AI Detector In Photos

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

  • Image analysis

    Image analysis

    Image analysis or imagery analysis is the extraction of meaningful information from images; mainly from digital images by means of digital image processing techniques. Image analysis tasks can be as simple as reading bar coded tags or as sophisticated as identifying a person from their face. Computers are indispensable for the analysis of large amounts of data, for tasks that require complex computation, or for the extraction of quantitative information. On the other hand, the human visual cortex is an excellent image analysis apparatus, especially for extracting higher-level information, and for many applications — including medicine, security, and remote sensing — human analysts still cannot be replaced by computers. For this reason, many important image analysis tools such as edge detectors and neural networks are inspired by human visual perception models. == Digital == Digital Image Analysis or Computer Image Analysis is when a computer or electrical device automatically studies an image to obtain useful information from it. Note that the device is often a computer but may also be an electrical circuit, a digital camera or a mobile phone. It involves the fields of computer or machine vision, and medical imaging, and makes heavy use of pattern recognition, digital geometry, and signal processing. This field of computer science developed in the 1950s at academic institutions such as the MIT A.I. Lab, originally as a branch of artificial intelligence and robotics. It is the quantitative or qualitative characterization of two-dimensional (2D) or three-dimensional (3D) digital images. 2D images are, for example, to be analyzed in computer vision, and 3D images in medical imaging. The field was established in the 1950s—1970s, for example with pioneering contributions by Azriel Rosenfeld, Herbert Freeman, Jack E. Bresenham, or King-Sun Fu. == Techniques == There are many different techniques used in automatically analysing images. Each technique may be useful for a small range of tasks, however there still aren't any known methods of image analysis that are generic enough for wide ranges of tasks, compared to the abilities of a human's image analysing capabilities. Examples of image analysis techniques in different fields include: 2D and 3D object recognition, image segmentation, motion detection e.g. Single particle tracking, video tracking, optical flow, medical scan analysis, 3D Pose Estimation. == Deep learning == Since the early 2010s, deep learning methods have substantially advanced the field of image analysis. In 2012, a deep convolutional neural network (CNN) known as AlexNet achieved a significant reduction in error rates on the ImageNet large-scale image classification benchmark, demonstrating the effectiveness of deep learning for visual recognition tasks. Subsequent architectures such as ResNet introduced residual connections that enabled training of much deeper networks, further improving accuracy across image analysis tasks. Real-time object detection became practical with frameworks such as YOLO (You Only Look Once), which unified detection and classification into a single network pass. In 2020, the Vision Transformer (ViT) demonstrated that transformer architectures, originally developed for natural language processing, could achieve competitive results on image classification when applied directly to sequences of image patches. More recently, foundation models trained on large-scale datasets have enabled zero-shot generalisation across image analysis tasks. The Segment Anything Model (SAM), trained on over one billion masks, can segment arbitrary objects in images without task-specific fine-tuning. These advances have made image analysis techniques increasingly accessible through browser-based tools and open-source implementations. == Applications == The applications of digital image analysis are continuously expanding through all areas of science and industry, including: anatomy, allows for precise measurements, visualization, and statistical analysis of anatomical structures. assay micro plate reading, such as detecting where a chemical was manufactured. astronomy, such as calculating the size of a planet. automated species identification (e.g. plant and animal species) defense error level analysis filtering machine vision, such as to automatically count items in a factory conveyor belt. materials science, such as determining if a metal weld has cracks. medicine, such as detecting cancer in a mammography scan. metallography, such as determining the mineral content of a rock sample. microscopy, such as counting the germs in a swab. automatic number plate recognition; optical character recognition, such as automatic license plate detection. remote sensing, such as detecting intruders in a house, and producing land cover/land use maps. robotics, such as to avoid steering into an obstacle. security, such as detecting a person's eye color or hair color. == Object-based == Object-based image analysis (OBIA) involves two typical processes, segmentation and classification. Segmentation helps to group pixels into homogeneous objects. The objects typically correspond to individual features of interest, although over-segmentation or under-segmentation is very likely. Classification then can be performed at object levels, using various statistics of the objects as features in the classifier. Statistics can include geometry, context and texture of image objects. Over-segmentation is often preferred over under-segmentation when classifying high-resolution images. Object-based image analysis has been applied in many fields, such as cell biology, medicine, earth sciences, and remote sensing. For example, it can detect changes of cellular shapes in the process of cell differentiation.; it has also been widely used in the mapping community to generate land cover. When applied to earth images, OBIA is known as geographic object-based image analysis (GEOBIA), defined as "a sub-discipline of geoinformation science devoted to (...) partitioning remote sensing (RS) imagery into meaningful image-objects, and assessing their characteristics through spatial, spectral and temporal scale". The international GEOBIA conference has been held biannually since 2006. OBIA techniques are implemented in software such as eCognition or the Orfeo toolbox.

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  • Computational humor

    Computational humor

    Computational humor is a branch of computational linguistics and artificial intelligence which uses computers in humor research. It is a relatively new area, with the first dedicated conference organized in 1996. The first "computer model of a sense of humor" was suggested by Suslov as early as 1992. Investigation of the general scheme of the information processing show a possibility of a specific malfunction, conditioned by the necessity of a quick deletion from consciousness of a false version. This specific malfunction can be identified with a humorous effect on the psychological grounds; however, an essentially new ingredient, a role of timing, is added to a well known role of ambiguity. In biological systems, a sense of humour inevitably develops in the course of evolution, because its biological function consists in quickening the transmission of processed information into consciousness and in a more effective use of brain resources. A realization of this algorithm in neural networks explains naturally the mechanism of laughter: deletion of a false version corresponds to zeroing of some part of the neural network and excessive energy of neurons is thrown out to the motor cortex, arousing muscular contractions. Unfortunately, a practical realization of this algorithm needs extensive databases, whose creation in the automatic regime was suggested only recently . As a result, this magistral direction was not developed properly and subsequent investigations (see below) accepted somewhat specialized colouring. == Joke generators == === Pun generation === An approach to analysis of humor is classification of jokes. A further step is an attempt to generate jokes basing on the rules that underlie classification. Simple prototypes for computer pun generation were reported in the early 1990s, based on a natural language generator program, VINCI. Graeme Ritchie and Kim Binsted in their 1994 research paper described a computer program, JAPE, designed to generate question-answer-type puns from a general, i.e., non-humorous, lexicon. (The program name is an acronym for "Joke Analysis and Production Engine".) Some examples produced by JAPE are: Q: What is the difference between leaves and a car? A: One you brush and rake, the other you rush and brake. Q: What do you call a strange market? A: A bizarre bazaar. Since then the approach has been improved, and the latest report, dated 2007, describes the STANDUP joke generator, implemented in the Java programming language. The STANDUP generator was tested on children within the framework of analyzing its usability for language skills development for children with communication disabilities, e.g., because of cerebral palsy. (The project name is an acronym for "System To Augment Non-speakers' Dialog Using Puns" and an allusion to standup comedy.) Children responded to this "language playground" with enthusiasm, and showed marked improvement on certain types of language tests. The two young people, who used the system over a ten-week period, regaled their peers, staff, family and neighbors with jokes such as: "What do you call a spicy missile? A hot shot!" Their joy and enthusiasm at entertaining others was inspirational. === Other === Stock and Strapparava described a program to generate funny acronyms. == Joke recognition == A statistical machine learning algorithm to detect whether a sentence contained a "That's what she said" double entendre was developed by Kiddon and Brun (2011). There is an open-source Python implementation of Kiddon & Brun's TWSS system. A program to recognize knock-knock jokes was reported by Taylor and Mazlack. This kind of research is important in analysis of human–computer interaction. An application of machine learning techniques for the distinguishing of joke texts from non-jokes was described by Mihalcea and Strapparava (2006). Takizawa et al. (1996) reported on a heuristic program for detecting puns in the Japanese language. == Applications == A possible application for assistance in language acquisition is described in the section "Pun generation". Another envisioned use of joke generators is in cases of a steady supply of jokes where quantity is more important than quality. Another obvious, yet remote, direction is automated joke appreciation. It is known that humans interact with computers in ways similar to interacting with other humans that may be described in terms of personality, politeness, flattery, and in-group favoritism. Therefore, the role of humor in human–computer interaction is being investigated. In particular, humor generation in user interface to ease communications with computers was suggested. Craig McDonough implemented the Mnemonic Sentence Generator, which converts passwords into humorous sentences. Based on the incongruity theory of humor, it is suggested that the resulting meaningless but funny sentences are easier to remember. For example, the password AjQA3Jtv is converted into "Arafat joined Quayle's Ant, while TARAR Jeopardized thurmond's vase," an example chosen by combining politicians names with verbs and common nouns. == Related research == John Allen Paulos is known for his interest in mathematical foundations of humor. His book Mathematics and Humor: A Study of the Logic of Humor demonstrates structures common to humor and formal sciences (mathematics, linguistics) and develops a mathematical model of jokes based on catastrophe theory. Conversational systems which have been designed to take part in Turing test competitions generally have the ability to learn humorous anecdotes and jokes. Because many people regard humor as something particular to humans, its appearance in conversation can be quite useful in convincing a human interrogator that a hidden entity, which could be a machine or a human, is in fact a human.

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  • Artificial intelligence

    Artificial intelligence

    Artificial intelligence (AI) is the capability of computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of research in engineering, mathematics and computer science that develops and studies methods and software that enable machines to perceive their environment and use learning and intelligence to take actions that maximize their chances of achieving defined goals. High-profile applications of AI include advanced web search engines, chatbots, virtual assistants, autonomous vehicles, and play and analysis in strategy games (e.g., chess and Go). Since the 2020s, generative AI has become widely available to generate images, audio, and videos from text prompts. The traditional goals of AI research include learning, reasoning, knowledge representation, planning, natural language processing, and perception, as well as support for robotics. To reach these goals, AI researchers have used techniques including state space search and mathematical optimization, formal logic, artificial neural networks, and methods based on statistics, operations research, and economics. AI also draws upon psychology, linguistics, philosophy, neuroscience, and other fields. Some companies, such as OpenAI, Google DeepMind and Meta, aim to create artificial general intelligence (AGI) – AI that can complete virtually any cognitive task at least as well as a human. Artificial intelligence was founded as an academic discipline in 1956, and the field went through multiple cycles of optimism throughout its history, followed by periods of disappointment and loss of funding, known as AI winters. Funding and interest increased substantially after 2012, when graphics processing units began being used to accelerate neural networks, and deep learning outperformed previous AI techniques. This growth accelerated further after 2017 with the transformer architecture. In the 2020s, an AI boom has coincided with advances in generative AI, which allowed for the creation and modification of media. In addition to AI safety and unintended consequences and harms from the use of AI, ethical concerns, AI's long-term effects, and potential existential risks have prompted discussions of AI regulation. == Goals == The general problem of simulating (or creating) intelligence has been broken into subproblems. These consist of particular traits or capabilities that researchers expect an intelligent system to display. The traits described below have received the most attention and cover the scope of AI research. === Reasoning and problem-solving === Early researchers developed algorithms that imitated step-by-step reasoning that humans use when they solve puzzles or make logical deductions. By the late 1980s and 1990s, methods were developed for dealing with uncertain or incomplete information, employing concepts from probability and economics. Many of these algorithms are insufficient for solving large reasoning problems because they experience a "combinatorial explosion": They become exponentially slower as the problems grow. Even humans rarely use the step-by-step deduction that early AI research could model. They solve most of their problems using fast, intuitive judgments. Accurate and efficient reasoning is an unsolved problem. === Knowledge representation === Knowledge representation and knowledge engineering allow AI programs to answer questions intelligently and make deductions about real-world facts. Formal knowledge representations are used in content-based indexing and retrieval, scene interpretation, clinical decision support, knowledge discovery (mining "interesting" and actionable inferences from large databases), and other areas. A knowledge base is a body of knowledge represented in a form that can be used by a program. An ontology is the set of objects, relations, concepts, and properties used by a particular domain of knowledge. Knowledge bases need to represent things such as objects, properties, categories, and relations between objects; situations, events, states, and time; causes and effects; knowledge about knowledge (what we know about what other people know); default reasoning (things that humans assume are true until they are told differently and will remain true even when other facts are changing); and many other aspects and domains of knowledge. Among the most difficult problems in knowledge representation are the breadth of commonsense knowledge (the set of atomic facts that the average person knows is enormous); and the sub-symbolic form of most commonsense knowledge (much of what people know is not represented as "facts" or "statements" that they could express verbally). There is also the difficulty of knowledge acquisition, the problem of obtaining knowledge for AI applications. === Planning and decision-making === An "agent" is any entity (artificial or not) that perceives and takes actions in the world. A rational agent has goals or preferences and takes actions to make them happen. In automated planning, the agent has a specific goal. In automated decision-making, the agent has preferences—there are some situations it would prefer to be in, and some situations it is trying to avoid. The decision-making agent assigns a number to each situation (called the "utility") that measures how much the agent prefers it. For each possible action, it can calculate the "expected utility": the utility of all possible outcomes of the action, weighted by the probability that the outcome will occur. It can then choose the action with the maximum expected utility. In classical planning, the agent knows exactly what the effect of any action will be. In most real-world problems, however, the agent may not be certain about the situation they are in (it is "unknown" or "unobservable") and it may not know for certain what will happen after each possible action (it is not "deterministic"). It must choose an action by making a probabilistic guess and then reassess the situation to see if the action worked. Alongside thorough testing and improvement based on previous decisions, having an explanation for why the agent took certain decisions is a way to build trust, especially when the decisions have to be relied upon. In some problems, the agent's preferences may be uncertain, especially if there are other agents or humans involved. These can be learned (e.g., with inverse reinforcement learning), or the agent can seek information to improve its preferences. Information value theory can be used to weigh the value of exploratory or experimental actions. The space of possible future actions and situations is typically intractably large, so the agents must take actions and evaluate situations while being uncertain of what the outcome will be. A Markov decision process has a transition model that describes the probability that a particular action will change the state in a particular way and a reward function that supplies the utility of each state and the cost of each action. A policy associates a decision with each possible state. The policy could be calculated (e.g., by iteration), be heuristic, or it can be learned. Game theory describes the rational behavior of multiple interacting agents and is used in AI programs that make decisions that involve other agents. === Learning === Machine learning is the study of programs that can improve their performance on a given task automatically. It has been a part of AI from the beginning. There are several kinds of machine learning. Unsupervised learning analyzes a stream of data and finds patterns and makes predictions without any other guidance. Supervised learning requires labeling the training data with the expected answers, and comes in two main varieties: classification (where the program must learn to predict what category the input belongs in) and regression (where the program must deduce a numeric function based on numeric input). In reinforcement learning, the agent is rewarded for good responses and punished for bad ones. The agent learns to choose responses that are classified as "good". Transfer learning is when the knowledge gained from one problem is applied to a new problem. Deep learning is a type of machine learning that runs inputs through biologically inspired artificial neural networks for all of these types of learning. Computational learning theory can assess learners by computational complexity, by sample complexity (how much data is required), or by other notions of optimization. === Natural language processing === Natural language processing (NLP) allows programs to read, write and communicate in human languages. Specific problems include speech recognition, speech synthesis, machine translation, information extraction, information retrieval and question answering. Early work, based on Noam Chomsky's generative grammar and semantic networks, had difficulty with word-sense disambiguation unless

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  • Symbolic artificial intelligence

    Symbolic artificial intelligence

    In artificial intelligence, symbolic artificial intelligence (also known as classical artificial intelligence or logic-based artificial intelligence) is the term for the collection of all methods in artificial intelligence research that are based on high-level symbolic (human-readable) representations of problems, logic, and search. Symbolic AI used tools such as logic programming, production rules, semantic nets and frames, and it developed applications such as knowledge-based systems (in particular, expert systems), symbolic mathematics, automated theorem provers, ontologies, the semantic web, and automated planning and scheduling systems. The Symbolic AI paradigm led to important ideas in search, symbolic programming languages, agents, multi-agent systems, the semantic web, and the strengths and limitations of formal knowledge and reasoning systems. Symbolic AI was the dominant paradigm of AI research from the mid-1950s until the mid-1990s. Researchers in the 1960s and the 1970s were convinced that symbolic approaches would eventually succeed in creating a machine with artificial general intelligence and considered this the ultimate goal of their field. An early boom, with early successes such as the Logic Theorist and Samuel's Checkers Playing Program, led to unrealistic expectations and promises and was followed by the first AI Winter as funding dried up. A second boom (1969–1986) occurred with the rise of expert systems, their promise of capturing corporate expertise, and an enthusiastic corporate embrace. That boom, and some early successes, e.g., with XCON at DEC, was followed again by later disappointment. Problems with difficulties in knowledge acquisition, maintaining large knowledge bases, and brittleness in handling out-of-domain problems arose. Another, second, AI Winter (1988–2011) followed. Subsequently, AI researchers focused on addressing underlying problems in handling uncertainty and in knowledge acquisition. Uncertainty was addressed with formal methods such as hidden Markov models, Bayesian reasoning, and statistical relational learning. Symbolic machine learning addressed the knowledge acquisition problem with contributions including Version Space, Valiant's PAC learning, Quinlan's ID3 decision-tree learning, case-based learning, and inductive logic programming to learn relations. Neural networks, a subsymbolic approach, had been pursued from early days and reemerged strongly in 2012. Early examples are Rosenblatt's perceptron learning work, the backpropagation work of Rumelhart, Hinton and Williams, and work in convolutional neural networks by LeCun et al. in 1989. However, neural networks were not viewed as successful until about 2012: "Until Big Data became commonplace, the general consensus in the Al community was that the so-called neural-network approach was hopeless. Systems just didn't work that well, compared to other methods. ... A revolution came in 2012, when a number of people, including a team of researchers working with Hinton, worked out a way to use the power of GPUs to enormously increase the power of neural networks." Over the next several years, deep learning had spectacular success in handling vision, speech recognition, speech synthesis, image generation, and machine translation, though symbolic approaches continue to be useful in a few domains such as computer algebra systems and proof assistants. == History == A short history of symbolic AI to the present day follows below. Time periods and titles are drawn from Henry Kautz's 2020 AAAI Robert S. Engelmore Memorial Lecture and the longer Wikipedia article on the History of AI, with dates and titles differing slightly for increased clarity. === The first AI summer: irrational exuberance, 1948–1966 === Success at early attempts in AI occurred in three main areas: artificial neural networks, knowledge representation, and heuristic search, contributing to high expectations. This section summarizes Kautz's reprise of early AI history. ==== Approaches inspired by human or animal cognition or behavior ==== Cybernetic approaches attempted to replicate the feedback loops between animals and their environments. A robotic turtle, with sensors, motors for driving and steering, and seven vacuum tubes for control, based on a preprogrammed neural net, was built as early as 1948. This work can be seen as an early precursor to later work in neural networks, reinforcement learning, and situated robotics. An important early symbolic AI program was the Logic theorist, written by Allen Newell, Herbert Simon and Cliff Shaw in 1955–56, as it was able to prove 38 elementary theorems from Whitehead and Russell's Principia Mathematica. Newell, Simon, and Shaw later generalized this work to create a domain-independent problem solver, GPS (General Problem Solver). GPS solved problems represented with formal operators via state-space search using means-ends analysis. During the 1960s, symbolic approaches achieved great success at simulating intelligent behavior in structured environments such as game-playing, symbolic mathematics, and theorem-proving. AI research was concentrated in four institutions in the 1960s: Carnegie Mellon University, Stanford, MIT and (later) University of Edinburgh. Each one developed its own style of research. Earlier approaches based on cybernetics or artificial neural networks were abandoned or pushed into the background. Herbert Simon and Allen Newell studied human problem-solving skills and attempted to formalize them, and their work laid the foundations of the field of artificial intelligence, as well as cognitive science, operations research and management science. Their research team used the results of psychological experiments to develop programs that simulated the techniques that people used to solve problems. This tradition, centered at Carnegie Mellon University would eventually culminate in the development of the Soar architecture in the middle 1980s. ==== Heuristic search ==== In addition to the highly specialized domain-specific kinds of knowledge that we will see later used in expert systems, early symbolic AI researchers discovered another more general application of knowledge. These were called heuristics, rules of thumb that guide a search in promising directions: "How can non-enumerative search be practical when the underlying problem is exponentially hard? The approach advocated by Simon and Newell is to employ heuristics: fast algorithms that may fail on some inputs or output suboptimal solutions." Another important advance was to find a way to apply these heuristics that guarantees a solution will be found, if there is one, not withstanding the occasional fallibility of heuristics: "The A algorithm provided a general frame for complete and optimal heuristically guided search. A is used as a subroutine within practically every AI algorithm today but is still no magic bullet; its guarantee of completeness is bought at the cost of worst-case exponential time. ==== Early work on knowledge representation and reasoning ==== Early work covered both applications of formal reasoning emphasizing first-order logic, along with attempts to handle common-sense reasoning in a less formal manner. ===== Modeling formal reasoning with logic: the "neats" ===== Unlike Simon and Newell, John McCarthy felt that machines did not need to simulate the exact mechanisms of human thought, but could instead try to find the essence of abstract reasoning and problem-solving with logic, regardless of whether people used the same algorithms. His laboratory at Stanford (SAIL) focused on using formal logic to solve a wide variety of problems, including knowledge representation, planning and learning. Logic was also the focus of the work at the University of Edinburgh and elsewhere in Europe which led to the development of the programming language Prolog and the science of logic programming. ===== Modeling implicit common-sense knowledge with frames and scripts: the "scruffies" ===== Researchers at MIT (such as Marvin Minsky and Seymour Papert) found that solving difficult problems in vision and natural language processing required ad hoc solutions—they argued that no simple and general principle (like logic) would capture all the aspects of intelligent behavior. Roger Schank described their "anti-logic" approaches as "scruffy" (as opposed to the "neat" paradigms at CMU and Stanford). Commonsense knowledge bases (such as Doug Lenat's Cyc) are an example of "scruffy" AI, since they must be built by hand, one complicated concept at a time. === The first AI winter: crushed dreams, 1967–1977 === The first AI winter was a shock: During the first AI summer, many people thought that machine intelligence could be achieved in just a few years. The Defense Advance Research Projects Agency (DARPA) launched programs to support AI research to use AI to solve problems of national security; in particular, to automate the translation of Russian to English for inte

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  • Non-native speech database

    Non-native speech database

    A non-native speech database is a speech database of non-native pronunciations of English. Such databases are used in the development of: multilingual automatic speech recognition systems, text to speech systems, pronunciation trainers, and second language learning systems. == List == The actual table with information about the different databases is shown in Table 2. === Legend === In the table of non-native databases some abbreviations for language names are used. They are listed in Table 1. Table 2 gives the following information about each corpus: The name of the corpus, the institution where the corpus can be obtained, or at least further information should be available, the language which was actually spoken by the speakers, the number of speakers, the native language of the speakers, the total amount of non-native utterances the corpus contains, the duration in hours of the non-native part, the date of the first public reference to this corpus, some free text highlighting special aspects of this database and a reference to another publication. The reference in the last field is in most cases to the paper which is especially devoted to describe this corpus by the original collectors. In some cases it was not possible to identify such a paper. In these cases a paper is referenced which is using this corpus is. Some entries are left blank and others are marked with unknown. The difference here is that blank entries refer to attributes where the value is just not known. Unknown entries, however, indicate that no information about this attribute is available in the database itself. As an example, in the Jupiter weather database no information about the origin of the speakers is given. Therefore this data would be less useful for verifying accent detection or similar issues. Where possible, the name is a standard name of the corpus, for some of the smaller corpora, however, there was no established name and hence an identifier had to be created. In such cases, a combination of the institution and the collector of the database is used. In the case where the databases contain native and non-native speech, only attributes of the non-native part of the corpus are listed. Most of the corpora are collections of read speech. If the corpus instead consists either partly or completely of spontaneous utterances, this is mentioned in the Specials column.

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  • Labeled data

    Labeled data

    Labeled data is a group of samples that have been tagged with one or more labels. Labeling typically takes a set of unlabeled data and augments each piece of it with informative tags called judgments. For example, a data label might indicate whether a photo contains a horse or a cow, which words were uttered in an audio recording, what type of action is being performed in a video, what the topic of a news article is, what the overall sentiment of a tweet is, or whether a dot in an X-ray is a tumor. Labels can be obtained by having humans make judgments about a given piece of unlabeled data. Labeled data is significantly more expensive to obtain than the raw unlabeled data. The quality of labeled data directly influences the performance of supervised machine learning models in operation, as these models learn from the provided labels. == Crowdsourced labeled data == In 2006, Fei-Fei Li, the co-director of the Stanford Human-Centered AI Institute, initiated research to improve the artificial intelligence models and algorithms for image recognition by significantly enlarging the training data. The researchers downloaded millions of images from the World Wide Web and a team of undergraduates started to apply labels for objects to each image. In 2007, Li outsourced the data labeling work on Amazon Mechanical Turk, an online marketplace for digital piece work. The 3.2 million images that were labeled by more than 49,000 workers formed the basis for ImageNet, one of the largest hand-labeled database for outline of object recognition. == Automated data labelling == After obtaining a labeled dataset, machine learning models can be applied to the data so that new unlabeled data can be presented to the model and a likely label can be guessed or predicted for that piece of unlabeled data. == Challenges == === Data-driven bias === Algorithmic decision-making is subject to programmer-driven bias as well as data-driven bias. Training data that relies on bias labeled data will result in prejudices and omissions in a predictive model, despite the machine learning algorithm being legitimate. The labeled data used to train a specific machine learning algorithm needs to be a statistically representative sample to not bias the results. For example, in facial recognition systems underrepresented groups are subsequently often misclassified if the labeled data available to train has not been representative of the population,. In 2018, a study by Joy Buolamwini and Timnit Gebru demonstrated that two facial analysis datasets that have been used to train facial recognition algorithms, IJB-A and Adience, are composed of 79.6% and 86.2% lighter skinned humans respectively. === Human error and inconsistency === Human annotators are prone to errors and biases when labeling data. This can lead to inconsistent labels and affect the quality of the data set. The inconsistency can affect the machine learning model's ability to generalize well. === Domain expertise === Certain fields, such as legal document analysis or medical imaging, require annotators with specialized domain knowledge. Without the expertise, the annotations or labeled data may be inaccurate, negatively impacting the machine learning model's performance in a real-world scenario.

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  • Manifold hypothesis

    Manifold hypothesis

    The manifold hypothesis posits that many high-dimensional data sets that occur in the real world actually lie along low-dimensional latent manifolds inside that high-dimensional space. As a consequence of the manifold hypothesis, many data sets that appear to initially require many variables to describe, can actually be described by a comparatively small number of variables, linked to the local coordinate system of the underlying manifold. It is suggested that this principle underpins the effectiveness of machine learning algorithms in describing high-dimensional data sets by considering a few common features. The manifold hypothesis is related to the effectiveness of nonlinear dimensionality reduction techniques in machine learning. Many techniques of dimensional reduction make the assumption that data lies along a low-dimensional submanifold, such as manifold sculpting, manifold alignment, and manifold regularization. The major implications of this hypothesis is that Machine learning models only have to fit relatively simple, low-dimensional, highly structured subspaces within their potential input space (latent manifolds). Within one of these manifolds, it's always possible to interpolate between two inputs, that is to say, morph one into another via a continuous path along which all points fall on the manifold. The ability to interpolate between samples is the key to generalization in deep learning. == The information geometry of statistical manifolds == An empirically-motivated approach to the manifold hypothesis focuses on its correspondence with an effective theory for manifold learning under the assumption that robust machine learning requires encoding the dataset of interest using methods for data compression. This perspective gradually emerged using the tools of information geometry thanks to the coordinated effort of scientists working on the efficient coding hypothesis, predictive coding and variational Bayesian methods. The argument for reasoning about the information geometry on the latent space of distributions rests upon the existence and uniqueness of the Fisher information metric. In this general setting, we are trying to find a stochastic embedding of a statistical manifold. From the perspective of dynamical systems, in the big data regime this manifold generally exhibits certain properties such as homeostasis: We can sample large amounts of data from the underlying generative process. Machine Learning experiments are reproducible, so the statistics of the generating process exhibit stationarity. In a sense made precise by theoretical neuroscientists working on the free energy principle, the statistical manifold in question possesses a Markov blanket.

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  • Intelligent control

    Intelligent control

    Intelligent control is a class of control techniques that use various artificial intelligence computing approaches like neural networks, Bayesian probability, fuzzy logic, machine learning, reinforcement learning, evolutionary computation and genetic algorithms. == Overview == Intelligent control can be divided into the following major sub-domains: Neural network control Machine learning control Reinforcement learning Bayesian control Fuzzy control Neuro-fuzzy control Expert Systems Genetic control New control techniques are created continuously as new models of intelligent behavior are created and computational methods developed to support them. === Neural network controller === Neural networks have been used to solve problems in almost all spheres of science and technology. Neural network control basically involves two steps: System identification Control It has been shown that a feedforward network with nonlinear, continuous and differentiable activation functions have universal approximation capability. Recurrent networks have also been used for system identification. Given, a set of input-output data pairs, system identification aims to form a mapping among these data pairs. Such a network is supposed to capture the dynamics of a system. For the control part, deep reinforcement learning has shown its ability to control complex systems. === Bayesian controllers === Bayesian probability has produced a number of algorithms that are in common use in many advanced control systems, serving as state space estimators of some variables that are used in the controller. The Kalman filter and the Particle filter are two examples of popular Bayesian control components. The Bayesian approach to controller design often requires an important effort in deriving the so-called system model and measurement model, which are the mathematical relationships linking the state variables to the sensor measurements available in the controlled system. In this respect, it is very closely linked to the system-theoretic approach to control design.

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  • Clipmap

    Clipmap

    In computer graphics, clipmapping is a method of clipping a mipmap to a subset of data pertinent to the geometry being displayed. This is useful for loading as little data as possible when memory is limited, such as on a graphics processing unit. The technique is used for LODing in NVIDIA’s implementation of voxel cone tracing. The high-resolution levels of the mipmapped scene representation are clipped to a region near the camera, while lower resolution levels are clipped further away. == MegaTexture == MegaTexture is a clipmap implementation developed by id Software. It was introduced in their id Tech 4 engine and also appeared in id Tech 5 and id Tech 6 before being removed in id Tech 7. MegaTexture is a texture allocation technique that uses a single, extremely large texture rather than repeating multiple smaller textures. It is also featured in Splash Damage's game Enemy Territory: Quake Wars, and was developed by id Software former technical director John Carmack. MegaTexture employs a single large texture space for static terrain. The texture is stored on removable media or a computer's hard drive and streamed as needed, allowing large amounts of detail and variation over a large area with comparatively little RAM usage. Depending on the pixel resolution per square meter, covering a large area could require several gigabytes of memory. However, RAM is also filled by the rest of the game and the underlying operating system, limiting the amount available for texturing. As the player moves around the game, different sections of the MegaTexture are loaded into memory. They are then scaled to the correct size and applied to the 3D models of the terrain. Id has presented a more advanced technique that builds upon the MegaTexture idea and virtualizes both the geometry and the textures to obtain unique geometry down to the equivalent of the texel: the sparse voxel octree (SVO). It works by raycasting the geometry represented by voxels (instead of triangles) stored in an octree. The goal is to stream parts of the octree into video memory, going further down along the tree for nearby objects to give them more details, and to use higher level, larger voxels for farther objects, which give an automatic level of detail (LOD) system for both geometry and textures at the same time. The geometric detail that can be obtained using this method is nearly infinite, which removes the need for faking 3-dimensional details with techniques such as normal mapping. Despite that most voxel rendering tests use very large amounts of memory (up to several GB), Jon Olick of id Software claimed the technology is able to compress such SVO to 1.15 bits per voxel of position data. == Virtual texturing == Unlike clipmaps, which clip each mip level around a viewpoint-dependent clipcenter and therefore work best for terrain, virtual texturing preprocesses texture data into equally sized tiles that can be streamed for arbitrary textured geometry. Rage, powered by the id Tech 5 engine, uses a more advanced technique called virtual texturing. Textures can measure up to 128000×128000 pixels and are also used for in-game models and sprites, etc. and not just the terrain. Wolfenstein: The New Order and the 2016 version of Doom also use these. Carmageddon: Reincarnation also uses virtual texturing, though unlike id's virtual texturing system, which is designed for unique texture-mapping everywhere, their system is designed to use storage space sparingly while still offering good blend of texture variation and resolution.

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  • Cross-validation (statistics)

    Cross-validation (statistics)

    Cross-validation, sometimes called rotation estimation or out-of-sample testing, is any of various similar model validation techniques for assessing how the results of a statistical analysis will generalize to an independent data set. Cross-validation includes resampling and sample splitting methods that use different portions of the data to test and train a model on different iterations. It is often used in settings where the goal is prediction, and one wants to estimate how accurately a predictive model will perform in practice. It can also be used to assess the quality of a fitted model and the stability of its parameters. In a prediction problem, a model is usually given a dataset of known data on which training is run (training dataset), and a dataset of unknown data (or first seen data) against which the model is tested (called the validation dataset or testing set). The goal of cross-validation is to test the model's ability to predict new data that was not used in estimating it, in order to flag problems like overfitting or selection bias and to give an insight on how the model will generalize to an independent dataset (i.e., an unknown dataset, for instance from a real problem). One round of cross-validation involves partitioning a sample of data into complementary subsets, performing the analysis on one subset (called the training set), and validating the analysis on the other subset (called the validation set or testing set). To reduce variability, in most methods multiple rounds of cross-validation are performed using different partitions, and the validation results are combined (e.g. averaged) over the rounds to give an estimate of the model's predictive performance. In summary, cross-validation combines (averages) measures of fitness in prediction to derive a more accurate estimate of model prediction performance. == Motivation == Assume a model with one or more unknown parameters, and a data set to which the model can be fit (the training data set). The fitting process optimizes the model parameters to make the model fit the training data as well as possible. If an independent sample of validation data is taken from the same population as the training data, it will generally turn out that the model does not fit the validation data as well as it fits the training data. The size of this difference is likely to be large especially when the size of the training data set is small, or when the number of parameters in the model is large. Cross-validation is a way to estimate the size of this effect. === Example: linear regression === In linear regression, there exist real response values y 1 , … , y n {\textstyle y_{1},\ldots ,y_{n}} , and n p-dimensional vector covariates x1, ..., xn. The components of the vector xi are denoted xi1, ..., xip. If least squares is used to fit a function in the form of a hyperplane ŷ = a + βTx to the data (xi, yi) 1 ≤ i ≤ n, then the fit can be assessed using the mean squared error (MSE). The MSE for given estimated parameter values a and β on the training set (xi, yi) 1 ≤ i ≤ n is defined as: MSE = 1 n ∑ i = 1 n ( y i − y ^ i ) 2 = 1 n ∑ i = 1 n ( y i − a − β T x i ) 2 = 1 n ∑ i = 1 n ( y i − a − β 1 x i 1 − ⋯ − β p x i p ) 2 {\displaystyle {\begin{aligned}{\text{MSE}}&={\frac {1}{n}}\sum _{i=1}^{n}(y_{i}-{\hat {y}}_{i})^{2}={\frac {1}{n}}\sum _{i=1}^{n}(y_{i}-a-{\boldsymbol {\beta }}^{T}\mathbf {x} _{i})^{2}\\&={\frac {1}{n}}\sum _{i=1}^{n}(y_{i}-a-\beta _{1}x_{i1}-\dots -\beta _{p}x_{ip})^{2}\end{aligned}}} If the model is correctly specified, it can be shown under mild assumptions that the expected value of the MSE for the training set is (n − p − 1)/(n + p + 1) < 1 times the expected value of the MSE for the validation set (the expected value is taken over the distribution of training sets). Thus, a fitted model and computed MSE on the training set will result in an optimistically biased assessment of how well the model will fit an independent data set. This biased estimate is called the in-sample estimate of the fit, whereas the cross-validation estimate is an out-of-sample estimate. Since in linear regression it is possible to directly compute the factor (n − p − 1)/(n + p + 1) by which the training MSE underestimates the validation MSE under the assumption that the model specification is valid, cross-validation can be used for checking whether the model has been overfitted, in which case the MSE in the validation set will substantially exceed its anticipated value. (Cross-validation in the context of linear regression is also useful in that it can be used to select an optimally regularized cost function.) === General case === In most other regression procedures (e.g. logistic regression), there is no simple formula to compute the expected out-of-sample fit. Cross-validation is, thus, a generally applicable way to predict the performance of a model on unavailable data using numerical computation in place of theoretical analysis. == Types == Two types of cross-validation can be distinguished: exhaustive and non-exhaustive cross-validation. === Exhaustive cross-validation === Exhaustive cross-validation methods are cross-validation methods which learn and test on all possible ways to divide the original sample into a training and a validation set. ==== Leave-p-out cross-validation ==== Leave-p-out cross-validation (LpO CV) involves using p observations as the validation set and the remaining observations as the training set. This is repeated on all ways to cut the original sample on a validation set of p observations and a training set. LpO cross-validation require training and validating the model C p n {\displaystyle C_{p}^{n}} times, where n is the number of observations in the original sample, and where C p n {\displaystyle C_{p}^{n}} is the binomial coefficient. For p > 1 and for even moderately large n, LpO CV can become computationally infeasible. For example, with n = 100 and p = 30, C 30 100 ≈ 3 × 10 25 . {\displaystyle C_{30}^{100}\approx 3\times 10^{25}.} A variant of LpO cross-validation with p=2 known as leave-pair-out cross-validation has been recommended as a nearly unbiased method for estimating the area under ROC curve of binary classifiers. ==== Leave-one-out cross-validation ==== Leave-one-out cross-validation (LOOCV) is a particular case of leave-p-out cross-validation with p = 1. The process looks similar to jackknife; however, with cross-validation one computes a statistic on the left-out sample(s), while with jackknifing one computes a statistic from the kept samples only. LOO cross-validation requires less computation time than LpO cross-validation because there are only C 1 n = n {\displaystyle C_{1}^{n}=n} passes rather than C p n {\displaystyle C_{p}^{n}} . However, n {\displaystyle n} passes may still require quite a large computation time, in which case other approaches such as k-fold cross validation may be more appropriate. Pseudo-code algorithm: Input: x, {vector of length N with x-values of incoming points} y, {vector of length N with y-values of the expected result} interpolate( x_in, y_in, x_out ), { returns the estimation for point x_out after the model is trained with x_in-y_in pairs} Output: err, {estimate for the prediction error} Steps: err ← 0 for i ← 1, ..., N do // define the cross-validation subsets x_in ← (x[1], ..., x[i − 1], x[i + 1], ..., x[N]) y_in ← (y[1], ..., y[i − 1], y[i + 1], ..., y[N]) x_out ← x[i] y_out ← interpolate(x_in, y_in, x_out) err ← err + (y[i] − y_out)^2 end for err ← err/N === Non-exhaustive cross-validation === Non-exhaustive cross validation methods do not compute all ways of splitting the original sample. These methods are approximations of leave-p-out cross-validation. ==== k-fold cross-validation ==== In k-fold cross-validation, the original sample is randomly partitioned into k equal sized subsamples, often referred to as "folds". Of the k subsamples, a single subsample is retained as the validation data for testing the model, and the remaining k − 1 subsamples are used as training data. The cross-validation process is then repeated k times, with each of the k subsamples used exactly once as the validation data. The k results can then be averaged to produce a single estimation. The advantage of this method over repeated random sub-sampling (see below) is that all observations are used for both training and validation, and each observation is used for validation exactly once. 10-fold cross-validation is commonly used, but in general k remains an unfixed parameter. For example, setting k = 2 results in 2-fold cross-validation. In 2-fold cross-validation, the dataset is randomly shuffled into two sets d0 and d1, so that both sets are equal size (this is usually implemented by shuffling the data array and then splitting it in two). We then train on d0 and validate on d1, followed by training on d1 and validating on d0. When k = n (the number of observations), k-fold cross-validation is equivalent to leave-one-out cr

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  • Operation Serenata de Amor

    Operation Serenata de Amor

    Operation Serenata de Amor is an artificial intelligence project designed to analyze public spending in Brazil. The project has been funded by a recurrent financing campaign since September 7, 2016, and came in the wake of major scandals of misappropriation of public funds in Brazil, such as the Mensalão scandal and what was revealed in the Operation Car Wash investigations. The analysis began with data from the National Congress then expanded to other types of budget and instances of government, such as the Federal Senate. The project is built through collaboration on GitHub and using a public group with more than 600 participants on Telegram. The name "Serenata de Amor," which means "serenade of love," was taken from a popular cashew cream bonbon produced by Chocolates Garoto in Brazil. == Modules == Throughout development of the project, new modules have been newly introduced in addition to the main repository: The main repository, serenata-de-amor, serves as the starting point for investigative work. Rosie is the robot programmed to identify public funds expenses with discrepancies, starting with CEAP (Quota for Exercise of Parliamentary Activity); it analyzes each of the reimbursements requested by the deputies and senators, indicating the reasons that lead it to believe they are suspicious. From Rosie was born whistleblower, which tweets under the name of @RosieDaSerenata, distributing the results found on social media. Jarbas (Github repository) is a data visualization tool which shows a complete list of reimbursements made available by the Chamber of Deputies and mined by Rosie. Toolbox is a Python installable package that supports the development of Serenata de Amor and Rosie. == History == Operation Serenata de Amor is an Artificial intelligence project for analysis of public expenditures. It was conceived in March 2016 by data scientist Irio Musskopf, sociologist Eduardo Cuducos and entrepreneur Felipe Cabral. The project was financed collectively in the Catarse platform, where it reached 131% of the collection goal paying 3 months of project development. Ana Schwendler, also a data scientist, Pedro Vilanova "Tonny", data journalist, Bruno Pazzim, software engineer, Filipe Linhares, a frontend engineer, Leandro Devegili, an entrepreneur and André Pinho took the first steps towards constructing the platform, such as collecting and structuring the first datasets. Jessica Temporal, data scientist and Yasodara Córdova "Yaso", researcher, Tatiana Balachova "Russa", UX designer, joined the project after the financing took place. The members created a recurring financing campaign, expanding the analysis of public spending to the Federal Senate. Donors make monthly payments ranging from 5 BRL to 200 BRL to maintain group activities. The monthly amount collected is around 10,000 BRL. == Results == In January 2017, concluding the period financed by the initial campaign, the group carried out an investigation into the suspicious activities found by the data analysis system. 629 complaints were made to the Ombudsman's Office of the Chamber of Deputies, questioning expenses of 216 federal deputies. In addition, the Facebook project page has more than 25,000 followers, and users frequently cite the operation as a benchmark in transparency in the Brazilian government. One of the examples of results obtained by the operation is the case of the Deputy who had to return about 700 BRL to the House after his expenses were analyzed by the platform. The platform was able to analyze more than 3 million notes, raising about 8,000 suspected cases in public spending. The community that supports the work of the team benefits from open source repositories, with licenses open for the collaboration. So much so that the two main data scientists of the project presented it at the CivicTechFest in Taipei, obtaining several mentions even in the international press. The technical leader presented the project in Poland during DevConf2017 in Kraków. It was also presented in the Google News Lab in 2017. It was presented by Yaso, when she was the Director of the initiative, at the MIT Media Lab/Berkman Klein Center Initiative for Artificial Intelligence ethics, and at the Artificial Intelligence and Inclusion Symposium, an initiative of the Global Network of Internet & Society Centers (NoC). It was also presented both by Irio and Yaso at the Digital Harvard Kennedy School, over a lunch seminar, where the transparency of the platform and the main solutions found were discussed, so that the code and data are always available to verify its suitability. This infographic provides information about the first results of Operation Serenata de Amor, a project that analyzes open data on public spending to find discrepancies. The project was presented by Yaso to the House Audit and Control Committee of the Chamber of Deputies in August 2017, and raised the interest of House officials who work with open data. The operation has been a source of inspiration for other civic projects that aim to work with similar goals, demonstrating the broader impact of artificial intelligence also in industry in Brazil. Participation of several team members in events throughout Brazil and abroad can be found on the Internet, such as presentation at OpenDataDay, held at Calango Hackerspace in the Federal District, Campus Party Bahia, Campus Party Brasilia, Friends of Tomorrow, XIII National Meeting of Internal Control, in the event USP Talks Hackfest against corruption in João Pessoa, the latter being also highlighted in the National Press.

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  • POP-11

    POP-11

    POP-11 is a reflective, incrementally compiled programming language with many of the features of an interpreted language. It is the core language of the Poplog programming environment developed originally by the University of Sussex, and recently in the School of Computer Science at the University of Birmingham, which hosts the main Poplog website. POP-11 is an evolution of the language POP-2, developed in Edinburgh University, and features an open stack model (like Forth, among others). It is mainly procedural, but supports declarative language constructs, including a pattern matcher, and is mostly used for research and teaching in artificial intelligence, although it has features sufficient for many other classes of problems. It is often used to introduce symbolic programming techniques to programmers of more conventional languages like Pascal, who find POP syntax more familiar than that of Lisp. One of POP-11's features is that it supports first-class functions. POP-11 is the core language of the Poplog system. The availability of the compiler and compiler subroutines at run-time (a requirement for incremental compiling) gives it the ability to support a far wider range of extensions (including run-time extensions, such as adding new data-types) than would be possible using only a macro facility. This made it possible for (optional) incremental compilers to be added for Prolog, Common Lisp and Standard ML, which could be added as required to support either mixed language development or development in the second language without using any POP-11 constructs. This made it possible for Poplog to be used by teachers, researchers, and developers who were interested in only one of the languages. The most successful product developed in POP-11 was the Clementine data mining system, developed by ISL. After SPSS bought ISL, they renamed Clementine to SPSS Modeler and decided to port it to C++ and Java, and eventually succeeded with great effort, and perhaps some loss of the flexibility provided by the use of an AI language. POP-11 was for a time available only as part of an expensive commercial package (Poplog), but since about 1999 it has been freely available as part of the open-source software version of Poplog, including various added packages and teaching libraries. An online version of ELIZA using POP-11 is available at Birmingham. At the University of Sussex, David Young used POP-11 in combination with C and Fortran to develop a suite of teaching and interactive development tools for image processing and vision, and has made them available in the Popvision extension to Poplog. == Simple code examples == Here is an example of a simple POP-11 program: define Double(Source) -> Result; Source2 -> Result; enddefine; Double(123) => That prints out: 246 This one includes some list processing: define RemoveElementsMatching(Element, Source) -> Result; lvars Index; [[% for Index in Source do unless Index = Element or Index matches Element then Index; endunless; endfor; %]] -> Result; enddefine; RemoveElementsMatching("the", [[the cat sat on the mat]]) => ;;; outputs [[cat sat on mat]] RemoveElementsMatching("the", [[the cat] [sat on] the mat]) => ;;; outputs [[the cat] [sat on] mat] RemoveElementsMatching([[= cat]], [[the cat]] is a [[big cat]]) => ;;; outputs [[is a]] Examples using the POP-11 pattern matcher, which makes it relatively easy for students to learn to develop sophisticated list-processing programs without having to treat patterns as tree structures accessed by 'head' and 'tail' functions (CAR and CDR in Lisp), can be found in the online introductory tutorial. The matcher is at the heart of the SimAgent (sim_agent) toolkit. Some of the powerful features of the toolkit, such as linking pattern variables to inline code variables, would have been very difficult to implement without the incremental compiler facilities.

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  • Inductive programming

    Inductive programming

    Inductive programming (IP) is a special area of automatic programming, covering research from artificial intelligence and programming, which addresses learning of typically declarative (logic or functional) and often recursive programs from incomplete specifications, such as input/output examples or constraints. Depending on the programming language used, there are several kinds of inductive programming. Inductive functional programming, which uses functional programming languages such as Lisp or Haskell, and most especially inductive logic programming, which uses logic programming languages such as Prolog and other logical representations such as description logics, have been more prominent, but other (programming) language paradigms have also been used, such as constraint programming or probabilistic programming. == Definition == Inductive programming incorporates all approaches which are concerned with learning programs or algorithms from incomplete (formal) specifications. Possible inputs in an IP system are a set of training inputs and corresponding outputs or an output evaluation function, describing the desired behavior of the intended program, traces or action sequences which describe the process of calculating specific outputs, constraints for the program to be induced concerning its time efficiency or its complexity, various kinds of background knowledge such as standard data types, predefined functions to be used, program schemes or templates describing the data flow of the intended program, heuristics for guiding the search for a solution or other biases. Output of an IP system is a program in some arbitrary programming language containing conditionals and loop or recursive control structures, or any other kind of Turing-complete representation language. In many applications the output program must be correct with respect to the examples and partial specification, and this leads to the consideration of inductive programming as a special area inside automatic programming or program synthesis, usually opposed to 'deductive' program synthesis, where the specification is usually complete. In other cases, inductive programming is seen as a more general area where any declarative programming or representation language can be used and we may even have some degree of error in the examples, as in general machine learning, the more specific area of structure mining or the area of symbolic artificial intelligence. A distinctive feature is the number of examples or partial specification needed. Typically, inductive programming techniques can learn from just a few examples. The diversity of inductive programming usually comes from the applications and the languages that are used: apart from logic programming and functional programming, other programming paradigms and representation languages have been used or suggested in inductive programming, such as functional logic programming, constraint programming, probabilistic programming, abductive logic programming, modal logic, action languages, agent languages and many types of imperative languages. == History == The early works of Plotkin, and his "relative least general generalization (rlgg)", had an enormous impact in inductive logic programming. There were some encouraging results on learning recursive Prolog programs such as quicksort from examples together with suitable background knowledge, for example with GOLEM. However, after initial success, the community got disappointed by limited progress about the induction of recursive programs with ILP less and less focusing on recursive programs and leaning more and more towards a machine learning setting with applications in relational data mining and knowledge discovery. In parallel to work in ILP, Koza proposed genetic programming in the early 1990s as a generate-and-test based approach to learning programs. The idea of genetic programming was further developed into the inductive programming system ADATE and the systematic-search-based system MagicHaskeller. Here again, functional programs are learned from sets of positive examples together with an output evaluation (fitness) function which specifies the desired input/output behavior of the program to be learned. The early work in grammar induction (also known as grammatical inference) is related to inductive programming, as rewriting systems or logic programs can be used to represent production rules. In fact, early works in inductive inference considered grammar induction and Lisp program inference as basically the same problem. The results in terms of learnability were related to classical concepts, such as identification-in-the-limit, as introduced in the seminal work of Gold. More recently, the language learning problem was addressed by the inductive programming community. In the recent years, the classical approaches have been resumed and advanced with great success. Therefore, the synthesis problem has been reformulated on the background of constructor-based term rewriting systems taking into account modern techniques of functional programming, as well as moderate use of search-based strategies and usage of background knowledge as well as automatic invention of subprograms. Many new and successful applications have recently appeared beyond program synthesis, most especially in the area of data manipulation, programming by example and cognitive modelling (see below). Other ideas have also been explored with the common characteristic of using declarative languages for the representation of hypotheses. For instance, the use of higher-order features, schemes or structured distances have been advocated for a better handling of recursive data types and structures; abstraction has also been explored as a more powerful approach to cumulative learning and function invention. One powerful paradigm that has been recently used for the representation of hypotheses in inductive programming (generally in the form of generative models) is probabilistic programming (and related paradigms, such as stochastic logic programs and Bayesian logic programming). == Application areas == The first workshop on Approaches and Applications of Inductive Programming (AAIP) Archived 2016-03-03 at the Wayback Machine held in conjunction with ICML 2005 identified all applications where "learning of programs or recursive rules are called for, [...] first in the domain of software engineering where structural learning, software assistants and software agents can help to relieve programmers from routine tasks, give programming support for end users, or support of novice programmers and programming tutor systems. Further areas of application are language learning, learning recursive control rules for AI-planning, learning recursive concepts in web-mining or for data-format transformations". Since then, these and many other areas have shown to be successful application niches for inductive programming, such as end-user programming, the related areas of programming by example and programming by demonstration, and intelligent tutoring systems. Other areas where inductive inference has been recently applied are knowledge acquisition, artificial general intelligence, reinforcement learning and theory evaluation, and cognitive science in general. There may also be prospective applications in intelligent agents, games, robotics, personalisation, ambient intelligence and human interfaces.

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  • Matchbox Educable Noughts and Crosses Engine

    Matchbox Educable Noughts and Crosses Engine

    The Matchbox Educable Noughts and Crosses Engine (sometimes called the Machine Educable Noughts and Crosses Engine or MENACE) was a mechanical computer made from 304 matchboxes designed and built by artificial intelligence researcher Donald Michie and his colleague Roger Chambers, in 1961. It was designed to play human opponents in games of noughts and crosses (tic-tac-toe) by returning a move for any given state of play and to refine its strategy through reinforcement learning. This was one of the first types of artificial intelligence. Michie and Chambers did not have immediate access to a computer; they worked around this by building the engine out of matchboxes. The matchboxes they used each represented a single possible layout of a noughts and crosses grid. When the computer first played, it would randomly choose moves based on the current layout. As it played more games, through a reinforcement loop, it disqualified strategies that led to losing games, and supplemented strategies that led to winning games. Michie held a tournament against MENACE in 1961, wherein he experimented with different openings. Following MENACE's maiden tournament against Michie, it demonstrated successful artificial intelligence in its strategy. Michie's essays on MENACE's weight initialisation and the BOXES algorithm used by MENACE became popular in the field of computer science research. Michie was honoured for his contribution to machine learning research, and was twice commissioned to program a MENACE simulation on an actual computer. == Origin == Donald Michie (1923–2007) had been on the team decrypting the German Tunny Code during World War II. Fifteen years later, he wanted to further display his mathematical and computational prowess with an early convolutional neural network. Since computer equipment was not obtainable for such uses, and Michie did not have a computer readily available, he decided to display and demonstrate artificial intelligence in a more esoteric format and constructed a functional mechanical computer out of matchboxes and beads. MENACE was constructed as the result of a bet with a computer science colleague who postulated that such a machine was impossible. Michie undertook the task of collecting and defining each matchbox as a "fun project", later turned into a demonstration tool. Michie completed his essay on MENACE in 1963, "Experiments on the mechanization of game-learning", as well as his essay on the BOXES Algorithm, written with R. A. Chambers and had built up an AI research unit in Hope Park Square, Edinburgh, Scotland. MENACE learned by playing successive matches of noughts and crosses. Each time, it would eliminate a losing strategy by the human player confiscating the beads that corresponded to each move. It reinforced winning strategies by making the moves more likely, by supplying extra beads. This was one of the earliest versions of the Reinforcement Loop, the schematic algorithm of looping the algorithm, dropping unsuccessful strategies until only the winning ones remain. This model starts as completely random, and gradually learns. == Composition == MENACE was made from 304 matchboxes glued together in an arrangement similar to a chest of drawers. Each box had a code number, which was keyed into a chart. This chart had drawings of tic-tac-toe game grids with various configurations of X, O, and empty squares, corresponding to all possible permutations a game could go through as it progressed. After removing duplicate arrangements (ones that were simply rotations or mirror images of other configurations), MENACE used 304 permutations in its chart and thus that many matchboxes. Each individual matchbox tray contained a collection of coloured beads. Each colour represented a move on a square on the game grid, and so matchboxes with arrangements where positions on the grid were already taken would not have beads for that position. Additionally, at the front of the tray were two extra pieces of card in a "V" shape, the point of the "V" pointing at the front of the matchbox. Michie and his artificial intelligence team called MENACE's algorithm "Boxes", after the apparatus used for the machine. The first stage "Boxes" operated in five phases, each setting a definition and a precedent for the rules of the algorithm in relation to the game. == Operation == MENACE played first, as O, since all matchboxes represented permutations only relevant to the "X" player. To retrieve MENACE's choice of move, the opponent or operator located the matchbox that matched the current game state, or a rotation or mirror image of it. For example, at the start of a game, this would be the matchbox for an empty grid. The tray would be removed and lightly shaken so as to move the beads around. Then, the bead that had rolled into the point of the "V" shape at the front of the tray was the move MENACE had chosen to make. Its colour was then used as the position to play on, and, after accounting for any rotations or flips needed based on the chosen matchbox configuration's relation to the current grid, the O would be placed on that square. Then the player performed their move, the new state was located, a new move selected, and so on, until the game was finished. When the game had finished, the human player observed the game's outcome. As a game was played, each matchbox that was used for MENACE's turn had its tray returned to it ajar, and the bead used kept aside, so that MENACE's choice of moves and the game states they belonged to were recorded. Michie described his reinforcement system with "reward" and "punishment". Once the game was finished, if MENACE had won, it would then receive a "reward" for its victory. The removed beads showed the sequence of the winning moves. These were returned to their respective trays, easily identifiable since they were slightly open, as well as three bonus beads of the same colour. In this way, in future games MENACE would become more likely to repeat those winning moves, reinforcing winning strategies. If it lost, the removed beads were not returned, "punishing" MENACE, and meaning that in future it would be less likely, and eventually incapable if that colour of bead became absent, to repeat the moves that cause a loss. If the game was a draw, one additional bead was added to each box. == Results in practice == === Optimal strategy === Noughts and crosses has a well-known optimal strategy. A player must place their symbol in a way that blocks the other player from achieving any rows while simultaneously making a row themself. However, if both players use this strategy, the game always ends in a draw. If the human player is familiar with the optimal strategy, and MENACE can quickly learn it, then the games will eventually only end in draws. The likelihood of the computer winning increases quickly when the computer plays against a random-playing opponent. When playing against a player using optimal strategy, the odds of a draw grow to 100%. In Donald Michie's official tournament against MENACE in 1961 he used optimal strategy, and he and the computer began to draw consistently after twenty games. Michie's tournament had the following milestones: Michie began by consistently opening with "Variant 0", the middle square. At 15 games, MENACE abandoned all non-corner openings. At just over 20, Michie switched to consistently using "Variant 1", the bottom-right square. At 60, he returned to Variant 0. As he neared 80 games, he moved to "Variant 2", the top-middle. At 110, he switched to "Variant 3", the top right. At 135, he switched to "Variant 4", middle-right. At 190, he returned to Variant 1, and at 210, he returned to Variant 0. The trend in changes of beads in the "2" boxes runs: === Correlation === Depending on the strategy employed by the human player, MENACE produces a different trend on scatter graphs of wins. Using a random turn from the human player results in an almost-perfect positive trend. Playing the optimal strategy returns a slightly slower increase. The reinforcement does not create a perfect standard of wins; the algorithm will draw random uncertain conclusions each time. After the j-th round, the correlation of near-perfect play runs: 1 − D D − D ( j + 2 ) ∑ i = 0 j D ( j i + 1 ) V i {\displaystyle {1-D \over D-D^{(j+2)}}\sum _{i=0}^{j}D^{(ji+1)}V_{i}} Where Vi is the outcome (+1 is win, 0 is draw and -1 is loss) and D is the decay factor (average of past values of wins and losses). Below, Mn is the multiplier for the n-th round of the game. == Legacy == Donald Michie's MENACE proved that a computer could learn from failure and success to become good at a task. It used what would become core principles within the field of machine learning before they had been properly theorised. For example, the combination of how MENACE starts with equal numbers of types of beads in each matchbox, and how these are then selected at random, creates a learning behaviour similar to weight initialisation

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  • Knowledge integration

    Knowledge integration

    Knowledge integration is the process of synthesizing multiple knowledge models (or representations) into a common model (representation). Compared to information integration, which involves merging information having different schemas and representation models, knowledge integration focuses more on synthesizing the understanding of a given subject from different perspectives. For example, multiple interpretations are possible of a set of student grades, typically each from a certain perspective. An overall, integrated view and understanding of this information can be achieved if these interpretations can be put under a common model, say, a student performance index. The Web-based Inquiry Science Environment (WISE), from the University of California at Berkeley has been developed along the lines of knowledge integration theory. Knowledge integration has also been studied as the process of incorporating new information into a body of existing knowledge with an interdisciplinary approach. This process involves determining how the new information and the existing knowledge interact, how existing knowledge should be modified to accommodate the new information, and how the new information should be modified in light of the existing knowledge. A learning agent that actively investigates the consequences of new information can detect and exploit a variety of learning opportunities; e.g., to resolve knowledge conflicts and to fill knowledge gaps. By exploiting these learning opportunities the learning agent is able to learn beyond the explicit content of the new information. The machine learning program KI, developed by Murray and Porter at the University of Texas at Austin, was created to study the use of automated and semi-automated knowledge integration to assist knowledge engineers constructing a large knowledge base. A possible technique which can be used is semantic matching. More recently, a technique useful to minimize the effort in mapping validation and visualization has been presented which is based on Minimal Mappings. Minimal mappings are high quality mappings such that i) all the other mappings can be computed from them in time linear in the size of the input graphs, and ii) none of them can be dropped without losing property i). The University of Waterloo operates a Bachelor of Knowledge Integration undergraduate degree program as an academic major or minor. The program started in 2008.

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