probabilities for individual data instances. The candidate instances are those for which the prediction is most ambiguous. Instances are drawn from the entire data pool and assigned a confidence score, a measurement of how well the learner "understands" the data. The system then selects the instances for which it is the least confident and queries the teacher for the labels. The theoretical drawback of pool-based sampling is that it is memory-intensive and is therefore limited in its capacity to handle enormous datasets, but in practice, the rate-limiting factor is that the teacher is typically a (fatiguable) human expert who must be paid for their effort, rather than computer memory. Stream-based selective sampling: Here, each consecutive unlabeled instance is examined one at a time with the machine evaluating the informativeness of each item against its query parameters. The learner decides for itself whether to assign a label or query the teacher for each datapoint. As contrasted with Pool-based sampling, the obvious drawback of stream-based methods is that the learning algorithm does not have sufficient information, early in the process, to make a sound assign-label-vs ask-teacher decision, and it does not capitalize as efficiently on the presence of already labeled data. Therefore, the teacher is likely to spend more effort in supplying labels than with the pool-based approach. Membership query synthesis: This is where the learner generates synthetic data from an underlying natural distribution. For example, if the dataset are pictures of humans and animals, the learner could send a clipped image of a leg to the teacher and query if this appendage belongs to an animal or human. This is particularly useful if the dataset is small. The challenge here, as with all synthetic-data-generation efforts, is in ensuring that the synthetic data is consistent in terms of meeting the constraints on real data. As the number of variables/features in the input data increase, and strong dependencies between variables exist, it becomes increasingly difficult to generate synthetic data with sufficient fidelity. For example, to create a synthetic data set for human laboratory-test values, the sum of the various white blood cell (WBC) components in a white blood cell differential must equal 100, since the component numbers are really percentages. Similarly, the enzymes alanine transaminase (ALT) and aspartate transaminase (AST) measure liver function (though AST is also produced by other tissues, e.g., lung, pancreas) A synthetic data point with AST at the lower limit of normal range (8–33 units/L) with an ALT several times above normal range (4–35 units/L) in a simulated chronically ill patient would be physiologically impossible. == Query strategies == Algorithms for determining which data points should be labeled can be organized into a number of different categories, based upon their purpose: Balance exploration and exploitation: the choice of examples to label is seen as a dilemma between the exploration and the exploitation over the data space representation. This strategy manages this compromise by modelling the active learning problem as a contextual bandit problem. For example, Bouneffouf et al. propose a sequential algorithm named Active Thompson Sampling (ATS), which, in each round, assigns a sampling distribution on the pool, samples one point from this distribution, and queries the oracle for this sample point label. Expected model change: label those points that would most change the current model. Expected error reduction: label those points that would most reduce the model's generalization error. Exponentiated Gradient Exploration for Active Learning: In this paper, the author proposes a sequential algorithm named exponentiated gradient (EG)-active that can improve any active learning algorithm by an optimal random exploration. Uncertainty sampling: label those points for which the current model is least certain as to what the correct output should be. Query by committee: a variety of models are trained on the current labeled data, and vote on the output for unlabeled data; label those points for which the "committee" disagrees the most Querying from diverse subspaces or partitions: When the underlying model is a forest of trees, the leaf nodes might represent (overlapping) partitions of the original feature space. This offers the possibility of selecting instances from non-overlapping or minimally overlapping partitions for labeling. Variance reduction: label those points that would minimize output variance, which is one of the components of error. Conformal prediction: predicts that a new data point will have a label similar to old data points in some specified way and degree of the similarity within the old examples is used to estimate the confidence in the prediction. Mismatch-first farthest-traversal: The primary selection criterion is the prediction mismatch between the current model and nearest-neighbour prediction. It targets on wrongly predicted data points. The second selection criterion is the distance to previously selected data, the farthest first. It aims at optimizing the diversity of selected data. User-centered labeling strategies: Learning is accomplished by applying dimensionality reduction to graphs and figures like scatter plots. Then the user is asked to label the compiled data (categorical, numerical, relevance scores, relation between two instances). A wide variety of algorithms have been studied that fall into these categories. While the traditional AL strategies can achieve remarkable performance, it is often challenging to predict in advance which strategy is the most suitable in a particular situation. In recent years, meta-learning algorithms have been gaining in popularity. Some of them have been proposed to tackle the problem of learning AL strategies instead of relying on manually designed strategies. A benchmark which compares 'meta-learning approaches to active learning' to 'traditional heuristic-based Active Learning' may give intuitions if 'Learning active learning' is at the crossroads == Minimum marginal hyperplane == Some active learning algorithms are built upon support-vector machines (SVMs) and exploit the structure of the SVM to determine which data points to label. Such methods usually calculate the margin, W, of each u

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  • Problem solving

    Problem solving

    Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to get from point A to B) to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles. Another classification of problem-solving tasks is into well-defined problems with specific obstacles and goals, and ill-defined problems in which the current situation is troublesome but it is not clear what kind of resolution to aim for. Similarly, one may distinguish formal or fact-based problems requiring psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as tactful behavior, fashion, or gift choices. Solutions require sufficient resources and knowledge to attain the goal. Professionals such as lawyers, doctors, programmers, and consultants are largely problem solvers for issues that require technical skills and knowledge beyond general competence. Many businesses have found profitable markets by recognizing a problem and creating a solution: the more widespread and inconvenient the problem, the greater the opportunity to develop a scalable solution. There are many specialized problem-solving techniques and methods in fields such as science, engineering, business, medicine, mathematics, computer science, philosophy, and social organization. The mental techniques to identify, analyze, and solve problems are studied in psychology and cognitive sciences. Also widely researched are the mental obstacles that prevent people from finding solutions; problem-solving impediments include confirmation bias, mental set, and functional fixedness. == Definition == The term problem solving has a slightly different meaning depending on the discipline. For instance, it is a mental process in psychology and a computerized process in computer science. There are two different types of problems: ill-defined and well-defined; different approaches are used for each. Well-defined problems have specific end goals and clearly expected solutions, while ill-defined problems do not. Well-defined problems allow for more initial planning than ill-defined problems. Solving problems sometimes involves dealing with pragmatics (the way that context contributes to meaning) and semantics (the interpretation of the problem). The ability to understand what the end goal of the problem is, and what rules could be applied, represents the key to solving the problem. Sometimes a problem requires abstract thinking or coming up with a creative solution. Problem solving has two major domains: mathematical problem solving and personal problem solving. Each concerns some difficulty or barrier that is encountered. === Psychology === Problem solving in psychology refers to the process of finding solutions to problems encountered in life. Solutions to these problems are usually situation- or context-specific. The process starts with problem finding and problem shaping, in which the problem is discovered and simplified. The next step is to generate possible solutions and evaluate them. Finally a solution is selected to be implemented and verified. Problems have an end goal to be reached; how you get there depends upon problem orientation (problem-solving coping style and skills) and systematic analysis. Mental health professionals study the human problem-solving processes using methods such as introspection, behaviorism, simulation, computer modeling, and experiment. Social psychologists look into the person-environment relationship aspect of the problem and independent and interdependent problem-solving methods. Problem solving has been defined as a higher-order cognitive process and intellectual function that requires the modulation and control of more routine or fundamental skills. Empirical research shows many different strategies and factors influence everyday problem solving. Rehabilitation psychologists studying people with frontal lobe injuries have found that deficits in emotional control and reasoning can be re-mediated with effective rehabilitation and could improve the capacity of injured persons to resolve everyday problems. Interpersonal everyday problem solving is dependent upon personal motivational and contextual components. One such component is the emotional valence of "real-world" problems, which can either impede or aid problem-solving performance. Researchers have focused on the role of emotions in problem solving, demonstrating that poor emotional control can disrupt focus on the target task, impede problem resolution, and lead to negative outcomes such as fatigue, depression, and inertia. In conceptualization,human problem solving consists of two related processes: problem orientation, and the motivational/attitudinal/affective approach to problematic situations and problem-solving skills. People's strategies cohere with their goals and stem from the process of comparing oneself with others. === Cognitive sciences === Among the first experimental psychologists to study problem solving were the Gestaltists in Germany, such as Karl Duncker in The Psychology of Productive Thinking (1935). Perhaps best known is the work of Allen Newell and Herbert A. Simon. Experiments in the 1960s and early 1970s asked participants to solve relatively simple, well-defined, but not previously seen laboratory tasks. These simple problems, such as the Tower of Hanoi, admitted optimal solutions that could be found quickly, allowing researchers to observe the full problem-solving process. Researchers assumed that these model problems would elicit the characteristic cognitive processes by which more complex "real world" problems are solved. An outstanding problem-solving technique found by this research is the principle of decomposition. === Computer science === Much of computer science and artificial intelligence involves designing automated systems to solve a specified type of problem: to accept input data and calculate a correct or adequate response, reasonably quickly. Algorithms are recipes or instructions that direct such systems, written into computer programs. Steps for designing such systems include problem determination, heuristics, root cause analysis, de-duplication, analysis, diagnosis, and repair. Analytic techniques include linear and nonlinear programming, queuing systems, and simulation. A large, perennial obstacle is to find and fix errors in computer programs: debugging. === Logic === Formal logic concerns issues like validity, truth, inference, argumentation, and proof. In a problem-solving context, it can be used to formally represent a problem as a theorem to be proved, and to represent the knowledge needed to solve the problem as the premises to be used in a proof that the problem has a solution. The use of computers to prove mathematical theorems using formal logic emerged as the field of automated theorem proving in the 1950s. It included the use of heuristic methods designed to simulate human problem solving, as in the Logic Theory Machine, developed by Allen Newell, Herbert A. Simon and J. C. Shaw, as well as algorithmic methods such as the resolution principle developed by John Alan Robinson. In addition to its use for finding proofs of mathematical theorems, automated theorem-proving has also been used for program verification in computer science. In 1958, John McCarthy proposed the advice taker, to represent information in formal logic and to derive answers to questions using automated theorem-proving. An important step in this direction was made by Cordell Green in 1969, who used a resolution theorem prover for question-answering and for such other applications in artificial intelligence as robot planning. The resolution theorem-prover used by Cordell Green bore little resemblance to human problem solving methods. In response to criticism of that approach from researchers at MIT, Robert Kowalski developed logic programming and SLD resolution, which solves problems by problem decomposition. He has advocated logic for both computer and human problem solving and computational logic to improve human thinking. === Engineering === When products or processes fail, problem solving techniques can be used to develop corrective actions that can be taken to prevent further failures. Such techniques can also be applied to a product or process prior to an actual failure event—to predict, analyze, and mitigate a potential problem in advance. Techniques such as failure mode and effects analysis can proactively reduce the likelihood of problems. In either the reactive or the proactive case, it is necessary to build a causal explanation through a process of diagnosis. In deriving an explanation of effects in terms of causes, abduction generates new ideas or hypothes

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  • Gödel machine

    Gödel machine

    A Gödel machine is a hypothetical self-improving computer program that solves problems in an optimal way. It uses a recursive self-improvement protocol in which it rewrites its own code when it can prove the new code provides a better strategy. The machine was invented by Jürgen Schmidhuber (first proposed in 2003), but is named after Kurt Gödel who inspired the mathematical theories. The Gödel machine is often discussed when dealing with issues of meta-learning, also known as "learning to learn." Applications include automating human design decisions and transfer of knowledge between multiple related tasks, and may lead to design of more robust and general learning architectures. Though theoretically possible, no full implementation has been created. The Gödel machine is often compared with Marcus Hutter's AIXI, another formal specification for an artificial general intelligence. Schmidhuber points out that the Gödel machine could start out by implementing AIXItl as its initial sub-program, and self-modify after it finds proof that another algorithm for its search code will be better. == Limitations == Traditional problems solved by a computer only require one input and provide some output. Computers of this sort had their initial algorithm hardwired. This does not take into account the dynamic natural environment, and thus was a goal for the Gödel machine to overcome. The Gödel machine has limitations of its own, however. According to Gödel's First Incompleteness Theorem, any formal system that encompasses arithmetic is either flawed or allows for statements that cannot be proved in the system. Hence even a Gödel machine with unlimited computational resources must ignore those self-improvements whose effectiveness it cannot prove. == Variables of interest == There are three variables that are particularly useful in the run time of the Gödel machine. At some time t {\displaystyle t} , the variable time {\displaystyle {\text{time}}} will have the binary equivalent of t {\displaystyle t} . This is incremented steadily throughout the run time of the machine. Any input meant for the Gödel machine from the natural environment is stored in variable x {\displaystyle x} . It is likely the case that x {\displaystyle x} will hold different values for different values of variable time {\displaystyle {\text{time}}} . The outputs of the Gödel machine are stored in variable y {\displaystyle y} , where y ( t ) {\displaystyle y(t)} would be the output bit-string at some time t {\displaystyle t} . At any given time t {\displaystyle t} , where ( 1 ≤ t ≤ T ) {\displaystyle (1\leq t\leq T)} , the goal is to maximize future success or utility. A typical utility function follows the pattern u ( s , E n v ) : S × E → R {\displaystyle u(s,\mathrm {Env} ):S\times E\rightarrow \mathbb {R} } : u ( s , E n v ) = E μ [ ∑ τ = time T r ( τ ) ∣ s , E n v ] {\displaystyle u(s,\mathrm {Env} )=E_{\mu }{\Bigg [}\sum _{\tau ={\text{time}}}^{T}r(\tau )\mid s,\mathrm {Env} {\Bigg ]}} where r ( t ) {\displaystyle r(t)} is a real-valued reward input (encoded within s ( t ) {\displaystyle s(t)} ) at time t {\displaystyle t} , E μ [ ⋅ ∣ ⋅ ] {\displaystyle E_{\mu }[\cdot \mid \cdot ]} denotes the conditional expectation operator with respect to some possibly unknown distribution μ {\displaystyle \mu } from a set M {\displaystyle M} of possible distributions ( M {\displaystyle M} reflects whatever is known about the possibly probabilistic reactions of the environment), and the above-mentioned time = time ⁡ ( s ) {\displaystyle {\text{time}}=\operatorname {time} (s)} is a function of state s {\displaystyle s} which uniquely identifies the current cycle. Note that we take into account the possibility of extending the expected lifespan through appropriate actions. == Instructions used by proof techniques == The nature of the six proof-modifying instructions below makes it impossible to insert an incorrect theorem into proof, thus trivializing proof verification. === get-axiom(n) === Appends the n-th axiom as a theorem to the current theorem sequence. Below is the initial axiom scheme: Hardware Axioms formally specify how components of the machine could change from one cycle to the next. Reward Axioms define the computational cost of hardware instruction and the physical cost of output actions. Related Axioms also define the lifetime of the Gödel machine as scalar quantities representing all rewards/costs. Environment Axioms restrict the way new inputs x are produced from the environment, based on previous sequences of inputs y. Uncertainty Axioms/String Manipulation Axioms are standard axioms for arithmetic, calculus, probability theory, and string manipulation that allow for the construction of proofs related to future variable values within the Gödel machine. Initial State Axioms contain information about how to reconstruct parts or all of the initial state. Utility Axioms describe the overall goal in the form of utility function u. === apply-rule(k, m, n) === Takes in the index k of an inference rule (such as Modus tollens, Modus ponens), and attempts to apply it to the two previously proved theorems m and n. The resulting theorem is then added to the proof. === delete-theorem(m) === Deletes the theorem stored at index m in the current proof. This helps to mitigate storage constraints caused by redundant and unnecessary theorems. Deleted theorems can no longer be referenced by the above apply-rule function. === set-switchprog(m, n) === Replaces switchprog S pm:n, provided it is a non-empty substring of S p. === check() === Verifies whether the goal of the proof search has been reached. A target theorem states that given the current axiomatized utility function u (Item 1f), the utility of a switch from p to the current switchprog would be higher than the utility of continuing the execution of p (which would keep searching for alternative switchprogs). === state2theorem(m, n) === Takes in two arguments, m and n, and attempts to convert the contents of Sm:n into a theorem. == Example applications == === Time-limited NP-hard optimization === The initial input to the Gödel machine is the representation of a connected graph with a large number of nodes linked by edges of various lengths. Within given time T it should find a cyclic path connecting all nodes. The only real-valued reward will occur at time T. It equals 1 divided by the length of the best path found so far (0 if none was found). There are no other inputs. The by-product of maximizing expected reward is to find the shortest path findable within the limited time, given the initial bias. === Fast theorem proving === Prove or disprove as quickly as possible that all even integers > 2 are the sum of two primes (Goldbach’s conjecture). The reward is 1/t, where t is the time required to produce and verify the first such proof. === Maximizing expected reward with bounded resources === A cognitive robot that needs at least 1 liter of gasoline per hour interacts with a partially unknown environment, trying to find hidden, limited gasoline depots to occasionally refuel its tank. It is rewarded in proportion to its lifetime, and dies after at most 100 years or as soon as its tank is empty or it falls off a cliff, and so on. The probabilistic environmental reactions are initially unknown but assumed to be sampled from the axiomatized Speed Prior, according to which hard-to-compute environmental reactions are unlikely. This permits a computable strategy for making near-optimal predictions. One by-product of maximizing expected reward is to maximize expected lifetime.

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  • My Drama

    My Drama

    My Drama (also may be stylised as MyDrama) is a global streaming service specializing in vertical video series for Duanju. It is owned by the company Holywater Tech. The platform focuses on short-form, emotional storytelling optimized for smartphone viewing, offering content in over 30 languages across 190 countries. == History == My Drama was launched in 2024 by Holywater Tech, founded by Ukrainian entrepreneur Bogdan Nesvit and Anatolii Kasianov. The service gained international traction as part of a growing market for short-form vertical storytelling, influenced by mobile-first entertainment trends. My Drama primarily streams serialized vertical dramas, which are short-form episodes around 1-2 minutes in length designed for mobile consumption. Many series are adaptations of successful stories originally published on Holywater Tech's book platform My Passion. The platform employs AI technology in areas such as content recommendation and story generation, and is one of several Holywater apps focused on interactive entertainment. In 2024, My Drama won a People's Voice award at the 28th Annual Webby Awards. In 2025, My Drama received a Gold Award at the MUSE Creative Awards in the Mobile App: Video Streaming Services category. In 2025, the company received strategic investment from Fox Entertainment, aimed at expanding content creation capabilities and producing over 200 vertical video series. As of 2025, My Drama has produced over 56 titles and reached more than 40 million lifetime users, according to media reports. In January 2026, Holywater Tech raised $22 million in funding to expand its microdrama business in the United States. The investment round was led by Horizon Capital, with participation from U.S.-based investors including Endeavor Catalyst and Wheelhouse. The funding is intended to support the development of Holywater Tech's mobile-first vertical video platform, My Drama, as well as the company's AI-driven content initiatives, such as AI-assisted comics and anime. In February 2026, Holywater bought Jeynix, a studio that uses AI for special effects. This deal helps the company make better-quality shows and translate them into different languages much faster. == Partnerships == In 2024, Holywater Tech entered a partnership with Latin American studio Elefantec Global to distribute vertical dramas in Spanish-language markets. In early 2026, Fox Entertainment entered into a partnership with content creator Dhar Mann to produce a slate of 40 original vertical microdrama series. Under the agreement, the series debut exclusively on the My Drama platform, while global distribution is managed by Fox Entertainment Global. == Reception == My Drama has been highlighted in discussions of the global rise of vertical short drama platforms and has been compared with similar apps such as ReelShort and DramaBox.

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  • Artificial intelligence of things

    Artificial intelligence of things

    Artificial Intelligence of Things (AIoT) is the combination of artificial intelligence (AI) technologies with the Internet of things (IoT) infrastructure to create systems capable of sensing, learning, and acting on data without continuous human intervention. While IoT focuses on connectivity and sensor data collection, AI enables IoT devices to analyse data in real time and produce actionable outputs, including automated decisions at the edge. == Applications == === Manufacturing and predictive maintenance === Manufacturing accounts for the largest share of AIoT adoption by industry vertical. A common application is predictive maintenance, where sensors measuring vibration, temperature, current draw, and acoustic emissions feed machine learning models trained to detect signatures that precede equipment failure. These systems can flag developing faults weeks or months in advance, and in more advanced deployments can autonomously adjust machine parameters such as motor speed or cooling cycles to delay or prevent failure. === Other industries === In healthcare, AIoT enables remote patient monitoring through wearable devices that collect vital signs and apply AI models to detect anomalies or predict deterioration. In logistics, GPS and telematics sensors combined with AI models support real-time route optimisation, vehicle maintenance prediction, and fuel cost forecasting. Smart building systems use occupancy, temperature, and energy sensors with AI to dynamically adjust HVAC and lighting, reducing energy consumption. == Architecture == AIoT systems typically operate across three layers: a device layer of sensors and actuators that collect data, a connectivity layer that transmits data via protocols such as MQTT or HTTP, and a compute layer where AI models process the data either in the cloud or at the edge. The trend toward edge-based processing, where inference runs on low-cost processors near the data source rather than in a centralised cloud, has accelerated as hardware costs have fallen and applications increasingly require sub-second response times. == Market == Market sizing estimates for AIoT vary significantly depending on scope and definition. Fortune Business Insights valued the AIoT market at USD 35.65 billion in 2023, projecting growth to USD 253.86 billion by 2030 at a compound annual growth rate of 32.4%. Grand View Research estimated the broader market at USD 171.4 billion in 2024 with a CAGR of 31.7% through 2030, reflecting a wider definition that includes AI-integrated hardware components. North America accounted for approximately 40% of global market share in 2024, with the Asia-Pacific region projected as the fastest-growing market.

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  • Progress in artificial intelligence

    Progress in artificial intelligence

    Progress in artificial intelligence (AI) refers to the advances, milestones, and breakthroughs that have been achieved in the field of artificial intelligence over time. AI is a branch of computer science that aims to create machines and systems capable of performing tasks that typically require human intelligence. AI applications have been used in a wide range of fields including medical diagnosis, finance, robotics, law, video games, agriculture, and scientific discovery. The society as a whole is looking for artificial intelligence to be on a key factor in the upcming years because of its potential. However, many AI applications are not perceived as AI: "A lot of cutting-edge AI has filtered into general applications, often without being called AI because once something becomes useful enough and common enough it's not labeled AI anymore." "Many thousands of AI applications are deeply embedded in the infrastructure of every industry." In the late 1990s and early 2000s, AI technology became widely used as elements of larger systems, but the field was rarely credited for these successes at the time. Kaplan and Haenlein structure artificial intelligence along three evolutionary stages: Artificial narrow intelligence – AI capable only of specific tasks; Artificial general intelligence – AI with ability in several areas, and able to autonomously solve problems they were never even designed for; Artificial superintelligence – AI capable of general tasks, including scientific creativity, social skills, and general wisdom. To allow comparison with human performance, artificial intelligence can be evaluated on constrained and well-defined problems. Such tests have been termed subject-matter expert Turing tests. Also, smaller problems provide more achievable goals and there are an ever-increasing number of positive results. In 2023, humans still substantially outperformed both GPT-4 and other models tested on the ConceptARC benchmark. Those models scored 60% on most, and 77% on one category, while humans scored 91% on all and 97% on one category. However, later research in 2025 showed that human-generated output grids were only accurate 73% of the time, while AI models available that year managed to score above 77%. == History == Increasing, promoting or constraining AI progress has often be done via controlling or increasing the amount of compute. == Current performance in specific areas == There are many useful abilities that can be described as showing some form of intelligence. This gives better insight into the comparative success of artificial intelligence in different areas. AI, like electricity or the steam engine, is a general-purpose technology. There is no consensus on how to characterize which tasks AI tends to excel at. Some versions of Moravec's paradox observe that humans are more likely to outperform machines in areas such as physical dexterity that have been the direct target of natural selection. While projects such as AlphaZero have succeeded in generating their own knowledge from scratch, many other machine learning projects require large training datasets. Researcher Andrew Ng has suggested, as a "highly imperfect rule of thumb", that "almost anything a typical human can do with less than one second of mental thought, we can probably now or in the near future automate using AI." Games provide a high-profile benchmark for assessing rates of progress; many games have a large professional player base and a well-established competitive rating system. AlphaGo brought the era of classical board-game benchmarks to a close when Artificial Intelligence proved their competitive edge over humans in 2016. Deep Mind's AlphaGo AI software program defeated the world's best professional Go Player Lee Sedol. Games of imperfect knowledge provide new challenges to AI in the area of game theory; the most prominent milestone in this area was brought to a close by Libratus' poker victory in 2017. E-sports continue to provide additional benchmarks; Facebook AI, Deepmind, and others have engaged with the popular StarCraft franchise of videogames. Broad classes of outcome for an AI test may be given as: optimal: it is not possible to perform better (note: some of these entries were solved by humans) super-human: performs better than all humans high-human: performs better than most humans par-human: performs similarly to most humans sub-human: performs worse than most humans === Optimal === Tic-tac-toe Connect Four: 1988 Checkers (aka 8x8 draughts): Weakly solved (2007) Rubik's Cube: Mostly solved (2010) Heads-up limit hold'em poker: Statistically optimal in the sense that "a human lifetime of play is not sufficient to establish with statistical significance that the strategy is not an exact solution" (2015) === Super-human === Othello (aka reversi): c. 1997 Scrabble: 2006 Backgammon: c. 1995–2002 Chess: Supercomputer (c. 1997); Personal computer (c. 2006); Mobile phone (c. 2009); Computer defeats human + computer (c. 2017) Jeopardy!: Question answering, although the machine did not use speech recognition (2011) Arimaa: 2015 Shogi: c. 2017 Go: 2017 Heads-up no-limit hold'em poker: 2017 Six-player no-limit hold'em poker: 2019 Gran Turismo Sport: 2022 === High-human === Crosswords: c. 2012 Freeciv: 2016 Dota 2: 2018 Bridge card-playing: According to a 2009 review, "the best programs are attaining expert status as (bridge) card players", excluding bidding. StarCraft II: 2019 Mahjong: 2019 Stratego: 2022 No-Press Diplomacy: 2022 Hanabi: 2022 Natural language processing === Par-human === Optical character recognition for ISO 1073-1:1976 and similar special characters. Classification of images Handwriting recognition Facial recognition Visual question answering SQuAD 2.0 English reading-comprehension benchmark (2019) SuperGLUE English-language understanding benchmark (2020) Some school science exams (2019) Some tasks based on Raven's Progressive Matrices Many Atari 2600 games (2015) === Sub-human === Optical character recognition for printed text (nearing par-human for Latin-script typewritten text) Object recognition Various robotics tasks that may require advances in robot hardware as well as AI, including: Stable bipedal locomotion: Bipedal robots can walk, but are less stable than human walkers (as of 2017) Humanoid soccer Speech recognition: "nearly equal to human performance" (2017) Explainability. Current medical systems can diagnose certain medical conditions well, but cannot explain to users why they made the diagnosis. Many tests of fluid intelligence (2020) Bongard visual cognition problems, such as the Bongard-LOGO benchmark (2020) Visual Commonsense Reasoning (VCR) benchmark (as of 2020) Stock market prediction: Financial data collection and processing using Machine Learning algorithms Angry Birds video game, as of 2020 Various tasks that are difficult to solve without contextual knowledge, including: Translation Word-sense disambiguation == Proposed tests of artificial intelligence == In his famous Turing test, Alan Turing picked language, the defining feature of human beings, for its basis. The Turing test is now considered too exploitable to be a meaningful benchmark. The Feigenbaum test, proposed by the inventor of expert systems, tests a machine's knowledge and expertise about a specific subject. A paper by Jim Gray of Microsoft in 2003 suggested extending the Turing test to speech understanding, speaking and recognizing objects and behavior. Proposed "universal intelligence" tests aim to compare how well machines, humans, and even non-human animals perform on problem sets that are generic as possible. At an extreme, the test suite can contain every possible problem, weighted by Kolmogorov complexity; however, these problem sets tend to be dominated by impoverished pattern-matching exercises where a tuned AI can easily exceed human performance levels. == Exams == According to OpenAI, in 2023 GPT-4 achieved high scores on several standardized and professional examinations, including around the 90th percentile on the Uniform Bar Exam, the 89th percentile on the mathematics section of the SAT, the 93rd percentile on SAT Reading and Writing, the 54th percentile on the analytical writing section of the GRE, the 88th percentile on GRE quantitative reasoning, and the 99th percentile on GRE verbal reasoning. OpenAI also reported that GPT-4 scored in the 99th to 100th percentile on the 2020 USA Biology Olympiad semifinal exam and earned top scores on several AP exams. Independent researchers found in 2023 that ChatGPT based on GPT-3.5 performed "at or near the passing threshold" on all three parts of the United States Medical Licensing Examination (USMLE), suggesting that large language models could reach passing-level performance on some medical knowledge assessments even without domain-specific fine-tuning. GPT-3.5 was also reported to attain a low but passing grade on examinations for four law school courses at the University of Minnes

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  • Schema-agnostic databases

    Schema-agnostic databases

    Schema-agnostic databases or vocabulary-independent databases aim at supporting users to be abstracted from the representation of the data, supporting the automatic semantic matching between queries and databases. Schema-agnosticism is the property of a database of mapping a query issued with the user terminology and structure, automatically mapping it to the dataset vocabulary. The increase in the size and in the semantic heterogeneity of database schemas bring new requirements for users querying and searching structured data. At this scale it can become unfeasible for data consumers to be familiar with the representation of the data in order to query it. At the center of this discussion is the semantic gap between users and databases, which becomes more central as the scale and complexity of the data grows. == Description == The evolution of data environments towards the consumption of data from multiple data sources and the growth in the schema size, complexity, dynamicity and decentralisation (SCoDD) of schemas increases the complexity of contemporary data management. The SCoDD trend emerges as a central data management concern in Big Data scenarios, where users and applications have a demand for more complete data, produced by independent data sources, under different semantic assumptions and contexts of use, which is the typical scenario for Semantic Web Data applications. The evolution of databases in the direction of heterogeneous data environments strongly impacts the usability, semiotics and semantic assumptions behind existing data accessibility methods such as structured queries, keyword-based search and visual query systems. With schema-less databases containing potentially millions of dynamically changing attributes, it becomes unfeasible for some users to become aware of the 'schema' or vocabulary in order to query the database. At this scale, the effort in understanding the schema in order to build a structured query can become prohibitive. == Schema-agnostic queries == Schema-agnostic queries can be defined as query approaches over structured databases which allow users satisfying complex information needs without the understanding of the representation (schema) of the database. Similarly, Tran et al. defines it as "search approaches, which do not require users to know the schema underlying the data". Approaches such as keyword-based search over databases allow users to query databases without employing structured queries. However, as discussed by Tran et al.: "From these points, users however have to do further navigation and exploration to address complex information needs. Unlike keyword search used on the Web, which focuses on simple needs, the keyword search elaborated here is used to obtain more complex results. Instead of a single set of resources, the goal is to compute complex sets of resources and their relations." The development of approaches to support natural language interfaces (NLI) over databases have aimed towards the goal of schema-agnostic queries. Complementarily, some approaches based on keyword search have targeted keyword-based queries which express more complex information needs. Other approaches have explored the construction of structured queries over databases where schema constraints can be relaxed. All these approaches (natural language, keyword-based search and structured queries) have targeted different degrees of sophistication in addressing the problem of supporting a flexible semantic matching between queries and data, which vary from the completely absence of the semantic concern to more principled semantic models. While the demand for schema-agnosticism has been an implicit requirement across semantic search and natural language query systems over structured data, it is not sufficiently individuated as a concept and as a necessary requirement for contemporary database management systems. Recent works have started to define and model the semantic aspects involved on schema-agnostic queries. === Schema-agnostic structured queries === Consist of schema-agnostic queries following the syntax of a structured standard (for example SQL, SPARQL). The syntax and semantics of operators are maintained, while different terminologies are used. ==== Example 1 ==== SELECT ?y { BillClinton hasDaughter ?x . ?x marriedTo ?y . } which maps to the following SPARQL query in the dataset vocabulary: ==== Example 2 ==== which maps to the following SPARQL query in the dataset vocabulary: === Schema-agnostic keyword queries === Consist of schema-agnostic queries using keyword queries. In this case the syntax and semantics of operators are different from the structured query syntax. ==== Example ==== "Bill Clinton daughter married to" "Books by William Goldman with more than 300 pages" == Semantic complexity == As of 2016 the concept of schema-agnostic queries has been developed primarily in academia. Most of schema-agnostic query systems have been investigated in the context of Natural Language Interfaces over databases or over the Semantic Web. These works explore the application of semantic parsing techniques over large, heterogeneous and schema-less databases. More recently, the individuation of the concept of schema-agnostic query systems and databases have appeared more explicitly within the literature. Freitas et al. provide a probabilistic model on the semantic complexity of mapping schema-agnostic queries.

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  • Predictive text

    Predictive text

    Predictive text is an input technology used where one key or button represents many letters, such as on the physical numeric keypads of mobile phones and in accessibility technologies. Each key press results in a prediction rather than repeatedly sequencing through the same group of "letters" it represents, in the same, invariable order. Predictive text could allow for an entire word to be input by a single keypress. Predictive text makes efficient use of fewer device keys to input writing into a text message, an e-mail, an address book, a calendar, and the like. The most widely used, general, predictive text systems are T9, iTap, eZiText, and LetterWise/WordWise. There are many ways to build a device that predicts text, but all predictive text systems have initial linguistic settings that offer predictions that are re-prioritized to adapt to each user. This learning adapts, by way of the device memory, to a user's disambiguating feedback that results in corrective key presses, such as pressing a "next" key to get to the intention. Most predictive text systems have a user database to facilitate this process. Theoretically the number of keystrokes required per desired character in the finished writing is, on average, comparable to using a keyboard. This is approximately true provided that all words used are in its database, punctuation is ignored, and no input mistakes are made when typing or spelling. The theoretical keystrokes per character, KSPC, of a keyboard is KSPC=1.00, and of multi-tap is KSPC=2.03. Eatoni's LetterWise is a predictive multi-tap hybrid, which when operating on a standard telephone keypad achieves KSPC=1.15 for English. The choice of which predictive text system is the best to use involves matching the user's preferred interface style, the user's level of learned ability to operate predictive text software, and the user's efficiency goal. There are various levels of risk in predictive text systems, versus multi-tap systems, because the predicted text that is automatically written provides the speed and mechanical efficiency benefit, which, if the user is not careful to review, results in transmitting misinformation. Predictive text systems take time to learn to use well, and so generally, a device's system has user options to set up the choice of multi-tap or any one of several schools of predictive text methods. == Background == Short message service (SMS) permits a mobile phone user to send text messages (also called messages, SMSes, texts, and txts) as a short message. The most common system of SMS text input is referred to as "multi-tap". Using multi-tap, a key is pressed multiple times to access the list of letters on that key. For instance, pressing the "2" key once displays an "a", twice displays a "b" and three times displays a "c". To enter two successive letters that are on the same key, the user must either pause or hit a "next" button. A user can type by pressing an alphanumeric keypad without looking at the electronic equipment display. Thus, multi-tap is easy to understand and can be used without any visual feedback. However, multi-tap is not very efficient, requiring potentially many keystrokes to enter a single letter. In ideal predictive text entry, all words used are in the dictionary, punctuation is ignored, no spelling mistakes are made, and no typing mistakes are made. The ideal dictionary would include all slang, proper nouns, abbreviations, URLs, foreign-language words and other user-unique words. This ideal circumstance gives predictive text software a reduction in the number of key strokes a user is required to enter a word. The user presses the number corresponding to each letter. As long as the word exists in the predictive text dictionary or is correctly disambiguated by non-dictionary systems, it will appear. For instance, pressing "4663" will typically be interpreted as the word good, provided that a linguistic database in English is currently in use, though alternatives such as home, hood and hoof are also valid interpretations of the sequence of key strokes. The most widely used systems of predictive text are Tegic's T9, Motorola's iTap, and the Eatoni Ergonomics' LetterWise and WordWise. T9 and iTap use dictionaries, but Eatoni Ergonomics' products use a disambiguation process, a set of statistical rules to recreate words from keystroke sequences. All predictive text systems require a linguistic database for every supported input language. == Dictionary vs. non-dictionary systems == Traditional disambiguation works by referencing a dictionary of commonly used words, though Eatoni offers a dictionaryless disambiguation system. In dictionary-based systems, as the user presses the number buttons, an algorithm searches the dictionary for a list of possible words that match the keypress combination and offers up the most probable choice. The user can then confirm the selection and move on, or use a key to cycle through the possible combinations. A non-dictionary system constructs words and other sequences of letters from the statistics of word parts. To attempt predictions of the intended result of keystrokes not yet entered, disambiguation may be combined with a word completion facility. Either system (disambiguation or predictive) may include a user database, which can be further classified as a "learning" system when words or phrases are entered into the user database without direct user intervention. The user database is for storing words or phrases that are not well disambiguated by the pre-supplied database. Some disambiguation systems further attempt to correct spelling, format text or perform other automatic rewrites, with the risky effect of either enhancing or frustrating user efforts to enter text. == History == The predictive text and autocomplete technology was invented out of necessities by Chinese scientists and linguists in the 1950s to solve the input inefficiency of the Chinese typewriter, as the typing process involved finding and selecting thousands of logographic characters on a tray, drastically slowing down the word processing speed. The actuating keys of the Chinese typewriter created by Lin Yutang in the 1940s included suggestions for the characters following the one selected. In 1951, the Chinese typesetter Zhang Jiying arranged Chinese characters in associative clusters, a precursor of modern predictive text entry, and broke speed records by doing so. Predictive entry of text from a telephone keypad has been known at least since the 1970s (Smith and Goodwin, 1971). Predictive text was mainly used to look up names in directories over the phone until mobile phone text messaging came into widespread use. == Example == On a typical phone keypad, if users wished to type the in a "multi-tap" keypad entry system, they would need to: Press 8 (tuv) once to select t. Press 4 (ghi) twice to select h. Press 3 (def) twice to select e. Meanwhile, in a phone with predictive text, they need only: Press 8 once to select the (tuv) group for the first character. Press 4 once to select the (ghi) group for the second character. Press 3 once to select the (def) group for the third character. The system updates the display as each keypress is entered, to show the most probable entry. In this example, prediction reduced the number of button presses from five to three. The effect is even greater with longer words and those composed of letters later in each key's sequence. A dictionary-based predictive system is based on the hope that the desired word is in the dictionary. That hope may be misplaced if the word differs in any way from common usage—in particular, if the word is not spelled or typed correctly, is slang, or is a proper noun. In these cases, some other mechanism must be used to enter the word. Furthermore, the simple dictionary approach fails with agglutinative languages, where a single word does not necessarily represent a single semantic entity. == Companies and products == Predictive text is developed and marketed in a variety of competing products, such as Nuance Communications's T9. Other products include Motorola's iTap; Eatoni Ergonomic's LetterWise (character, rather than word-based prediction); WordWise (word-based prediction without a dictionary); EQ3 (a QWERTY-like layout compatible with regular telephone keypads); Prevalent Devices's Phraze-It; Xrgomics' TenGO (a six-key reduced QWERTY keyboard system); Adaptxt (considers language, context, grammar and semantics); Lightkey (a predictive typing software for Windows); Clevertexting (statistical nature of the language, dictionaryless, dynamic key allocation); and Oizea Type (temporal ambiguity); Intelab's Tauto; WordLogic's Intelligent Input Platform™ (patented, layer-based advanced text prediction, includes multi-language dictionary, spell-check, built-in Web search); Google's Gboard. == Textonyms == Words produced by the same combination of keypresses have been called "textonyms"; also "txtonyms"; or "T9o

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  • TensorFlow Hub

    TensorFlow Hub

    TensorFlow Hub (also styled TF Hub) is an open-source machine learning library and online repository that provides TensorFlow model components, called modules. It is maintained by Google as part of the TensorFlow ecosystem and allows developers to discover, publish, and reuse pretrained models for tasks such as computer vision, natural language processing, and transfer learning. == Overview == TensorFlow Hub provides a central platform where developers and researchers can access pre-trained models and integrate them directly into TensorFlow workflows. Each module encapsulates a computation graph and its trained weights, with standardized input and output signatures. Modules can be loaded using the hub.load() function or through Keras integration via hub.KerasLayer, enabling users to perform transfer learning or feature extraction. == History == TensorFlow Hub was announced by Google in March 2018, with the first public version released shortly after. Its introduction coincided with the growing adoption of transfer learning techniques and the need for standardized model packaging. Over time, the hub expanded to include models such as the BERT family, MobileNet, EfficientNet, and the Universal Sentence Encoder. In 2020, research on “Regret selection in TensorFlow Hub” explored the problem of identifying optimal models for downstream tasks given a large repository of alternatives. == Applications == TensorFlow Hub hosts a variety of models across machine learning domains: Natural language processing: BERT, ALBERT language model, and Universal Sentence Encoder. Computer vision: ResNet, Inception (deep learning), MobileNet, EfficientNet. Speech and audio: spectrogram feature extractors and automatic speech recognition models. Multilingual embeddings: cross-lingual and sentence-level representations for machine translation and semantic similarity. Modules are widely used in education, academic research, and industry for prototyping and production deployment.

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  • Robotic process automation

    Robotic process automation

    Robotic process automation (RPA) is a form of business process automation that is based on software robots (bots) or artificial intelligence (AI) agents. RPA should not be confused with artificial intelligence as it is based on automation technology following a predefined workflow. It is sometimes referred to as software robotics (not to be confused with robot software). In traditional workflow automation tools, a software developer produces a list of actions to automate a task and interface to the back end system using internal application programming interfaces (APIs) or dedicated scripting language. In contrast, RPA systems develop the action list by watching the user perform that task in the application's graphical user interface (GUI) and then perform the automation by repeating those tasks directly in the GUI. This can lower the barrier to the use of automation in products that might not otherwise feature APIs for this purpose. RPA tools have strong technical similarities to graphical user interface testing tools. These tools also automate interactions with the GUI, and often do so by repeating a set of demonstration actions performed by a user. RPA tools differ from such systems in that they allow data to be handled in and between multiple applications, for instance, receiving email containing an invoice, extracting the data, and then typing that into a bookkeeping system. == Historic evolution == As a form of automation, the concept has been around for a long time in the form of screen scraping, so long that to early PC users the reminder of it often blurs with the idea of malware infection. Yet compared to screen scraping, RPA is much more extensible, consisting of API integration into other enterprise applications, connectors into ITSM systems, terminal services and even some types of AI (e.g. machine learning) services such as image recognition. It is considered to be a significant technological evolution in the sense that new software platforms are emerging which are sufficiently mature, resilient, scalable and reliable to make this approach viable for use in large enterprises (who would otherwise be reluctant due to perceived risks to quality and reputation). == Use == The hosting of RPA services also aligns with the metaphor of a software robot, with each robotic instance having its own virtual workstation, much like a human worker. The robot uses keyboard and mouse controls to take actions and execute automations. Normally, all of these actions take place in a virtual environment and not on screen; the robot does not need a physical screen to operate, rather it interprets the screen display electronically. The scalability of modern solutions based on architectures such as these owes much to the advent of virtualization technology, without which the scalability of large deployments would be limited by the available capacity to manage physical hardware and by the associated costs. The implementation of RPA in business enterprises has shown dramatic cost savings when compared to traditional non-RPA solutions. === RPA actual use === Banking and finance process automation Mortgage and lending processes Customer care automation eCommerce merchandising operations Social media marketing Optical character recognition applications Data extraction process Fixed automation process Manual and repetitive tasks automation Voice recognition and digital dictation software linked to join up business processes for straight through processing without manual intervention Specialised remote infrastructure management software featuring automated investigation and resolution of problems, using robots for the first line IT support Chatbots used by internet retailers and service providers to service customer requests for information. Also used by companies to service employee requests for information from internal databases Presentation layer automation software, increasingly used by business process outsourcers to displace human labour Interactive voice response (IVR) systems incorporating intelligent interaction with callers == Impact on employment == According to Harvard Business Review, most operations groups adopting RPA have promised their employees that automation would not result in layoffs. Instead, workers have been redeployed to do more interesting work. One academic study highlighted that knowledge workers did not feel threatened by automation: they embraced it and viewed the robots as team-mates. The same study highlighted that, rather than resulting in a lower "headcount", the technology was deployed in such a way as to achieve more work and greater productivity with the same number of people. Conversely, however, some analysts proffer that RPA represents a threat to the business process outsourcing (BPO) industry. The thesis behind this notion is that RPA will enable enterprises to "repatriate" processes from offshore locations into local data centers, with the benefit of this new technology. The effect, if true, will be to create high-value jobs for skilled process designers in onshore locations (and within the associated supply chain of IT hardware, data center management, etc.) but to decrease the available opportunity to low-skilled workers offshore. On the other hand, this discussion appears to be healthy ground for debate as another academic study was at pains to counter the so-called "myth" that RPA will bring back many jobs from offshore. === Impact on society === Academic studies project that RPA, among other technological trends, is expected to drive a new wave of productivity and efficiency gains in the global labour market. Although not directly attributable to RPA alone, Oxford University conjectures that up to 35% of all jobs might be automated by 2035. There are geographic implications to the trend in robotic automation. In the example above where an offshored process is "repatriated" under the control of the client organization (or even displaced by a business process outsourcer) from an offshore location to a data centre, the impact will be a deficit in economic activity to the offshore location and an economic benefit to the originating economy. On this basis, developed economies – with skills and technological infrastructure to develop and support a robotic automation capability – can be expected to achieve a net benefit from the trend. In a TEDx talk hosted by University College London (UCL), entrepreneur David Moss explains that digital labour in the form of RPA is likely to revolutionize the cost model of the services industry by driving the price of products and services down, while simultaneously improving the quality of outcomes and creating increased opportunity for the personalization of services. In a separate TEDx in 2019 talk, Japanese business executive, and former CIO of Barclays bank, Koichi Hasegawa noted that digital robots can be a positive effect on society if we start using a robot with empathy to help every person. He provides a case study of the Japanese insurance companies – Sompo Japan and Aioi – both of whom introduced bots to speed up the process of insurance pay-outs in past massive disaster incidents. Meanwhile, Professor Willcocks, author of the LSE paper cited above, speaks of increased job satisfaction and intellectual stimulation, characterising the technology as having the ability to "take the robot out of the human", a reference to the notion that robots will take over the mundane and repetitive portions of people's daily workload, leaving them to be used in more interpersonal roles or to concentrate on the remaining, more meaningful, portions of their day. It was also found in a 2021 study observing the effects of robotization in Europe that, the gender pay gap increased at a rate of .18% for every 1% increase in robotization of a given industry. == Unassisted RPA == Unassisted RPA, or RPAAI, is the next generation of RPA related technologies. Technological advancements around artificial intelligence allow a process to be run on a computer without needing input from a user. == Hyperautomation == Hyperautomation is the application of advanced technologies like RPA, artificial intelligence, machine learning (ML) and process mining to augment workers and automate processes in ways that are significantly more impactful than traditional automation capabilities. Hyperautomation is the combination of technologies that allow faster application authorship (like low-code and no-code) with automation technologies that coordinate different worker types (i.e. human and artificial) for intelligent and strategic workflow optimization. Gartner's report notes that this trend was kicked off with robotic process automation (RPA). The report notes that, "RPA alone is not hyperautomation. Hyperautomation requires a combination of tools to help support replicating pieces of where the human is involved in a task." == Outsourcing == Back office clerical processes outsourced by large organisations

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