AI Detector Humanize

AI Detector Humanize — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Automatic summarization

    Automatic summarization

    Automatic summarization is the process of shortening a set of data computationally, to create a subset (a summary) that represents the most important or relevant information within the original content. Artificial intelligence (AI) algorithms are commonly developed and employed to achieve this, specialized for different types of data. Text summarization is usually implemented by natural language processing methods, designed to locate the most informative sentences in a given document. On the other hand, visual content can be summarized using computer vision algorithms. Image summarization is the subject of ongoing research; existing approaches typically attempt to display the most representative images from a given image collection, or generate a video that only includes the most important content from the entire collection. Video summarization algorithms identify and extract from the original video content the most important frames (key-frames), and/or the most important video segments (key-shots), normally in a temporally ordered fashion. Video summaries simply retain a carefully selected subset of the original video frames and, therefore, are not identical to the output of video synopsis algorithms, where new video frames are being synthesized based on the original video content. == Commercial products == In 2022 Google Docs released an automatic summarization feature. == Approaches == There are two general approaches to automatic summarization: extraction and abstraction. === Extraction-based summarization === Here, content is extracted from the original data, but the extracted content is not modified in any way. Examples of extracted content include key-phrases that can be used to "tag" or index a text document, or key sentences (including headings) that collectively comprise an abstract, and representative images or video segments, as stated above. For text, extraction is analogous to the process of skimming, where the summary (if available), headings and subheadings, figures, the first and last paragraphs of a section, and optionally the first and last sentences in a paragraph are read before one chooses to read the entire document in detail. Other examples of extraction that include key sequences of text in terms of clinical relevance (including patient/problem, intervention, and outcome). === Abstractive-based summarization === Abstractive summarization methods generate new text that did not exist in the original text. This has been applied mainly for text. Abstractive methods build an internal semantic representation of the original content (often called a language model), and then use this representation to create a summary that is closer to what a human might express. Abstraction may transform the extracted content by paraphrasing sections of the source document, to condense a text more strongly than extraction. Such transformation, however, is computationally much more challenging than extraction, involving both natural language processing and often a deep understanding of the domain of the original text in cases where the original document relates to a special field of knowledge. "Paraphrasing" is even more difficult to apply to images and videos, which is why most summarization systems are extractive. === Aided summarization === Approaches aimed at higher summarization quality rely on combined software and human effort. In Machine Aided Human Summarization, extractive techniques highlight candidate passages for inclusion (to which the human adds or removes text). In Human Aided Machine Summarization, a human post-processes software output, in the same way that one edits the output of automatic translation by Google Translate. == Applications and systems for summarization == There are broadly two types of extractive summarization tasks depending on what the summarization program focuses on. The first is generic summarization, which focuses on obtaining a generic summary or abstract of the collection (whether documents, or sets of images, or videos, news stories etc.). The second is query relevant summarization, sometimes called query-based summarization, which summarizes objects specific to a query. Summarization systems are able to create both query relevant text summaries and generic machine-generated summaries depending on what the user needs. An example of a summarization problem is document summarization, which attempts to automatically produce an abstract from a given document. Sometimes one might be interested in generating a summary from a single source document, while others can use multiple source documents (for example, a cluster of articles on the same topic). This problem is called multi-document summarization. A related application is summarizing news articles. Imagine a system, which automatically pulls together news articles on a given topic (from the web), and concisely represents the latest news as a summary. Image collection summarization is another application example of automatic summarization. It consists in selecting a representative set of images from a larger set of images. A summary in this context is useful to show the most representative images of results in an image collection exploration system. Video summarization is a related domain, where the system automatically creates a trailer of a long video. This also has applications in consumer or personal videos, where one might want to skip the boring or repetitive actions. Similarly, in surveillance videos, one would want to extract important and suspicious activity, while ignoring all the boring and redundant frames captured. At a very high level, summarization algorithms try to find subsets of objects (like set of sentences, or a set of images), which cover information of the entire set. This is also called the core-set. These algorithms model notions like diversity, coverage, information and representativeness of the summary. Query based summarization techniques, additionally model for relevance of the summary with the query. Some techniques and algorithms which naturally model summarization problems are TextRank and PageRank, Submodular set function, Determinantal point process, maximal marginal relevance (MMR) etc. === Keyphrase extraction === The task is the following. You are given a piece of text, such as a journal article, and you must produce a list of keywords or key[phrase]s that capture the primary topics discussed in the text. In the case of research articles, many authors provide manually assigned keywords, but most text lacks pre-existing keyphrases. For example, news articles rarely have keyphrases attached, but it would be useful to be able to automatically do so for a number of applications discussed below. Consider the example text from a news article: "The Army Corps of Engineers, rushing to meet President Bush's promise to protect New Orleans by the start of the 2006 hurricane season, installed defective flood-control pumps last year despite warnings from its own expert that the equipment would fail during a storm, according to documents obtained by The Associated Press". A keyphrase extractor might select "Army Corps of Engineers", "President Bush", "New Orleans", and "defective flood-control pumps" as keyphrases. These are pulled directly from the text. In contrast, an abstractive keyphrase system would somehow internalize the content and generate keyphrases that do not appear in the text, but more closely resemble what a human might produce, such as "political negligence" or "inadequate protection from floods". Abstraction requires a deep understanding of the text, which makes it difficult for a computer system. Keyphrases have many applications. They can enable document browsing by providing a short summary, improve information retrieval (if documents have keyphrases assigned, a user could search by keyphrase to produce more reliable hits than a full-text search), and be employed in generating index entries for a large text corpus. Depending on the different literature and the definition of key terms, words or phrases, keyword extraction is a highly related theme. ==== Supervised learning approaches ==== Beginning with the work of Turney, many researchers have approached keyphrase extraction as a supervised machine learning problem. Given a document, we construct an example for each unigram, bigram, and trigram found in the text (though other text units are also possible, as discussed below). We then compute various features describing each example (e.g., does the phrase begin with an upper-case letter?). We assume there are known keyphrases available for a set of training documents. Using the known keyphrases, we can assign positive or negative labels to the examples. Then we learn a classifier that can discriminate between positive and negative examples as a function of the features. Some classifiers make a binary classification for a test example, while others assign a probability of being a keyphrase. For ins

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  • Residuated Boolean algebra

    Residuated Boolean algebra

    In mathematics, a residuated Boolean algebra is a residuated lattice whose lattice structure is that of a Boolean algebra. Examples include Boolean algebras with the monoid taken to be conjunction, the set of all formal languages over a given alphabet Σ {\displaystyle \Sigma } under concatenation, the set of all binary relations on a given set X {\displaystyle X} under relational composition, and more generally the power set of any equivalence relation, again under relational composition. The original application was to relation algebras as a finitely axiomatized generalization of the binary relation example, but there exist interesting examples of residuated Boolean algebras that are not relation algebras, such as the language example. == Definition == A residuated Boolean algebra is an algebraic structure ( L , ∧ , ∨ , ¬ , 0 , 1 , ∙ , I , / , ∖ ) {\displaystyle (L,\wedge ,\vee ,\neg ,0,1,\bullet ,\mathbf {I} ,/,\backslash )} such that An equivalent signature better suited to the relation algebra application is ( L , ∧ , ∨ , ¬ , 0 , 1 , ∙ , I , ▹ , ◃ ) {\displaystyle (L,\wedge ,\vee ,\neg ,0,1,\bullet ,\mathbf {I} ,\triangleright ,\triangleleft )} where the unary operations x ∖ {\displaystyle x\backslash } and x ▹ {\displaystyle x\triangleright } are intertranslatable in the manner of De Morgan's laws via x ∖ y = ¬ ( x ▹ ¬ y ) {\displaystyle x\backslash y=\neg (x\triangleright \neg y)} , x ▹ y = ¬ ( x ∖ ¬ y ) {\displaystyle x\triangleright y=\neg (x\backslash \neg y)} , and dually / y {\displaystyle /y} and ◃ y {\displaystyle \triangleleft y} as x / y = ¬ ( ¬ x ◃ y ) {\displaystyle x/y=\neg (\neg x\triangleleft y)} , x ◃ y = ¬ ( ¬ x / y ) {\displaystyle x\triangleleft y=\neg (\neg x/y)} , with the residuation axioms in the residuated lattice article reorganized accordingly (replacing z {\displaystyle z} by ¬ z {\displaystyle \neg z} ) to read ( x ▹ z ) ∧ y = 0 ⇔ ( x ∙ y ) ∧ z = 0 ⇔ ( z ◃ y ) ∧ x = 0 {\displaystyle (x\triangleright z)\wedge y=0\ \Leftrightarrow \ (x\bullet y)\wedge z=0\ \Leftrightarrow \ (z\triangleleft y)\wedge x=0} This De Morgan dual reformulation is motivated and discussed in more detail in the section below on conjugacy. Since residuated lattices and Boolean algebras are each definable with finitely many equations, so are residuated Boolean algebras, whence they form a finitely axiomatizable variety. == Examples == Any Boolean algebra, with the monoid multiplication ∙ {\displaystyle \bullet } taken to be conjunction and both residuals taken to be material implication x → y {\displaystyle x\to y} . Of the remaining 15 binary Boolean operations that might be considered in place of conjunction for the monoid multiplication, only five meet the monotonicity requirement, namely 0 , 1 , x , y {\displaystyle 0,1,x,y} and x ∨ y {\displaystyle x\vee y} . Setting y = z = 0 {\displaystyle y=z=0} in the residuation axiom y ≤ x ∖ z ⇔ x ∙ y ≤ z {\displaystyle y\leq x\backslash z\ \Leftrightarrow \ x\bullet y\leq z} , we have 0 ≤ x ∖ 0 ⇔ x ∙ 0 ≤ 0 {\displaystyle 0\leq x\backslash 0\ \Leftrightarrow \ x\bullet 0\leq 0} , which is falsified by taking x = 1 {\displaystyle x=1} when x ∙ y = 1 {\displaystyle x\bullet y=1} , x {\displaystyle x} , or x ∨ y {\displaystyle x\vee y} . The dual argument for z / y {\displaystyle z/y} rules out x ∙ y = y {\displaystyle x\bullet y=y} . This just leaves x ∙ y = 0 {\displaystyle x\bullet y=0} (a constant binary operation independent of x {\displaystyle x} and y {\displaystyle y} ), which satisfies almost all the axioms when the residuals are both taken to be the constant operation x / y = x ∖ y = 1 {\displaystyle x/y=x\backslash y=1} . The axiom it fails is x ∙ I = x = I ∙ x {\displaystyle x\bullet \mathbf {I} =x=\mathbf {I} \bullet x} , for want of a suitable value for I {\displaystyle \mathbf {I} } . Hence conjunction is the only binary Boolean operation making the monoid multiplication that of a residuated Boolean algebra. The power set 2 X 2 {\displaystyle 2^{X^{2}}} made a Boolean algebra as usual with ∩ {\displaystyle \cap } , ∪ {\displaystyle \cup } and complement relative to X 2 {\displaystyle X^{2}} , and made a monoid with relational composition. The monoid unit I {\displaystyle \mathbf {I} } is the identity relation { ( x , x ) | x ∈ X } {\displaystyle \{(x,x)|x\in X\}} . The right residual R ∖ S {\displaystyle R\backslash S} is defined by x ( R ∖ S ) y ⇔ ∀ z ∈ X , z R x ⇒ z S y {\displaystyle x(R\backslash S)y\ \Leftrightarrow \ \forall z\in X,zRx\Rightarrow zSy} . Dually the left residual S / R {\displaystyle S/R} is defined by y ( S / R ) x ⇔ ∀ z ∈ X , x R z ⇒ y S z {\displaystyle y(S/R)x\ \Leftrightarrow \ \forall z\in X,xRz\Rightarrow ySz} . The power set 2 Σ ∗ {\displaystyle 2^{\Sigma ^{}}} made a Boolean algebra as for Example 2, but with language concatenation for the monoid. Here the set Σ {\displaystyle \Sigma } is used as an alphabet while Σ ∗ {\displaystyle \Sigma ^{}} denotes the set of all finite (including empty) words over that alphabet. The concatenation L M {\displaystyle LM} of languages L {\displaystyle L} and M {\displaystyle M} consists of all words u v {\displaystyle uv} such that u ∈ L {\displaystyle u\in L} and v ∈ M {\displaystyle v\in M} . The monoid unit is the language { ε } {\displaystyle \{\varepsilon \}} consisting of just the empty word ε {\displaystyle \varepsilon } . The right residual M ∖ L {\displaystyle M\backslash L} consists of all words w {\displaystyle w} over Σ {\displaystyle \Sigma } such that M w ⊆ L {\displaystyle Mw\subseteq L} . The left residual L / M {\displaystyle L/M} is the same with w M {\displaystyle wM} in place of M w {\displaystyle Mw} . == Conjugacy == The De Morgan duals ▹ {\displaystyle \triangleright } and ◃ {\displaystyle \triangleleft } of residuation arise as follows. Among residuated lattices, Boolean algebras are special by virtue of having a complementation operation ¬ {\displaystyle \neg } . This permits an alternative expression of the three inequalities y ≤ x ∖ z ⇔ x ∙ y ≤ z ⇔ x ≤ z / y {\displaystyle y\leq x\backslash z\ \Leftrightarrow \ x\bullet y\leq z\ \Leftrightarrow \ x\leq z/y} in the axiomatization of the two residuals in terms of disjointness, via the equivalence x ≤ y ⇔ x ∧ ¬ y = 0 {\displaystyle x\leq y\ \Leftrightarrow \ x\wedge \neg y=0} . Abbreviating x ∧ y = 0 {\displaystyle x\wedge y=0} to x # y {\displaystyle x\#y} as the expression of their disjointness, and substituting ¬ z {\displaystyle \neg z} for z {\displaystyle z} in the axioms, they become with a little Boolean manipulation ¬ ( x ∖ ¬ z ) # y ⇔ x ∙ y # z ⇔ ¬ ( ¬ z / y ) # x {\displaystyle \neg (x\backslash \neg z)\#y\ \Leftrightarrow \ x\bullet y\#z\ \Leftrightarrow \ \neg (\neg z/y)\#x} Now ¬ ( x ∖ ¬ z ) {\displaystyle \neg (x\backslash \neg z)} is reminiscent of De Morgan duality, suggesting that x ∖ {\displaystyle x\backslash } be thought of as a unary operation f {\displaystyle f} , defined by f ( y ) = x ∖ y {\displaystyle f(y)=x\backslash y} , that has a De Morgan dual ¬ f ( ¬ y ) {\displaystyle \neg f(\neg y)} , analogous to ∀ x ϕ ( x ) = ¬ ∃ x ¬ ϕ ( x ) {\displaystyle \forall x\phi (x)=\neg \exists x\neg \phi (x)} . Denoting this dual operation as x ▹ {\displaystyle x\triangleright } , we define x ▹ z {\displaystyle x\triangleright z} as ¬ x ∖ ¬ z {\displaystyle \neg x\backslash \neg z} . Similarly we define another operation z ◃ y {\displaystyle z\triangleleft y} as ¬ ( ¬ z / y ) {\displaystyle \neg (\neg z/y)} . By analogy with x ∖ {\displaystyle x\backslash } as the residual operation associated with the operation x ∙ {\displaystyle x\bullet } , we refer to x ▹ {\displaystyle x\triangleright } as the conjugate operation, or simply conjugate, of x ∙ {\displaystyle x\bullet } . Likewise ◃ y {\displaystyle \triangleleft y} is the conjugate of ∙ y {\displaystyle \bullet y} . Unlike residuals, conjugacy is an equivalence relation between operations: if f {\displaystyle f} is the conjugate of g {\displaystyle g} then g {\displaystyle g} is also the conjugate of f {\displaystyle f} , i.e. the conjugate of the conjugate of f {\displaystyle f} is f {\displaystyle f} . Another advantage of conjugacy is that it becomes unnecessary to speak of right and left conjugates, that distinction now being inherited from the difference between x ∙ {\displaystyle x\bullet } and ∙ x {\displaystyle \bullet x} , which have as their respective conjugates x ▹ {\displaystyle x\triangleright } and ◃ x {\displaystyle \triangleleft x} . (But this advantage accrues also to residuals when x ∖ {\displaystyle x\backslash } is taken to be the residual operation to x ∙ {\displaystyle x\bullet } .) All this yields (along with the Boolean algebra and monoid axioms) the following equivalent axiomatization of a residuated Boolean algebra. y # x ▹ z ⇔ x ∙ y # z ⇔ x # z ◃ y {\displaystyle y\#x\triangleright z\ \Leftrightarrow \ x\bullet y\#z\ \Leftrightarrow \ x\#z\triangleleft y} With this signature it remains the case that this axiomatization can be expressed as

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  • Hindsight optimization

    Hindsight optimization

    Hindsight optimisation (HOP) is a computer science technique used in artificial intelligence for analysis of actions which have stochastic results. HOP is used in combination with a deterministic planner. By creating sample results for each of the possible actions from the given state (i.e. determinising the actions), and using the deterministic planner to analyse those sample results, HOP allows an estimate of the actual action.

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  • Computer-automated design

    Computer-automated design

    Design Automation usually refers to electronic design automation, or Design Automation which is a Product Configurator. Extending Computer-Aided Design (CAD), automated design and Computer-Automated Design (CAutoD) are more concerned with a broader range of applications, such as automotive engineering, civil engineering, composite material design, control engineering, dynamic system identification and optimization, financial systems, industrial equipment, mechatronic systems, steel construction, structural optimisation, and the invention of novel systems. The concept of CAutoD perhaps first appeared in 1963, in the IBM Journal of Research and Development, where a computer program was written. to search for logic circuits having certain constraints on hardware design to evaluate these logics in terms of their discriminating ability over samples of the character set they are expected to recognize. More recently, traditional CAD simulation is seen to be transformed to CAutoD by biologically-inspired machine learning, including heuristic search techniques such as evolutionary computation, and swarm intelligence algorithms. == Guiding designs by performance improvements == To meet the ever-growing demand of quality and competitiveness, iterative physical prototyping is now often replaced by 'digital prototyping' of a 'good design', which aims to meet multiple objectives such as maximised output, energy efficiency, highest speed and cost-effectiveness. The design problem concerns both finding the best design within a known range (i.e., through 'learning' or 'optimisation') and finding a new and better design beyond the existing ones (i.e., through creation and invention). This is equivalent to a search problem in an almost certainly, multidimensional (multivariate), multi-modal space with a single (or weighted) objective or multiple objectives. == Normalized objective function: cost vs. fitness == Using single-objective CAutoD as an example, if the objective function, either as a cost function J ∈ [ 0 , ∞ ) {\displaystyle J\in [0,\infty )} , or inversely, as a fitness function f ∈ ( 0 , 1 ] {\displaystyle f\in (0,1]} , where f = J 1 + J {\displaystyle f={\tfrac {J}{1+J}}} , is differentiable under practical constraints in the multidimensional space, the design problem may be solved analytically. Finding the parameter sets that result in a zero first-order derivative and that satisfy the second-order derivative conditions would reveal all local optima. Then comparing the values of the performance index of all the local optima, together with those of all boundary parameter sets, would lead to the global optimum, whose corresponding 'parameter' set will thus represent the best design. However, in practice, the optimization usually involves multiple objectives and the matters involving derivatives are a lot more complex. == Dealing with practical objectives == In practice, the objective value may be noisy or even non-numerical, and hence its gradient information may be unreliable or unavailable. This is particularly true when the problem is multi-objective. At present, many designs and refinements are mainly made through a manual trial-and-error process with the help of a CAD simulation package. Usually, such a posteriori learning or adjustments need to be repeated many times until a ‘satisfactory’ or ‘optimal’ design emerges. == Exhaustive search == In theory, this adjustment process can be automated by computerised search, such as exhaustive search. As this is an exponential algorithm, it may not deliver solutions in practice within a limited period of time. == Search in polynomial time == One approach to virtual engineering and automated design is evolutionary computation such as evolutionary algorithms. === Evolutionary algorithms === To reduce the search time, the biologically-inspired evolutionary algorithm (EA) can be used instead, which is a (non-deterministic) polynomial algorithm. The EA based multi-objective "search team" can be interfaced with an existing CAD simulation package in a batch mode. The EA encodes the design parameters (encoding being necessary if some parameters are non-numerical) to refine multiple candidates through parallel and interactive search. In the search process, 'selection' is performed using 'survival of the fittest' a posteriori learning. To obtain the next 'generation' of possible solutions, some parameter values are exchanged between two candidates (by an operation called 'crossover') and new values introduced (by an operation called 'mutation'). This way, the evolutionary technique makes use of past trial information in a similarly intelligent manner to the human designer. The EA based optimal designs can start from the designer's existing design database, or from an initial generation of candidate designs obtained randomly. A number of finely evolved top-performing candidates will represent several automatically optimized digital prototypes. There are websites that demonstrate interactive evolutionary algorithms for design. allows you to evolve 3D objects online and have them 3D printed. allows you to do the same for 2D images.

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  • Vujak

    Vujak

    VuJak is an early video sampler, a VJ remix and mashup tool created in 1992 by Brian Kane, Lisa Eisenpresser, and Jay Haynes. The original name of the project was Mideo, but it was later changed to VuJak. VuJak was based on MIDI control of video in real-time. It was created with MAX from Opcode Systems, and utilized the newly released QuickTime 1.0 movie object. The first working version of the program was built on a Mac IIfx with 8 megs of ram, and could jump in real-time across a 160 x 120 pixel QuickTime movie via a midi keyboard. Later versions could manipulate full screen video, included the first real-time video scratch feature, had looping, vari-speed, and random play features, and allowed for recording and editing of video sequences within the application. VuJak also had networking capabilities which allowed artists to "jam" in real time across standard phone lines. The first public exhibition of VuJak was at the Digital Hollywood conference in Beverly Hills in 1993, where it was promoted by Timothy Leary. VuJak was featured in Mondo 2000, CBS Evening News, Wired Magazine, Electronic Musician, Billboard Magazine, The Hollywood Reporter, and it was used to create promotional videos for MTV. In 1994, VuJak was a featured interactive exhibition at the Exploratorium in San Francisco. Development of VuJak ceased in 1995.

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  • Evolutionary computation

    Evolutionary computation

    Evolutionary computation (EC) from computer science is a family of algorithms for global optimization inspired by biological evolution, and a subfield of computational intelligence and soft computing studying these algorithms. In technical terms, they are a family of population-based trial and error problem solvers with a metaheuristic or stochastic optimization character. In evolutionary computation, an initial set of candidate solutions is generated and iteratively updated. Each new generation is produced by stochastically removing less desired solutions, and introducing small random changes as well as, depending on the method, mixing parental information. In biological terminology, a population of solutions is subjected to natural selection (or artificial selection), mutation and possibly recombination. These biological functions serve as role models for the genetic operators - mutation, crossover, and selection - used in the EC procedures. As a result, the population will gradually evolve to increase in fitness, in this case the chosen fitness function of the algorithm. Evolutionary computation techniques can produce highly optimized solutions in a wide range of problem settings, making them popular in computer science. Many variants and extensions exist, suited to more specific families of problems and data structures. Evolutionary computation is also sometimes used in evolutionary biology as an in silico experimental procedure to study common aspects of general evolutionary processes. == History == The concept of mimicking evolutionary processes to solve problems originates before the advent of computers, such as when Alan Turing proposed a method of genetic search in 1948 . Turing's B-type u-machines resemble primitive neural networks, and connections between neurons were learnt via a sort of genetic algorithm. His P-type u-machines resemble a method for reinforcement learning, where pleasure and pain signals direct the machine to learn certain behaviors. However, Turing's paper went unpublished until 1968, and he died in 1954, so this early work had little to no effect on the field of evolutionary computation that was to develop. Evolutionary computing as a field began in earnest in the 1950s and 1960s. There were several independent attempts to use the process of evolution in computing at this time, which developed separately for roughly 15 years. Three branches emerged in different places to attain this goal: evolution strategies, evolutionary programming, and genetic algorithms. A fourth branch, genetic programming, eventually emerged in the early 1990s. These approaches differ in the method of selection, the permitted mutations, and the representation of genetic data. By the 1990s, the distinctions between the historic branches had begun to blur, and the term 'evolutionary computing' was coined in 1991 to denote a field that exists over all four paradigms. In 1962, Lawrence J. Fogel initiated the research of Evolutionary Programming in the United States, which was considered an artificial intelligence endeavor. In this system, finite state machines are used to solve a prediction problem: these machines would be mutated (adding or deleting states, or changing the state transition rules), and the best of these mutated machines would be evolved further in future generations. The final finite state machine may be used to generate predictions when needed. The evolutionary programming method was successfully applied to prediction problems, system identification, and automatic control. It was eventually extended to handle time series data and to model the evolution of gaming strategies. In 1964, Ingo Rechenberg and Hans-Paul Schwefel introduce the paradigm of evolution strategies in Germany. Since traditional gradient descent techniques produce results that may get stuck in local minima, Rechenberg and Schwefel proposed that random mutations (applied to all parameters of some solution vector) may be used to escape these minima. Child solutions were generated from parent solutions, and the more successful of the two was kept for future generations. This technique was first used by the two to successfully solve optimization problems in fluid dynamics. Initially, this optimization technique was performed without computers, instead relying on dice to determine random mutations. By 1965, the calculations were performed wholly by machine. John Henry Holland introduced genetic algorithms in the 1960s, and it was further developed at the University of Michigan in the 1970s. While the other approaches were focused on solving problems, Holland primarily aimed to use genetic algorithms to study adaptation and determine how it may be simulated. Populations of chromosomes, represented as bit strings, were transformed by an artificial selection process, selecting for specific 'allele' bits in the bit string. Among other mutation methods, interactions between chromosomes were used to simulate the recombination of DNA between different organisms. While previous methods only tracked a single optimal organism at a time (having children compete with parents), Holland's genetic algorithms tracked large populations (having many organisms compete each generation). By the 1990s, a new approach to evolutionary computation that came to be called genetic programming emerged, advocated for by John Koza among others. In this class of algorithms, the subject of evolution was itself a program written in a high-level programming language (there had been some previous attempts as early as 1958 to use machine code, but they met with little success). For Koza, the programs were Lisp S-expressions, which can be thought of as trees of sub-expressions. This representation permits programs to swap subtrees, representing a sort of genetic mixing. Programs are scored based on how well they complete a certain task, and the score is used for artificial selection. Sequence induction, pattern recognition, and planning were all successful applications of the genetic programming paradigm. Many other figures played a role in the history of evolutionary computing, although their work did not always fit into one of the major historical branches of the field. The earliest computational simulations of evolution using evolutionary algorithms and artificial life techniques were performed by Nils Aall Barricelli in 1953, with first results published in 1954. Another pioneer in the 1950s was Alex Fraser, who published a series of papers on simulation of artificial selection. As academic interest grew, dramatic increases in the power of computers allowed practical applications, including the automatic evolution of computer programs. Evolutionary algorithms are now used to solve multi-dimensional problems more efficiently than software produced by human designers, and also to optimize the design of systems. == Techniques == Evolutionary computing techniques mostly involve metaheuristic optimization algorithms. Broadly speaking, the field includes: Agent-based modeling Ant colony optimization Particle swarm optimization Swarm intelligence Artificial immune systems Artificial life Digital organism Cultural algorithms Differential evolution Dual-phase evolution Estimation of distribution algorithm Evolutionary algorithm Genetic algorithm Evolutionary programming Genetic programming Gene expression programming Grammatical evolution Evolution strategy Learnable evolution model Learning classifier system Memetic algorithms Neuroevolution Self-organization such as self-organizing maps, competitive learning Over recent years many dubious algorithms have been proposed, that are often just copies of existing algorithms (frequently Particle Swarm Optimization), where only the metaphor changed, but the algorithm itself is not new at all. A thorough catalogue with many of these dubious algorithms has been published in the Evolutionary Computation Bestiary. It is also important to note that many of these dubiously 'novel' algorithms have poor experimental validation. == Evolutionary algorithms == Evolutionary algorithms form a subset of evolutionary computation in that they generally only involve techniques implementing mechanisms inspired by biological evolution such as reproduction, mutation, recombination and natural selection. Candidate solutions to the optimization problem play the role of individuals in a population, and the cost function determines the environment within which the solutions "live" (see also fitness function). Evolution of the population then takes place after the repeated application of the above operators. In this process, there are two main forces that form the basis of evolutionary systems: Recombination (e.g. crossover) and mutation create the necessary diversity and thereby facilitate novelty, while selection acts as a force increasing quality. Many aspects of such an evolutionary process are stochastic. Changed pieces of information due to recombination and mutati

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  • History of artificial life

    History of artificial life

    Humans have considered and tried to create non-biological life for at least 3,000 years. As seen in tales ranging from Pygmalion to Frankenstein, humanity has long been intrigued by the concept of artificial life. == Pre-computer == The earliest examples of artificial life involve sophisticated automata constructed using pneumatics, mechanics, and/or hydraulics. The first automata were conceived during the third and second centuries BC and these were demonstrated by the theorems of Hero of Alexandria, which included sophisticated mechanical and hydraulic solutions. Many of his notable works were included in the book Pneumatics, which was also used for constructing machines until early modern times. In 1490, Leonardo da Vinci also constructed an armored knight, which is considered the first humanoid robot in Western civilization. Other early famous examples include al-Jazari's humanoid robots. This Arabic inventor once constructed a band of automata, which can be commanded to play different pieces of music. There is also the case of Jacques de Vaucanson's artificial duck exhibited in 1735, which had thousands of moving parts and one of the first to mimic a biological system. The duck could reportedly eat and digest, drink, quack, and splash in a pool. It was exhibited all over Europe until it fell into disrepair. In the late 1600s, following René Descartes' claims that animals could be understood as purely physical machines, there was increasing interest in the question of whether a machine could be designed that, like an animal, could generate offspring (a self-replicating machine). However, it wasn't until the invention of cheap computing power that artificial life as a legitimate science began in earnest, steeped more in the theoretical and computational than the mechanical and mythological. == 1950s–1970s == One of the earliest thinkers of the modern age to postulate the potentials of artificial life, separate from artificial intelligence, was math and computer prodigy John von Neumann. At the Hixon Symposium, hosted by Linus Pauling in Pasadena, California in the late 1940s, von Neumann delivered a lecture titled "The General and Logical Theory of Automata." He defined an "automaton" as any machine whose behavior proceeded logically from step to step by combining information from the environment and its own programming, and said that natural organisms would in the end be found to follow similar simple rules. He also spoke about the idea of self-replicating machines. He postulated a made-up of a control computer, a construction arm, and a long series of instructions, floating in a lake of parts. By following the instructions that were part of its own body, it could create an identical machine. He followed this idea by creating (with Stanislaw Ulam) a purely logic-based automaton, not requiring a physical body but based on the changing states of the cells in an infinite grid – the first cellular automaton. It was extraordinarily complicated compared to later CAs, having hundreds of thousands of cells which could each exist in one of twenty-nine states, but von Neumann felt he needed the complexity in order for it to function not just as a self-replicating "machine", but also as a universal computer as defined by Alan Turing. This "universal constructor" read from a tape of instructions and wrote out a series of cells that could then be made active to leave a fully functional copy of the original machine and its tape. Von Neumann worked on his automata theory intensively right up to his death, and considered it his most important work. Homer Jacobson illustrated basic self-replication in the 1950s with a model train set – a seed "organism" consisting of a "head" and "tail" boxcar could use the simple rules of the system to consistently create new "organisms" identical to itself, so long as there was a random pool of new boxcars to draw from. Edward F. Moore proposed "Artificial Living Plants", which would be floating factories which could create copies of themselves. They could be programmed to perform some function (extracting fresh water, harvesting minerals from seawater) for an investment that would be relatively small compared to the huge returns from the exponentially growing numbers of factories. Freeman Dyson also studied the idea, envisioning self-replicating machines sent to explore and exploit other planets and moons, and a NASA group called the Self-Replicating Systems Concept Team performed a 1980 study on the feasibility of a self-building lunar factory. University of Cambridge professor John Horton Conway invented the most famous cellular automaton in the 1960s. He called it the Game of Life, and publicized it through Martin Gardner's column in Scientific American magazine. Norwegian-Italian mathematician Nils Aall Barricelli, who worked mainly at US institutions, was a pioneer in computer based simulation of biological processes such as symbiogenesis and evolution. == 1970s–1980s == Philosophy scholar Arthur Burks, who had worked with von Neumann (and indeed, organized his papers after Neumann's death), headed the Logic of Computers Group at the University of Michigan. He brought the overlooked views of 19th century American thinker Charles Sanders Peirce into the modern age. Peirce was a strong believer that all of nature's workings were based on logic (though not always deductive logic). The Michigan group was one of the few groups still interested in alife and CAs in the early 1970s; one of its students, Tommaso Toffoli argued in his PhD thesis that the field was important because its results explain the simple rules that underlay complex effects in nature. Toffoli later provided a key proof that CAs were reversible, just as the true universe is considered to be. Christopher Langton was an unconventional researcher, with an undistinguished academic career that led him to a job programming DEC mainframes for a hospital. He became enthralled by Conway's Game of Life, and began pursuing the idea that the computer could emulate living creatures. After years of study, he began attempting to actualize Von Neumann's CA and the work of Edgar F. Codd, who had simplified Von Neumann's original twenty-nine state monster to one with only eight states. He succeeded in creating the first self-replicating computer organism in October 1979, using only an Apple II desktop computer. He entered Burks' graduate program at the Logic of Computers Group in 1982, at the age of 33, and helped to found a new discipline. Langton's official conference announcement of Artificial Life I was the earliest description of a field which had previously barely existed: Artificial life is the study of artificial systems that exhibit behavior characteristic of natural living systems. It is the quest to explain life in any of its possible manifestations, without restriction to the particular examples that have evolved on earth. This includes biological and chemical experiments, computer simulations, and purely theoretical endeavors. Processes occurring on molecular, social, and evolutionary scales are subject to investigation. The ultimate goal is to extract the logical form of living systems. Microelectronic technology and genetic engineering will soon give us the capability to create new life forms in silico as well as in vitro. This capacity will present humanity with the most far-reaching technical, theoretical and ethical challenges it has ever confronted. The time seems appropriate for a gathering of those involved in attempts to simulate or synthesize aspects of living systems. Ed Fredkin founded the Information Mechanics Group at MIT, which united Toffoli, Norman Margolus, and Charles Bennett. This group created a computer especially designed to execute cellular automata, eventually reducing it to the size of a single circuit board. This "cellular automata machine" allowed an explosion of alife research among scientists who could not otherwise afford sophisticated computers. In 1982, computer scientist named Stephen Wolfram turned his attention to cellular automata. He explored and categorized the types of complexity displayed by one-dimensional CAs, and showed how they applied to natural phenomena such as the patterns of seashells and the nature of plant growth. Norman Packard, who worked with Wolfram at the Institute for Advanced Study, used CAs to simulate the growth of snowflakes, following very basic rules. Computer animator Craig Reynolds similarly used three simple rules to create recognizable flocking behaviour in a computer program in 1987 to animate groups of boids. With no top-down programming at all, the boids produced lifelike solutions to evading obstacles placed in their path. Computer animation has continued to be a key commercial driver of alife research as the creators of movies attempt to find more realistic and inexpensive ways to animate natural forms such as plant life, animal movement, hair growth, and complicated org

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  • A.I.s

    A.I.s

    A.I.s is a themed anthology of science fiction short works edited by American writers Jack Dann and Gardner Dozois. It was first published in paperback by Ace Books in December 2004. It was reissued as an ebook by Baen Books in June 2013. The book collects ten novelettes and short stories by various science fiction authors, together with a preface by the editors. == Contents == "Preface" (Jack Dann and Gardner Dozois) "Antibodies" (Charles Stross) "Trojan Horse" (Michael Swanwick) "Birth Day" (Robert Reed) "The Hydrogen Wall" (Gregory Benford) "The Turing Test" (Chris Beckett) "Dante Dreams" (Stephen Baxter) "The Names of All the Spirits" (J. R. Dunn) "From the Corner of My Eye" (Alexander Glass) "Halfjack" (Roger Zelazny) "Computer Virus" (Nancy Kress)

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  • Candid (app)

    Candid (app)

    Candid was a mobile app for anonymous discussions. It used machine learning to create personalized newsfeeds of opinions and real conversations, and also for moderation and filtering. Users posted under pseudonyms such as "HyperMantis", "SincereGiraffe", "GroundedTurtle" and "ExuberantRaptor", that are unique for each thread. Founder and CEO Bindu Reddy said that she needed "a place to express myself and engage in discussions where ideas can be debated on their own merits instead of being used to attack me as a person", which Candid tried to solve by redirecting off-topic comments to their appropriate groups, removing spam and flagging negative posts. They used natural language processing to identify hate speech, slander and threats, and removed them accordingly with human intervention. Candid software analyzed topics and tried to flag rumors and lies as such. Users could flag problematic posts and a team of ten contractors would review them individually. With time the system analyzed a user's interactions and give them labels, such as socializer, explorer, positive, influencer, hater, gossip, etc. In June 2017, Candid announced that it would be shut down because its parent company, Post Intelligence, was being acquired. The app was forecast to close on June 23, 2017, but didn't actually close until June 25, 2017.

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  • The Quantum Thief

    The Quantum Thief

    The Quantum Thief is the debut science fiction novel by Finnish writer Hannu Rajaniemi and the first novel in a trilogy featuring the character of Jean le Flambeur; the sequels are The Fractal Prince (2012) and The Causal Angel (2014). The novel was published in Britain by Gollancz in 2010, and by Tor in 2011 in the US. It is a heist story, set in a futuristic Solar System, that features a protagonist modeled on Arsène Lupin, the gentleman thief of Maurice Leblanc. The novel was nominated for the 2011 Locus Award for Best First Novel, and was second runner-up for the 2011 Campbell Memorial Award. == Setting == Several centuries after the technological singularity largely destroyed Earth, various posthuman factions compete for dominance in the Solar System. Though sentient superintelligent AGI has never been successfully developed, civilization has been greatly transformed by the proliferation of Hansonian brain emulations (termed "gogols" in reference to Nikolai Gogol, and in particular his novel Dead Souls). An alliance of powerful gogol copies rule the inner system from computronium megastructures housing trillions of virtual minds, laboring to resurrect the dead in religious devotion to the philosophy of Nikolai Fedorov. This alliance, the Sobornost, has been in conflict with a community of quantum entangled minds who adhere to the "no-cloning" principle of quantum information theory, and so do not see the Sobornost's ultimate goal as resurrection, but death. Most of this community, the Zoku, was devastated when Jupiter was destroyed with a weaponized gravitational singularity. Among the last remnants of near-baseline humanity exist on the mobile cities of Mars, where advanced cryptography and an obsessive privacy culture ensure that the Sobornost cannot upload their citizens' minds. The most notable of these cities is the Oubliette, where time is used as a currency. When a citizen's balance reaches zero their mind is transferred to a robotic body to serve the needs of the city for a set period, before being returned to their original body with a restored balance of time. == Plot summary == Countless gogols of the legendary gentleman thief Jean Le Flambeur are trapped in a virtual Sobornost prison in orbit around Neptune, playing an iterated prisoner's dilemma until his mind learns to cooperate. A warrior from the Oort Cloud, which has been settled by Finnish colonists, successfully retrieves one of the Le Flambeur gogols and uploads it into a real-space body. Acting on behalf of a competing Sobornost authority, this Oortian, Mieli, ferries the thief to the Martian city known as The Oubliette, where he has stored his memories for later recovery. The two intend to recover his memories so that he may return to an operating capacity sufficient to serve his Sobornost benefactor in a theft and repay his liberation. On the Oubliette, the young detective Isidore Beautrelet helps vigilantes catch Sobornost agents illicitly uploading human minds. These vigilantes are revealed to be in the service of a local colony of Zoku. Beautrelet is employed to investigate the arrival of Le Flambeur, and in the process becomes aware that the Oubliette's cryptographic security was always compromised. The memories of its citizens are fabrications, and the "King of Mars" long believed ousted in a revolution, still reigns behind the scenes. This King, who is another copy of Jean Le Flambeur, is defeated in the ensuing conflict. Le Flambeur fails to recover all of his memories, which he had locked with a quantum entangled revolver that required him to kill several of his old friends to open his stored memory. He and Mieli escape a liberated Mars having recovered only a mysterious "Schrödinger’s Box" from the Memory Palace. == Themes == Themes central to The Quantum Thief are the unreliability and malleability of memory and the effects of extreme longevity on an individual's perspective and personality. Prisons, surveillance and control in society are also major themes. In the book, the people living in the Oubliette society on Mars have two types of memory; in addition to a traditional, personal memory, there is the exomemory, which can be accessed by other people, from anywhere in the city. Memories about personal experiences can be stored in the exomemory and partitioned, with different levels of access granted to different people. These memories can be used, among other things, as an expedient form of communication. The Oubliette society has an economy where time is used as currency. When an individual's time is expended, their consciousness is uploaded into a "Quiet". The Quiet are mute machine servants who maintain and protect the city. Although the quiet seem to have little interest in the world outside their occupations, they do seem to retain some traces of their former personalities and memories. The conspiracy central to the plot involves the hidden rulers, called the "cryptarchs", manipulating and abusing the exomemory and through the citizens' transformations to quiet and back, the traditional memory as well. In the book, the Oubliette society is compared to a panopticon; a prison, where every action of the dwellers can be scrutinized. == History and influences == The first chapter of The Quantum Thief was presented by Rajaniemi's literary agent, John Jarrold, to Gollancz as the basis for the three-book deal that was eventually secured. Rajaniemi has stated that he had "come up with an outline that had every single idea I could cram into it, because I wanted to be worthy of what had happened." The outline eventually expanded into three parts, and the first part became The Quantum Thief. The novel's plot was inspired by one of Rajaniemi's favorite characters in fiction, Maurice Leblanc's gentleman thief Arsène Lupin, who operates on both sides of the law. What intrigued Rajaniemi were the cycles of redemption and relapse Lupin goes through as he tries to go straight, always falling short. Besides LeBlanc, Rajaniemi mentioned Roger Zelazny as a strong influence. Ian McDonald was the other science fiction author he mentioned as influential, plus Frances A.Yates's book The Art of Memory, for memory palaces. In an interview, Rajaniemi said he wasn't trying to write the novel as hard science fiction: "For me, the more important consequence of having a scientific background is a degree of speculative rigour: trying hard to work out the consequences of the assumptions one begins with." == Reception == The novel has received generally positive reviews. Gary K. Wolfe writes in his Locus review that Rajaniemi has "spectacularly delivered on the promise that this is likely the most important debut SF novel we'll see this year". James Lovegrove, reviewing the book in his Financial Times column, notes that "many an anglophone author would kill to turn out prose half as good as this, especially on their maiden effort." Eric Brown, reviewing for The Guardian, finds the novel to be "a brilliant debut", while alluding to the "apocryphal" (and incorrect) myth that "this novel sold on the strength of its first line." Sam Bandah, at SciFiNow, praises the novel for "its engaging narrative and characters backed by often almost intimidatingly good sci-fi concepts." Criticism for the novel has generally centred on Rajaniemi's sparse "show, don't tell" writing style. Brown notes that "the author makes no concessions to the lazy reader with info-dumps or convenient explanations." Niall Alexander, of the Speculative Scotsman, states that "had there been some sort of index, [he] would have gladly (and repeatedly) referred to it during the mind-boggling first third of The Quantum Thief", while proclaiming the novel to be "the sci-fi debut of 2010." == Awards == Nominee for the 2011 Locus Award for Best First Novel. Third place for the 2011 John W. Campbell Memorial Award for Best Science Fiction Novel

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  • Cooperative coevolution

    Cooperative coevolution

    Cooperative Coevolution (CC) in the field of biological evolution is an evolutionary computation method. It divides a large problem into subcomponents, and solves them independently in order to solve the large problem. The subcomponents are also called species. The subcomponents are implemented as subpopulations and the only interaction between subpopulations is in the cooperative evaluation of each individual of the subpopulations. The general CC framework is nature inspired where the individuals of a particular group of species mate amongst themselves, however, mating in between different species is not feasible. The cooperative evaluation of each individual in a subpopulation is done by concatenating the current individual with the best individuals from the rest of the subpopulations as described by M. Potter. The cooperative coevolution framework has been applied to real world problems such as pedestrian detection systems, large-scale function optimization and neural network training. It has also be further extended into another method, called Constructive cooperative coevolution. == Pseudocode == i := 0 for each subproblem S do Initialise a subpopulation Pop0(S) calculate fitness of each member in Pop0(S) while termination criteria not satisfied do i := i + 1 for each subproblem S do select Popi(S) from Popi-1(S) apply genetic operators to Popi(S) calculate fitness of each member in Popi(S)

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  • Orion's Arm

    Orion's Arm

    The Orion's Arm Universe Project (OA) is a multi-authored online hard science fiction world-building project, first established in 2000 by M. Alan Kazlev, Donna Malcolm Hirsekorn, Bernd Helfert and Anders Sandberg and further co-authored by many people since. Anyone can contribute articles, stories, artwork, or music to the website. The first published Orion's Arm book, a collection of five novellas set within the OA universe, called Against a Diamond Sky, was released in September 2009. == Canon == The fictional setting of Orion's Arm takes place about 10,000 years in the future, where an interstellar civilization spread across thousands of light-years, with inhabited planets and space habitats. Its inhabitants range from humans to extensively modified human beings, including superhumans with advanced augmentations and internal AI systems, while most people exist as softwares. Engineered wormholes are used for interstellar travel and transport, although not for time travel. The setting also includes several alien civilizations and evidence of more advanced alien societies in the past. At its highest levels, directed human evolution has produced vast godlike beings linked across interstellar distances, capable of understanding and creating technologies beyond ordinary minds. == Reception == Orion's Arm has been reviewed in the role-playing magazine Knights of the Dinner Table, as well as on Boing Boing by transhumanist science fiction author Cory Doctorow. References to the Encyclopaedia Galactica have been made in a book on overcoming Librarian stereotypes. The Orion's Arm website has also been recommended in a children's teaching guide.

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  • Self-management (computer science)

    Self-management (computer science)

    Self-management is the process by which computer systems manage their own operation without human intervention. Self-management technologies are expected to pervade the next generation of network management systems. The growing complexity of modern networked computer systems is a limiting factor in their expansion. The increasing heterogeneity of corporate computer systems, the inclusion of mobile computing devices, and the combination of different networking technologies like WLAN, cellular phone networks, and mobile ad hoc networks make the conventional, manual management difficult, time-consuming, and error-prone. More recently, self-management has been suggested as a solution to increasing complexity in cloud computing. An industrial initiative towards realizing self-management is the Autonomic Computing Initiative (ACI) started by IBM in 2001. The ACI defines the following four functional areas: Self-configuration Auto-configuration of components Self-healing Automatic discovery, and correction of faults; automatically applying all necessary actions to bring system back to normal operation Self-optimization Automatic monitoring and control of resources to ensure the optimal functioning with respect to the defined requirements Self-protection Proactive identification and protection from arbitrary attacks

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  • Fuzzy cognitive map

    Fuzzy cognitive map

    A fuzzy cognitive map (FCM) is a cognitive map within which the relations between the elements (e.g. concepts, events, project resources) of a "mental landscape" can be used to compute the "strength of impact" of these elements. Fuzzy cognitive maps were introduced by Bart Kosko. Robert Axelrod introduced cognitive maps as a formal way of representing social scientific knowledge and modeling decision making in social and political systems, then brought in the computation. == Details == Fuzzy cognitive maps are signed fuzzy directed graphs. Spreadsheets or tables are used to map FCMs into matrices for further computation. FCM is a technique used for causal knowledge acquisition and representation, it supports causal knowledge reasoning process and belong to the neuro-fuzzy system that aim at solving decision making problems, modeling and simulate complex systems. Learning algorithms have been proposed for training and updating FCMs weights mostly based on ideas coming from the field of Artificial Neural Networks. Adaptation and learning methodologies used to adapt the FCM model and adjust its weights. Kosko and Dickerson (Dickerson & Kosko, 1994) suggested the Differential Hebbian Learning (DHL) to train FCM. There have been proposed algorithms based on the initial Hebbian algorithm; others algorithms come from the field of genetic algorithms, swarm intelligence and evolutionary computation. Learning algorithms are used to overcome the shortcomings that the traditional FCM present i.e. decreasing the human intervention by suggested automated FCM candidates; or by activating only the most relevant concepts every execution time; or by making models more transparent and dynamic. Fuzzy cognitive maps (FCMs) have gained considerable research interest due to their ability in representing structured knowledge and model complex systems in various fields. This growing interest led to the need for enhancement and making more reliable models that can better represent real situations. A first simple application of FCMs is described in a book of William R. Taylor, where the war in Afghanistan and Iraq is analyzed. In Bart Kosko's book Fuzzy Thinking, several Hasse diagrams illustrate the use of FCMs. As an example, one FCM quoted from Rod Taber describes 11 factors of the American cocaine market and the relations between these factors. For computations, Taylor uses pentavalent logic (scalar values out of {-1,-0.5,0,+0.5,+1}). That particular map of Taber uses trivalent logic (scalar values out of {-1,0,+1}). Taber et al. also illustrate the dynamics of map fusion and give a theorem on the convergence of combination in a related article. While applications in social sciences introduced FCMs to the public, they are used in a much wider range of applications, which all have to deal with creating and using models of uncertainty and complex processes and systems. Examples: In business FCMs can be used for product planning and decision support. In economics, FCMs support the use of game theory in more complex settings. In education for modeling Critical Success Factors of Learning Management Systems. In medical applications to model systems, provide diagnosis, develop decision support systems and medical assessment. In engineering for modeling and control mainly of complex systems and reliability engineering In project planning FCMs help to analyze the mutual dependencies between project resources. In robotics FCMs support machines to develop fuzzy models of their environments and to use these models to make crisp decisions. In computer assisted learning FCMs enable computers to check whether students understand their lessons. In expert systems a few or many FCMs can be aggregated into one FCM in order to process estimates of knowledgeable persons. In IT project management, a FCM-based methodology helps to success modelling, risk analysis and assessment, IT scenarios FCMappers is an international online community for the analysis and the visualization of fuzzy cognitive maps. FCMappers offer support for starting with FCM and also provide a Microsoft Excel-based tool that is able to check and analyse FCMs. The output is saved as Pajek file and can be visualized within third party software like Pajek, Visone, etc. They also offer to adapt the software to specific research needs. Additional FCM software tools, such as Mental Modeler, have recently been developed as a decision-support tool for use in social science research, collaborative decision-making, and natural resource planning.

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  • Fuzzy cognitive map

    Fuzzy cognitive map

    A fuzzy cognitive map (FCM) is a cognitive map within which the relations between the elements (e.g. concepts, events, project resources) of a "mental landscape" can be used to compute the "strength of impact" of these elements. Fuzzy cognitive maps were introduced by Bart Kosko. Robert Axelrod introduced cognitive maps as a formal way of representing social scientific knowledge and modeling decision making in social and political systems, then brought in the computation. == Details == Fuzzy cognitive maps are signed fuzzy directed graphs. Spreadsheets or tables are used to map FCMs into matrices for further computation. FCM is a technique used for causal knowledge acquisition and representation, it supports causal knowledge reasoning process and belong to the neuro-fuzzy system that aim at solving decision making problems, modeling and simulate complex systems. Learning algorithms have been proposed for training and updating FCMs weights mostly based on ideas coming from the field of Artificial Neural Networks. Adaptation and learning methodologies used to adapt the FCM model and adjust its weights. Kosko and Dickerson (Dickerson & Kosko, 1994) suggested the Differential Hebbian Learning (DHL) to train FCM. There have been proposed algorithms based on the initial Hebbian algorithm; others algorithms come from the field of genetic algorithms, swarm intelligence and evolutionary computation. Learning algorithms are used to overcome the shortcomings that the traditional FCM present i.e. decreasing the human intervention by suggested automated FCM candidates; or by activating only the most relevant concepts every execution time; or by making models more transparent and dynamic. Fuzzy cognitive maps (FCMs) have gained considerable research interest due to their ability in representing structured knowledge and model complex systems in various fields. This growing interest led to the need for enhancement and making more reliable models that can better represent real situations. A first simple application of FCMs is described in a book of William R. Taylor, where the war in Afghanistan and Iraq is analyzed. In Bart Kosko's book Fuzzy Thinking, several Hasse diagrams illustrate the use of FCMs. As an example, one FCM quoted from Rod Taber describes 11 factors of the American cocaine market and the relations between these factors. For computations, Taylor uses pentavalent logic (scalar values out of {-1,-0.5,0,+0.5,+1}). That particular map of Taber uses trivalent logic (scalar values out of {-1,0,+1}). Taber et al. also illustrate the dynamics of map fusion and give a theorem on the convergence of combination in a related article. While applications in social sciences introduced FCMs to the public, they are used in a much wider range of applications, which all have to deal with creating and using models of uncertainty and complex processes and systems. Examples: In business FCMs can be used for product planning and decision support. In economics, FCMs support the use of game theory in more complex settings. In education for modeling Critical Success Factors of Learning Management Systems. In medical applications to model systems, provide diagnosis, develop decision support systems and medical assessment. In engineering for modeling and control mainly of complex systems and reliability engineering In project planning FCMs help to analyze the mutual dependencies between project resources. In robotics FCMs support machines to develop fuzzy models of their environments and to use these models to make crisp decisions. In computer assisted learning FCMs enable computers to check whether students understand their lessons. In expert systems a few or many FCMs can be aggregated into one FCM in order to process estimates of knowledgeable persons. In IT project management, a FCM-based methodology helps to success modelling, risk analysis and assessment, IT scenarios FCMappers is an international online community for the analysis and the visualization of fuzzy cognitive maps. FCMappers offer support for starting with FCM and also provide a Microsoft Excel-based tool that is able to check and analyse FCMs. The output is saved as Pajek file and can be visualized within third party software like Pajek, Visone, etc. They also offer to adapt the software to specific research needs. Additional FCM software tools, such as Mental Modeler, have recently been developed as a decision-support tool for use in social science research, collaborative decision-making, and natural resource planning.

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