AI Detector Make It Human

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

  • Alexis Spectral Data

    Alexis Spectral Data

    Alexis Spectral Data is a software developed for colour matching processes that calculates from available spectral data the colour numbers used by computers to display colours on screen. It displays the colour for each spectral reflectance curve and records the calculated trichromatic values and colour numbers along with the spectral curves. This eliminates the need to scan the samples separately with a truecolour Scanner while creating the database. The spectral data can be introduced manually as a series of reflectance values at wavelengths measured in different standard illuminants with an arbitrary but fixed increment that must be kept for each spectral curve throughout the creation of the whole database. Therefore, older UV-VIS Spectrophotometers that can't be interfaced with computers can also be used for creating the database needed for colour matching. Alexis Spectral Data determines the whiteness degree in a less time-consuming method, which permits storage and easier handling of the obtained data. Alexis Spectral Data can export the trichromatic values, calculated from the spectral curves, to Alexis Analyser, software that handles only trichromatic data. The earliest information about the development of this software comes from a paper published by a student at the University Politehnica Bucharest in 1993. The software runs on Windows based computers but not on other operating systems.

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  • Dashboard (computing)

    Dashboard (computing)

    In computer information systems, a dashboard is a type of graphical user interface which often provides at-a-glance views of data relevant to a particular objective or process through a combination of visualizations and summary information. In other usage, "dashboard" is another name for "progress report" or "report" and is considered a form of data visualization. The dashboard is often accessible by a web browser and is typically linked to regularly updating data sources. Dashboards are often interactive and facilitate users to explore the data themselves, usually by clicking into elements to view more detailed information. The term dashboard originates from the automobile dashboard where drivers monitor the major functions at a glance via the instrument panel. == History == The idea of digital dashboards followed the study of decision support systems in the 1970s. Early predecessors of the modern business dashboard were first developed in the 1980s in the form of Executive Information Systems (EISs). Due to problems primarily with data refreshing and handling, it was soon realized that the approach wasn't practical as information was often incomplete, unreliable, and spread across too many disparate sources. Thus, EISs hibernated until the 1990s when the information age quickened pace and data warehousing, and online analytical processing (OLAP) allowed dashboards to function adequately. Despite the availability of enabling technologies, the dashboard use didn't become popular until later in that decade, with the rise of key performance indicators (KPIs), and the introduction of Robert S. Kaplan and David P. Norton's balanced scorecard. In the late 1990s, Microsoft promoted a concept known as the Digital Nervous System and "digital dashboards" were described as being one leg of that concept. Today, the use of dashboards forms an important part of Business Performance Management (BPM). Initially dashboards were used for monitoring purposes, now with the advancement of technology, dashboards are being used for more analytical purposes. The use of dashboards has now been incorporating; scenario analysis, drill down capabilities, and presentation format flexibility. == Benefits == Digital dashboards allow managers to monitor the contribution of the various departments in their organization. In addition, they enable “rolling up” of information to present a consolidated view across an organization. To gauge exactly how well an organization is performing overall, digital dashboards allow you to capture and report specific data points from each department within the organization, thus providing a "snapshot" of performance. Benefits of using digital dashboards include: Visual presentation of performance measures Ability to identify and correct negative trends Measure efficiencies/inefficiencies Ability to generate detailed reports showing new trends Ability to make more informed decisions based on collected business intelligence Dashboards offers a holistic view of the entire business as it gives the manager a bird's eye view into the performance of sales, data inventory, web traffic, social media analytics and other associated data that is visually presented on a single dashboard. Dashboards lead to better management of marketing/financial strategies as a dashboard for the display of marketing data makes the process of marketing easier and more reliable as compared to doing it manually. Web analytics play a crucial role in shaping the marketing strategy of many businesses. Dashboards also facilitate for better tracking of sales and financial reporting as the data is more precise and in one area. Lastly, dashboards offer for better customer service through monitoring because they keep both the managers and the clients updated on the project progress through automated emails and notifications. == Align strategies and organizational goals == Gain total visibility of all systems instantly Quick identification of data outliers and correlations Consolidated reporting into one location Available on mobile devices to quickly access metrics == Classification == Dashboards can be broken down according to role and are either strategic, analytical, operational, or informational. Dashboards are the 3rd step on the information ladder, demonstrating the conversion of data to increasingly valuable insights. Strategic dashboards support managers at any level in an organization and provide the quick overview that decision-makers need to monitor the health and opportunities of the business. Dashboards of this type focus on high-level measures of performance and forecasts. Strategic dashboards benefit from static snapshots of data (daily, weekly, monthly, and quarterly) that are not constantly changing from one moment to the next. Dashboards for analytical purposes often include more context, comparisons, and history, along with subtler performance evaluators. In addition, analytical dashboards typically support interactions with the data, such as drilling down into the underlying details. Dashboards for monitoring operations are often designed differently from those that support strategic decision making or data analysis and often require monitoring of activities and events that are constantly changing and might require attention and response at a moment's notice. == Types of dashboards == Digital dashboards may be laid out to track the flows inherent in the business processes that they monitor. Graphically, users may see the high-level processes and then drill down into low-level data. This level of detail is often buried deep within the corporate enterprise and otherwise unavailable to the senior executives. Three main types of digital dashboards dominate the market today: desktop software applications, web-browser-based applications, and desktop applications are also known as desktop widgets. The last are driven by a widget engine. Both Desktop and Browser-based providers enable the distribution of dashboards via a web browser. An example of the latter is web-based-browser Asana, which helps teams orchestrate their work, from daily tasks to strategic cross-functional initiatives. With it, teams can manage everything from company objectives to digital transformation to product launches and marketing campaigns. Specialized dashboards may track all corporate functions. Examples include human resources, recruiting, sales, operations, security, information technology, project management, customer relationship management, digital marketing and many more departmental dashboards. For a smaller organization like a startup a compact startup scorecard dashboard tracks important activities across lot of domains ranging from social media to sales. Digital dashboard projects involve business units as the driver and the information technology department as the enabler. Therefore, the success of dashboard projects depends on the relevancy/importance of information provided within the dashboard. This includes the metrics chosen to monitor and the timeliness of the data forming those metrics; data must be up to date and accurate. Key performance indicators, balanced scorecards, and sales performance figures are some of the content appropriate on business dashboards. === Performance Dashboards === Dashboards involve the combination of visual and functional features. This combination of features helps improve cognition and interpretation. A performance dashboard sits at the intersection of two powerful disciplines: business intelligence and performance management. Therefore, there are different users who could use these dashboards for different reasons. For example, a level of workers could look at monitoring inventory while those in more managerial roles can look at lagging measure. Then executives could utilize the dashboard to evaluate strategic performance against objectives. == Dashboards and scorecards == Balanced scorecards and dashboards have been linked together as if they were interchangeable. However, although both visually display critical information, the difference is in the format: Scorecards can open the quality of an operation while dashboards provide calculated direction. A balanced scorecard has what they called a "prescriptive" format. It should always contain these components: Perspectives – group Objectives – verb-noun phrases pulled from a strategy plan Measures – also called metric or key performance indicators (KPIs) Spotlight indicators – red, yellow, or green symbols that provide an at-a-glance view of a measure's performance. Each of these sections ensures that a Balanced Scorecard is essentially connected to the businesses critical strategic needs. The design of a dashboard is more loosely defined. Dashboards are usually a series of graphics, charts, gauges and other visual indicators that can be monitored and interpreted. Even when there is a strategic link, on a dashboard, it may not be noticed as such since objectives are not normally pre

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  • Instapoetry

    Instapoetry

    Instapoetry is a style of poetry that emerged after the advent of social media, especially on Instagram. The term has been used to describe poems written specifically for being shared online, most commonly on Instagram, but also other platforms including Twitter, Tumblr, and TikTok. The style usually consists of short, direct lines in aesthetically pleasing fonts that are sometimes accompanied by an image or drawing, often without rhyme schemes or meter, and dealing with commonplace themes. Literary critics, poets, and writers have contended with Instapoetry's focus on brevity and plainness compared to traditional poetry, criticizing it for reproducing rather than subverting normative ideas on social media platforms that favor popularity and accessibility over craft and depth. == History == Instapoetry developed as a result of young, predominantly women, amateur poets sharing their output to expand their readership, who began using social media as their preferred method of distribution rather than traditional publishing methods. The term "Instapoetry" is a portmanteau of the words "Instagram" and "poetry," and was created by other writers trying to define and understand the new extension of "instant poetry" shared via social media, most prominently Instagram. In its most basic form, Instapoetry usually consists of bite-sized verses that consider political and social subjects such as immigration, domestic violence, sexual assault, love, culture, feminism, gun violence, war, racism, LGBTQ rights, and other social justice topics. All of these elements are usually made to fit social media feeds that are easily accessible through applications on smartphones. == Scholarship == Despite the diversity of poetry on Instagram, the Brazilian linguist Bruna Osaki Fazano found that shared "aspects of the compositional form, theme and style" mean that it can be understood as a specific genre. Camilla Holm Soelseth argues that taking on the platform-specific tasks of a social media creator is a prerequisite for being an Instapoet. Writing in Poetics Today, JuEunhae Knox combined quantitative and qualitative analysis to show that Instapoetry is a cohesive genre, in part because "the sheer volume and rapidity of content production in turn encourages posts that are not only visually appealing but also immediately recognizable as Instapoems". Instapoetry has been seen as a practice that serves as a form of self-staging for poets and "[crafts] authenticity". Eirik Vassenden describes the work of Norwegian poet Trygve Skaug as appearing to offer a "simple, almost direct access to the inner self". Vassenden writes that poems such as Rupi Kaur's "if you are not enough for yourself / you will never be enough / for someone else" are "authentic" to such an extent that they are not literary. Kiera Obbard describes how Rupi Kaur uses humour as a rhetorical device in her poetry performances to tell personal stories of trauma and challenge social inequalities. Scholars have also studied the work of specific Instapoets, such as Rupi Kaur, R.M. Drake, Aja Monet, Yrsa Daley-Ward, Nayyirah Waheed, Atticus, Nikita Gill and Trygve Skaug. == Overview == Academics have shown appreciation for the way in which Instapoetry has stimulated interest in poetry in general. Meanwhile, it has been argued that since Instapoets avoid critical evaluations, academics, and the publishing industry, Instapoets qualify more as online celebrities than literary figures. Additionally, although Instapoetry has been characterized as anti-establishment, Alyson Miller noted traditional or even conservative views in the online posts of Instapoets in contrast with the activist views the style is associated with, and that there is a contradiction between "the extra-textual commentary surrounding Instapoetry, particularly by way of interviews and artistic statements, and the content of works which repeatedly reinscribe conservative, patriarchal, and heteronormative worldviews". Thom Young, a poet and high school English teacher, created a parody Instagram page as a way to mock Instapoets and their work, describing it as "fidget-spinner poetry. Like they're just scrolling on their devices, to read something instantly, while the libraries are empty. I think people today don't want to read anything that causes a whole lot of critical thinking." According to Johnathan Ford's piece in the Financial Times, as Instagram's algorithms have limited prospective Instapoets' reach-per-post, it has pushed them to pay to promote their material. Popular Instagram accounts will be promoted to the front of users' feeds, with the app's algorithm, in the view of critics, favoring the spread of bland, inauthentic, or clichéd content while preventing disciplined poetry from reaching new audiences. == Writers described as Instapoets == Rupi Kaur Atticus Amanda Lovelace Tyler Knott Gregson Najwa Zebian Lang Leav Nikita Gill Upile Chisala Tendai M. Shaba Donna Ashworth Trista Mateer

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  • Dynamic knowledge repository

    Dynamic knowledge repository

    The dynamic knowledge repository (DKR) is a concept developed by Douglas C. Engelbart as a primary strategic focus for allowing humans to address complex problems. He has proposed that a DKR will enable us to develop a collective IQ greater than any individual's IQ. References and discussion of Engelbart's DKR concept are available at the Doug Engelbart Institute. == Definition == A knowledge repository is a computerized system that systematically captures, organizes and categorizes an organization's knowledge. The repository can be searched and data can be quickly retrieved. The effective knowledge repositories include factual, conceptual, procedural and meta-cognitive techniques. The key features of knowledge repositories include communication forums. A knowledge repository can take many forms to "contain" the knowledge it holds. A customer database is a knowledge repository of customer information and insights – or electronic explicit knowledge. A Library is a knowledge repository of books – physical explicit knowledge. A community of experts is a knowledge repository of tacit knowledge or experience. The nature of the repository only changes to contain/manage the type of knowledge it holds. A repository (as opposed to an archive) is designed to get knowledge out. It should therefore have some rules of structure, classification, taxonomy, record management, etc., to facilitate user engagement.

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  • Conditional random field

    Conditional random field

    Conditional random fields (CRFs) are a class of statistical modeling methods often applied in pattern recognition and machine learning and used for structured prediction. Whereas a classifier predicts a label for a single sample without considering "neighbouring" samples, a CRF can take context into account. To do so, the predictions are modelled as a graphical model, which represents the presence of dependencies between the predictions. The kind of graph used depends on the application. For example, in natural language processing, "linear chain" CRFs are popular, for which each prediction is dependent only on its immediate neighbours. In image processing, the graph typically connects locations to nearby and/or similar locations to enforce that they receive similar predictions. Other examples where CRFs are used are: labeling or parsing of sequential data for natural language processing or biological sequences, part-of-speech tagging, shallow parsing, named entity recognition, gene finding, peptide critical functional region finding, and object recognition and image segmentation in computer vision. == Description == CRFs are a type of discriminative undirected probabilistic graphical model. Lafferty, McCallum and Pereira define a CRF on observations X {\displaystyle {\boldsymbol {X}}} and random variables Y {\displaystyle {\boldsymbol {Y}}} as follows: Let G = ( V , E ) {\displaystyle G=(V,E)} be a graph such that Y = ( Y v ) v ∈ V {\displaystyle {\boldsymbol {Y}}=({\boldsymbol {Y}}_{v})_{v\in V}} , so that Y {\displaystyle {\boldsymbol {Y}}} is indexed by the vertices of G {\displaystyle G} . Then ( X , Y ) {\displaystyle ({\boldsymbol {X}},{\boldsymbol {Y}})} is a conditional random field when each random variable Y v {\displaystyle {\boldsymbol {Y}}_{v}} , conditioned on X {\displaystyle {\boldsymbol {X}}} , obeys the Markov property with respect to the graph; that is, its probability is dependent only on its neighbours in G and not its past states: P ( Y v | X , { Y w : w ≠ v } ) = P ( Y v | X , { Y w : w ∼ v } ) {\displaystyle P({\boldsymbol {Y}}_{v}|{\boldsymbol {X}},\{{\boldsymbol {Y}}_{w}:w\neq v\})=P({\boldsymbol {Y}}_{v}|{\boldsymbol {X}},\{{\boldsymbol {Y}}_{w}:w\sim v\})} , where w ∼ v {\displaystyle {\mathit {w}}\sim v} means that w {\displaystyle w} and v {\displaystyle v} are neighbors in G {\displaystyle G} . What this means is that a CRF is an undirected graphical model whose nodes can be divided into exactly two disjoint sets X {\displaystyle {\boldsymbol {X}}} and Y {\displaystyle {\boldsymbol {Y}}} , the observed and output variables, respectively; the conditional distribution p ( Y | X ) {\displaystyle p({\boldsymbol {Y}}|{\boldsymbol {X}})} is then modeled. === Inference === For general graphs, the problem of exact inference in CRFs is intractable. The inference problem for a CRF is basically the same as for an MRF and the same arguments hold. However, there exist special cases for which exact inference is feasible: If the graph is a chain or a tree, message passing algorithms yield exact solutions. The algorithms used in these cases are analogous to the forward-backward and Viterbi algorithm for the case of HMMs. If the CRF only contains pair-wise potentials and the energy is submodular, combinatorial min cut/max flow algorithms yield exact solutions. If exact inference is impossible, several algorithms can be used to obtain approximate solutions. These include: Loopy belief propagation Alpha expansion Mean field inference Linear programming relaxations === Parameter learning === Learning the parameters θ {\displaystyle \theta } is usually done by maximum likelihood learning for p ( Y i | X i ; θ ) {\displaystyle p(Y_{i}|X_{i};\theta )} . If all nodes have exponential family distributions and all nodes are observed during training, this optimization is convex. It can be solved for example using gradient descent algorithms, or Quasi-Newton methods such as the L-BFGS algorithm. On the other hand, if some variables are unobserved, the inference problem has to be solved for these variables. Exact inference is intractable in general graphs, so approximations have to be used. === Examples === In sequence modeling, the graph of interest is usually a chain graph. An input sequence of observed variables X {\displaystyle X} represents a sequence of observations and Y {\displaystyle Y} represents a hidden (or unknown) state variable that needs to be inferred given the observations. The Y i {\displaystyle Y_{i}} are structured to form a chain, with an edge between each Y i − 1 {\displaystyle Y_{i-1}} and Y i {\displaystyle Y_{i}} . As well as having a simple interpretation of the Y i {\displaystyle Y_{i}} as "labels" for each element in the input sequence, this layout admits efficient algorithms for: model training, learning the conditional distributions between the Y i {\displaystyle Y_{i}} and feature functions from some corpus of training data. decoding, determining the probability of a given label sequence Y {\displaystyle Y} given X {\displaystyle X} . inference, determining the most likely label sequence Y {\displaystyle Y} given X {\displaystyle X} . The conditional dependency of each Y i {\displaystyle Y_{i}} on X {\displaystyle X} is defined through a fixed set of feature functions of the form f ( i , Y i − 1 , Y i , X ) {\displaystyle f(i,Y_{i-1},Y_{i},X)} , which can be thought of as measurements on the input sequence that partially determine the likelihood of each possible value for Y i {\displaystyle Y_{i}} . The model assigns each feature a numerical weight and combines them to determine the probability of a certain value for Y i {\displaystyle Y_{i}} . Linear-chain CRFs have many of the same applications as conceptually simpler hidden Markov models (HMMs), but relax certain assumptions about the input and output sequence distributions. An HMM can loosely be understood as a CRF with very specific feature functions that use constant probabilities to model state transitions and emissions. Conversely, a CRF can loosely be understood as a generalization of an HMM that makes the constant transition probabilities into arbitrary functions that vary across the positions in the sequence of hidden states, depending on the input sequence. Notably, in contrast to HMMs, CRFs can contain any number of feature functions, the feature functions can inspect the entire input sequence X {\displaystyle X} at any point during inference, and the range of the feature functions need not have a probabilistic interpretation. == Variants == === Higher-order CRFs and semi-Markov CRFs === CRFs can be extended into higher order models by making each Y i {\displaystyle Y_{i}} dependent on a fixed number k {\displaystyle k} of previous variables Y i − k , . . . , Y i − 1 {\displaystyle Y_{i-k},...,Y_{i-1}} . In conventional formulations of higher order CRFs, training and inference are only practical for small values of k {\displaystyle k} (such as k ≤ 5), since their computational cost increases exponentially with k {\displaystyle k} . However, another recent advance has managed to ameliorate these issues by leveraging concepts and tools from the field of Bayesian nonparametrics. Specifically, the CRF-infinity approach constitutes a CRF-type model that is capable of learning infinitely-long temporal dynamics in a scalable fashion. This is effected by introducing a novel potential function for CRFs that is based on the Sequence Memoizer (SM), a nonparametric Bayesian model for learning infinitely-long dynamics in sequential observations. To render such a model computationally tractable, CRF-infinity employs a mean-field approximation of the postulated novel potential functions (which are driven by an SM). This allows for devising efficient approximate training and inference algorithms for the model, without undermining its capability to capture and model temporal dependencies of arbitrary length. There exists another generalization of CRFs, the semi-Markov conditional random field (semi-CRF), which models variable-length segmentations of the label sequence Y {\displaystyle Y} . This provides much of the power of higher-order CRFs to model long-range dependencies of the Y i {\displaystyle Y_{i}} , at a reasonable computational cost. Finally, large-margin models for structured prediction, such as the structured Support Vector Machine can be seen as an alternative training procedure to CRFs. === Latent-dynamic conditional random field === Latent-dynamic conditional random fields (LDCRF) or discriminative probabilistic latent variable models (DPLVM) are a type of CRFs for sequence tagging tasks. They are latent variable models that are trained discriminatively. In an LDCRF, like in any sequence tagging task, given a sequence of observations x = x 1 , … , x n {\displaystyle x_{1},\dots ,x_{n}} , the main problem the model must solve is how to assign a sequence of labels y = y 1 , … , y n {\displaystyle y_{1},\dots ,y_{n}} from one finite set

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  • Forking lemma

    Forking lemma

    The forking lemma is any of a number of related lemmas in cryptography research. The lemma states that if an adversary (typically a probabilistic Turing machine), on inputs drawn from some distribution, produces an output that has some property with non-negligible probability, then with non-negligible probability, if the adversary is re-run on new inputs but with the same random tape, its second output will also have the property. This concept was first used by David Pointcheval and Jacques Stern in "Security proofs for signature schemes," published in the proceedings of Eurocrypt 1996. In their paper, the forking lemma is specified in terms of an adversary that attacks a digital signature scheme instantiated in the random oracle model. They show that if an adversary can forge a signature with non-negligible probability, then there is a non-negligible probability that the same adversary with the same random tape can create a second forgery in an attack with a different random oracle. The forking lemma was later generalized by Mihir Bellare and Gregory Neven. The forking lemma has been used and further generalized to prove the security of a variety of digital signature schemes and other random-oracle based cryptographic constructions. == Statement of the lemma == The generalized version of the lemma is stated as follows. Let A be a probabilistic algorithm, with inputs (x, h1, ..., hq; r) that outputs a pair (J, y), where r refers to the random tape of A (that is, the random choices A will make). Suppose further that IG is a probability distribution from which x is drawn, and that H is a set of size h from which each of the hi values are drawn according to the uniform distribution. Let acc be the probability that on inputs distributed as described, the J output by A is greater than or equal to 1. We can then define a "forking algorithm" FA that proceeds as follows, on input x: Pick a random tape r for A. Pick h1, ..., hq uniformly from H. Run A on input (x, h1, ..., hq; r) to produce (J, y). If J = 0, then return (0, 0, 0). Pick h'J, ..., h'q uniformly from H. Run A on input (x, h1, ..., hJ−1, h'J, ..., h'q; r) to produce (J', y'). If J' = J and hJ ≠ h'J then return (1, y, y'), otherwise, return (0, 0, 0). Let frk be the probability that FA outputs a triple starting with 1, given an input x chosen randomly from IG. Then frk ≥ acc ⋅ ( acc q − 1 h ) . {\displaystyle {\text{frk}}\geq {\text{acc}}\cdot \left({\frac {\text{acc}}{q}}-{\frac {1}{h}}\right).} === Intuition === The idea here is to think of A as running two times in related executions, where the process "forks" at a certain point, when some but not all of the input has been examined. In the alternate version, the remaining inputs are re-generated but are generated in the normal way. The point at which the process forks may be something we only want to decide later, possibly based on the behavior of A the first time around: this is why the lemma statement chooses the branching point (J) based on the output of A. The requirement that hJ ≠ h'J is a technical one required by many uses of the lemma. (Note that since both hJ and h'J are chosen randomly from H, then if h is large, as is usually the case, the probability of the two values not being distinct is extremely small.) === Example === For example, let A be an algorithm for breaking a digital signature scheme in the random oracle model. Then x would be the public parameters (including the public key) A is attacking, and hi would be the output of the random oracle on its ith distinct input. The forking lemma is of use when it would be possible, given two different random signatures of the same message, to solve some underlying hard problem. An adversary that forges once, however, gives rise to one that forges twice on the same message with non-negligible probability through the forking lemma. When A attempts to forge on a message m, we consider the output of A to be (J, y) where y is the forgery, and J is such that m was the Jth unique query to the random oracle (it may be assumed that A will query m at some point, if A is to be successful with non-negligible probability). (If A outputs an incorrect forgery, we consider the output to be (0, y).) By the forking lemma, the probability (frk) of obtaining two good forgeries y and y' on the same message but with different random oracle outputs (that is, with hJ ≠ h'J) is non-negligible when acc is also non-negligible. This allows us to prove that if the underlying hard problem is indeed hard, then no adversary can forge signatures. This is the essence of the proof given by Pointcheval and Stern for a modified ElGamal signature scheme against an adaptive adversary. == Known issues with application of forking lemma == The reduction provided by the forking lemma is not tight. Pointcheval and Stern proposed security arguments for Digital Signatures and Blind Signature using Forking Lemma. Claus P. Schnorr provided an attack on blind Schnorr signatures schemes, with more than p o l y l o g ( n ) {\displaystyle polylog(n)} concurrent executions (the case studied and proven secure by Pointcheval and Stern). A polynomial-time attack, for Ω ( n ) {\displaystyle \Omega (n)} concurrent executions, was shown in 2020 by Benhamouda, Lepoint, Raykova, and Orrù. Schnorr also suggested enhancements for securing blind signatures schemes based on discrete logarithm problem.

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  • Memory-hard function

    Memory-hard function

    In cryptography, a memory-hard function (MHF) is a function that costs a significant amount of memory to efficiently evaluate. It differs from a memory-bound function, which incurs cost by slowing down computation through memory latency. MHFs have found use in key stretching and proof of work as their increased memory requirements significantly reduce the computational efficiency advantage of custom hardware over general-purpose hardware compared to non-MHFs. == Introduction == MHFs are designed to consume large amounts of memory on a computer in order to reduce the effectiveness of parallel computing. In order to evaluate the function using less memory, a significant time penalty is incurred. As each MHF computation requires a large amount of memory, the number of function computations that can occur simultaneously is limited by the amount of available memory. This reduces the efficiency of specialised hardware, such as application-specific integrated circuits and graphics processing units, which utilise parallelisation, in computing a MHF for a large number of inputs, such as when brute-forcing password hashes or mining cryptocurrency. == Motivation and examples == Bitcoin's proof-of-work uses repeated evaluation of the SHA-256 function, but modern general-purpose processors, such as off-the-shelf CPUs, are inefficient when computing a fixed function many times over. Specialized hardware, such as application-specific integrated circuits (ASICs) designed for Bitcoin mining, can use 30,000 times less energy per hash than x86 CPUs whilst having much greater hash rates. This led to concerns about the centralization of mining for Bitcoin and other cryptocurrencies. Because of this inequality between miners using ASICs and miners using CPUs or off-the shelf hardware, designers of later proof-of-work systems utilised hash functions for which it was difficult to construct ASICs that could evaluate the hash function significantly faster than a CPU. As memory cost is platform-independent, MHFs have found use in cryptocurrency mining, such as for Litecoin, which uses scrypt as its hash function. They are also useful in password hashing because they significantly increase the cost of trying many possible passwords against a leaked database of hashed passwords without significantly increasing the computation time for legitimate users. == Measuring memory hardness == There are various ways to measure the memory hardness of a function. One commonly seen measure is cumulative memory complexity (CMC). In a parallel model, CMC is the sum of the memory required to compute a function over every time step of the computation. Other viable measures include integrating memory usage against time and measuring memory bandwidth consumption on a memory bus. Functions requiring high memory bandwidth are sometimes referred to as "bandwidth-hard functions". == Variants == MHFs can be categorized into two different groups based on their evaluation patterns: data-dependent memory-hard functions (dMHF) and data-independent memory-hard functions (iMHF). As opposed to iMHFs, the memory access pattern of a dMHF depends on the function input, such as the password provided to a key derivation function. Examples of dMHFs are scrypt and Argon2d, while examples of iMHFs are Argon2i and catena. Many of these MHFs have been designed to be used as password hashing functions because of their memory hardness. A notable problem with dMHFs is that they are prone to side-channel attacks such as cache timing. This has resulted in a preference for using iMHFs when hashing passwords. However, iMHFs have been mathematically proven to have weaker memory hardness properties than dMHFs.

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  • Data set (IBM mainframe)

    Data set (IBM mainframe)

    In the context of IBM mainframe computers in the IBM System/360 line and its successors, a data set (IBM preferred) or dataset is a computer file having a record organization. Use of this term began with, e.g., DOS/360 and OS/360, and is still used by their successors, including the current VSE and z/OS. Documentation for these systems historically preferred this term rather than file. A data set is typically stored on a direct access storage device (DASD) or magnetic tape, however unit record devices, such as punch card readers, card punches, line printers and page printers can provide input/output (I/O) for a data set (file). Data sets are not unstructured streams of bytes, but rather are organized in various logical record and block structures determined by the DSORG (data set organization), RECFM (record format), and other parameters. These parameters are specified at the time of the data set allocation (creation), for example with Job Control Language DD statements. Within a running program they are stored in the Data Control Block (DCB) or Access Control Block (ACB), which are data structures used to access data sets using access methods. Records in a data set may be fixed, variable, or “undefined” length. == Data set organization == For OS/360, the DCB's DSORG parameter specifies how the data set is organized. It may be CQ Queued Telecommunications Access Method (QTAM) in Message Control Program (MCP) CX Communications line group DA Basic Direct Access Method (BDAM) GS Graphics device for Graphics Access Method(GAM) IS Indexed Sequential Access Method (ISAM) MQ QTAM message queue in application PO Partitioned Organization PS Physical Sequential among others. Data sets on tape may only be DSORG=PS. The choice of organization depends on how the data is to be accessed, and in particular, how it is to be updated. Programmers utilize various access methods (such as QSAM or VSAM) in programs for reading and writing data sets. Access method depends on the given data set organization. == Record format (RECFM) == Regardless of organization, the physical structure of each record is essentially the same, and is uniform throughout the data set. This is specified in the DCB RECFM parameter. RECFM=F means that the records are of fixed length, specified via the LRECL parameter. RECFM=V specifies a variable-length record. V records when stored on media are prefixed by a Record Descriptor Word (RDW) containing the integer length of the record in bytes and flag bits. With RECFM=FB and RECFM=VB, multiple logical records are grouped together into a single physical block on tape or DASD. FB and VB are fixed-blocked, and variable-blocked, respectively. RECFM=U (undefined) is also variable length, but the length of the record is determined by the length of the block rather than by a control field. The BLKSIZE parameter specifies the maximum length of the block. RECFM=FBS could be also specified, meaning fixed-blocked standard, meaning all the blocks except the last one were required to be in full BLKSIZE length. RECFM=VBS, or variable-blocked spanned, means a logical record could be spanned across two or more blocks, with flags in the RDW indicating whether a record segment is continued into the next block and/or was continued from the previous one. This mechanism eliminates the need for using any "delimiter" byte value to separate records. Thus data can be of any type, including binary integers, floating-point, or characters, without introducing a false end-of-record condition. The data set is an abstraction of a collection of records, in contrast to files as unstructured streams of bytes. == Partitioned data set == A partitioned data set (PDS) is a data set containing multiple members, each of which holds a separate sub-data set, similar to a directory in other types of file systems. This type of data set is often used to hold load modules (old format bound executable programs), source program libraries (especially Assembler macro definitions), ISPF screen definitions, and Job Control Language. A PDS may be compared to a Zip file or COM Structured Storage. A Partitioned Data Set can only be allocated on a single volume and have a maximum size of 65,535 tracks. Besides members, a PDS contains also a directory. Each member can be accessed indirectly via the directory structure. Once a member is located, the data stored in that member are handled in the same manner as a PS (sequential) data set. Whenever a member is deleted, the space it occupied is unusable for storing other data. Likewise, if a member is re-written, it is stored in a new spot at the back of the PDS and leaves wasted “dead” space in the middle. The only way to recover “dead” space is to perform file compression. Compression, which is done using the IEBCOPY utility, moves all members to the front of the data space and leaves free usable space at the back. (Note that in modern parlance, this kind of operation might be called defragmentation or garbage collection; data compression nowadays refers to a different, more complicated concept.) PDS files can only reside on DASD, not on magnetic tape, in order to use the directory structure to access individual members. Partitioned data sets are most often used for storing multiple job control language files, utility control statements, and executable modules. An improvement of this scheme is a Partitioned Data Set Extended (PDSE or PDS/E, sometimes just libraries) introduced with DFSMSdfp for MVS/XA and MVS/ESA systems. A PDS/E library can store program objects or other types of members, but not both. BPAM cannot process a PDS/E containing program objects. PDS/E structure is similar to PDS and is used to store the same types of data. However, PDS/E files have a better directory structure which does not require pre-allocation of directory blocks when the PDS/E is defined (and therefore does not run out of directory blocks if not enough were specified). Also, PDS/E automatically stores members in such a way that compression operation is not needed to reclaim "dead" space. PDS/E files can only reside on DASD in order to use the directory structure to access individual members. == Generation Data Group == A Generation Data Group (GDG) is a group of non-VSAM data sets that are successive generations of historically-related data stored on an IBM mainframe (running OS/360 and its successors or DOS/360 and its successors). A GDG is usually cataloged. An individual member of the GDG collection is called a "Generation Data Set." The latter may be identified by an absolute number, ACCTG.OURGDG(1234), or a relative number: (-1) for the previous generation, (0) for the current one, and (+1) the next generation. A GDG specifies how many generations of a data set are to be kept and at what age a generation will be deleted. Whenever a new generation is created, the system checks whether one or more obsolete generations are to be deleted. The purpose of GDGs is to automate archival, using the command language JCL, the data set name given is generic. When DSN appears, the GDG data set appears along with the history number, where (0) is the most recent version (-1), (-2), ... are previous generations (+1) a new generation (see DD) Another use of GDGs is to be able to address all generations simultaneously within a JCL script without having to know the number of currently available generations. To do this, you have to omit the parentheses and the generation number in the JCL when specifying the dataset. === GDG JCL & features === Generation Data Groups are defined using either the BLDG statement of the IEHPROGM utility or the DEFINE GENERATIONGROUP statement of the newer IDCAMS utility, which allows setting various parameters. LIMIT(10) would limit the number of generations limit to 10. SCRATCH FOR (91) would retain each member, up to the limited#generations, at least 91 days. IDCAMS can also delete (and optionally uncatalog) a GDG. ==== Example ==== Creation of a standard GDG for five safety scopes, each at least 35 days old: Delete a standard GDG:

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  • Deep Learning Super Sampling

    Deep Learning Super Sampling

    Deep Learning Super Sampling (DLSS) is a suite of real-time deep learning image enhancement and upscaling technologies developed by Nvidia that are available in a number of video games. The goal of these technologies is to allow the majority of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that approximates the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings or frame rates for a given output resolution, depending on user preference. All generations of DLSS are available on all RTX-branded cards from Nvidia in supported titles. However, the Frame Generation feature is only supported on RTX 40 series GPUs or newer and Multi Frame Generation is only available on 50 series GPUs. == History == Nvidia advertised DLSS as a key feature of GeForce RTX 20 series GPUs when they launched in September 2018. At that time, the results were limited to a few video games, namely Battlefield V, or Metro Exodus, because the algorithm had to be trained specifically on each game on which it was applied and the results were usually not as good as simple resolution upscaling. In 2019, Control shipped with ray tracing and an image processing algorithm that approximated DLSS, which did not use the Tensor Cores. In April 2020, Nvidia advertised and shipped an improved version of DLSS named DLSS 2 with driver version 445.75. DLSS 2.0 was available for a few existing games including Control and Wolfenstein: Youngblood, and would later be added to many newly released games and game engines such as Unreal Engine and Unity. This time Nvidia said that it used the Tensor Cores again, and that the AI did not need to be trained specifically on each game. Despite sharing the DLSS branding, the two iterations of DLSS differ significantly and are not backwards-compatible. In January 2025, Nvidia stated that there are over 540 games and apps supporting DLSS, and that over 80% of Nvidia RTX users activate DLSS. In March 2025, there were more than 100 games that support DLSS 4, according to Nvidia. By May 2025, over 125 games supported DLSS 4. The first video game console to use DLSS, the Nintendo Switch 2, was released on June 5, 2025. Nvidia announced DLSS 4.5 at CES 2026. In January 2026, Nvidia stated that over 250 games and applications support Multi Frame Generation. On March 16, 2026, at GTC 2026, Nvidia CEO Jensen Huang presented DLSS 5, a real-time AI model based on neural rendering that realistically enhances lighting and material surfaces at up to 4K resolution while retaining the developer's intended art style. It is planned to release in fall of 2026. In a blog post on its website, Nvidia has announced that DLSS 5 will be available in such games as Assassin's Creed Shadows, Delta Force, Hogwarts Legacy, Naraka: Bladepoint, Phantom Blade Zero, Resident Evil Requiem, Starfield, The Elder Scrolls IV: Oblivion Remastered, and more. On May 31, 2026, Nvidia announced an updated version of Ray Reconstruction for DLSS 4.5 in a blog post, scheduled for release on all RTX GPUs in August of the same year. They said it is designed to better embed spatial awareness into scenes and analyze engine data on movements and lighting conditions, resulting in a sharper, more stable, and less noisy image. === Release timeline === == Technology == === DLSS 1 === The first iteration of DLSS is a predominantly spatial image upscaler with two stages, both relying on convolutional auto-encoder neural networks. The first step is an image enhancement network which uses the current frame and motion vectors to perform edge enhancement, and spatial anti-aliasing. The second stage is an image upscaling step which uses the single raw, low-resolution frame to upscale the image to the desired output resolution. Using just a single frame for upscaling means the neural network itself must generate a large amount of new information to produce the high-resolution output, which can result in slight hallucinations such as leaves that differ in style to the source content. The neural networks are trained on a per-game basis by generating a "perfect frame" using traditional supersampling to 64 samples per pixel, as well as the motion vectors for each frame. The data collected must be as comprehensive as possible, including as many levels, times of day, graphical settings, resolutions, etc. as possible. This data is also augmented using common augmentations such as rotations, colour changes, and random noise to help generalize the test data. Training is performed on Nvidia's Saturn V supercomputer. This first iteration received a mixed response, with many criticizing the often soft appearance and artifacts along with glitches in certain situations; likely a side effect of the limited data from only using a single frame input to the neural networks which could not be trained to perform optimally in all scenarios and edge-cases. Nvidia also demonstrated the ability for the auto-encoder networks to learn the ability to recreate depth-of-field and motion blur, although this functionality has never been included in a publicly released product. === DLSS 2 === DLSS 2 is a temporal anti-aliasing upsampling (TAAU) implementation, using data from previous frames extensively through sub-pixel jittering to resolve fine detail and reduce aliasing. The data DLSS 2 collects includes: the raw low-resolution input, motion vectors, depth buffers, and exposure / brightness information. It can also be used as a simpler TAA implementation where the image is rendered at 100% resolution, rather than being upsampled by DLSS, Nvidia brands this as DLAA (Deep Learning Anti-Aliasing). TAA(U) is used in many modern video games and game engines; however, all previous implementations have used some form of manually written heuristics to prevent temporal artifacts such as ghosting and flickering. One example of this is neighborhood clamping which forcefully prevents samples collected in previous frames from deviating too much compared to nearby pixels in newer frames. This helps to identify and fix many temporal artifacts, but deliberately removing fine details in this way is analogous to applying a blur filter, and thus the final image can appear blurry when using this method. DLSS 2 uses a convolutional auto-encoder neural network trained to identify and fix temporal artifacts, instead of manually programmed heuristics as mentioned above. Because of this, DLSS 2 can generally resolve detail better than other TAA and TAAU implementations, while also removing most temporal artifacts. This is why DLSS 2 can sometimes produce a sharper image than rendering at higher, or even native resolutions using traditional TAA. However, no temporal solution is perfect, and artifacts (ghosting in particular) are still visible in some scenarios when using DLSS 2. Because temporal artifacts occur in most art styles and environments in broadly the same way, the neural network that powers DLSS 2 does not need to be retrained when being used in different games. Despite this, Nvidia does frequently ship new minor revisions of DLSS 2 with new titles, so this could suggest some minor training optimizations may be performed as games are released, although Nvidia does not provide changelogs for these minor revisions to confirm this. The main advancements compared to DLSS 1 include: Significantly improved detail retention, a generalized neural network that does not need to be re-trained per-game, and ~2x less overhead (~1–2 ms vs ~2–4 ms). It should also be noted that forms of TAAU such as DLSS 2 are not upscalers in the same sense as techniques such as ESRGAN or DLSS 1, which attempt to create new information from a low-resolution source; instead, TAAU works to recover data from previous frames, rather than creating new data. In practice, this means low resolution textures in games will still appear low-resolution when using current TAAU techniques. This is why Nvidia recommends game developers use higher resolution textures than they would normally for a given rendering resolution by applying a mip-map bias when DLSS 2 is enabled. === DLSS 3 === Augments DLSS 2 with improved image quality and the introduction of a new motion interpolation feature, called Frame Generation. The DLSS Frame Generation algorithm takes two rendered frames from the rendering pipeline and generates a new frame that smoothly transitions between them. For every frame rendered, one additional frame is generated. DLSS 3.0 makes use of a new generation Optical Flow Accelerator (OFA) included in the Ada Lovelace architecture of GeForce RTX 40 series GPUs and with that is exclusive to them. The new OFA is said to be faster and more accurate than the one already available in previous Turing and Ampere RTX GPUs. === DLSS 3.5 === DLSS 3.5 adds Ray Reconstruction, replacing multiple denoising algorithms with a single AI model trained o

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  • G.9970

    G.9970

    G.9970 (also known as G.hnta) is a Recommendation developed by ITU-T that describes the generic transport architecture for home networks and their interfaces to a provider's access network. G.9970 was developed by Study Group 15, Question 1. G.9970 received Consent on December 12, 2008 and was Approved on January 13, 2009. == Relationship with G.hn == G.9970 (G.hnta) and G.9960 (G.hn) are two ITU-T Recommendations that address home networking in a complementary manner. While G.9970 addresses layer 3 (network layer) of the home network architecture, G.9960 addresses layers 1 (physical layer) and 2 (data link layer).

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  • Consistency (database systems)

    Consistency (database systems)

    In database systems, consistency (or correctness) refers to the requirement that any given database transaction must change affected data only in allowed ways. Any data written to the database must be valid according to all defined rules, including constraints, cascades, triggers, and any combination thereof. This does not guarantee correctness of the transaction in all ways the application programmer might have wanted (that is the responsibility of application-level code) but merely that any programming errors cannot result in the violation of any defined database constraints. In a distributed system, referencing CAP theorem, consistency can also be understood as after a successful write, update or delete of a Record, any read request immediately receives the latest value of the Record. == As an ACID guarantee == Consistency is one of the four guarantees that define ACID transactions; however, significant ambiguity exists about the nature of this guarantee. It is defined variously as: The guarantee that database constraints are not violated, particularly once a transaction commits. The guarantee that any transactions started in the future necessarily see the effects of other transactions committed in the past. As these various definitions are not mutually exclusive, it is possible to design a system that guarantees "consistency" in every sense of the word, as most relational database management systems in common use today arguably do. == As a CAP trade-off == The CAP theorem is based on three trade-offs, one of which is "atomic consistency" (shortened to "consistency" for the acronym), about which the authors note, "Discussing atomic consistency is somewhat different than talking about an ACID database, as database consistency refers to transactions, while atomic consistency refers only to a property of a single request/response operation sequence. And it has a different meaning than the Atomic in ACID, as it subsumes the database notions of both Atomic and Consistent." In the CAP theorem, you can only have two of the following three properties: consistency, availability, or partition tolerance. Therefore, consistency may have to be traded off in some database systems.

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  • PitchYaGame

    PitchYaGame

    PitchYaGame or #PitchYaGame (sometimes abbreviated to PYG) is a volunteer movement hosted on the social media platform Twitter to showcase, and present awards for, independent video games from around the world. == Description == PitchYaGame is hosted on the social media platform Twitter to showcase independent video games from around the world. Video pitches are presented by developers in June and November each year, and use the hashtag #PitchYaGame to identify and reference news about the showcase and the individual pitches, and the presentation of awards. The showcase was founded in May 2020 by Liam Twose, with the mission of recognising independent video games, and "focused on empowering indie game developers to strengthen their position in the industry." Twose has made clear that PitchYaGame is a showcase and not a hardcore competition, with "[j]ust enough of a push to make sure people put their best pitch forward." The team now comprises Twose (@LiamTwose at Twitter), operations manager "Indie Game Lover" (@IndieGameLover), and host Sarah Clancy (@ImSarahNow). The pitches were originally made monthly, with entries split into a number of categories, but this proved unmanageable. PitchYaGame collaborator, Sarah Clancy reported that judging the many entries on a monthly basis was "difficult and unwieldy." Therefore, pitches were later switched to six monthly, "feature creep" was reduced, and awards streamlined into gold, silver, bronze, runners-up, and most viral. == Sponsorship == In June 2021, PitchYaGame prizes were sponsored by Xsolla, and in November 2021 by Aurora Punks and Cold Pixel. No cash prizes were available in 2022, as the organisers moved PitchYaGame into a less-competitive, "more showcase centric format". == Reception == In October 2020, Elijah Beahm at The Escapist wrote that "One of the greatest challenges for any game is landing a solid pitch. You have to sell people, maybe even a publisher, to take your idea seriously. Most of the time, it's an obfuscated process that leaves the average developer scratching their heads, but Liam Twose and his team behind #PitchYaGame, 'PYG' for short, are looking to change all that with some clever social engineering." In March 2021, Cameron Koch at GameSpot wrote that "Using the #PitchYaGame, thousands of indie developers tweeted out pitches for their games on November 2 as part of a social media contest, and the results are astounding." He went on to say that "There is no arguing with the results. According to Twose, around 1100-1300 games were shared with the hashtag, and some real gems look to have shined through." In November 2021, Stafano "Stef" Castelli at IGN Italia wrote that "I myself enjoyed 'browsing through' the competitors, discovering a handful of intriguing video games in development." (translated from Italian). In November 2022, Eric Bartelson at Premortem Games wrote that "It's a great way to get games noticed by fellow developers, but also publishers, investors and press." In June 2023, Mark Plunkett in Kotaku wrote about the impossibility of keeping up with all the video game releases, and described PitchYaGame, which has attracted over 10,000 pitches since 2020, as an "astoundingly simple idea" that has "become an increasingly useful spot to catch up on some excellent-looking games that we may have otherwise completely slept on."

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  • Neural network Gaussian process

    Neural network Gaussian process

    A Neural Network Gaussian Process (NNGP) is a Gaussian process (GP) obtained as the limit of a certain type of sequence of neural networks. Specifically, a wide variety of network architectures converges to a GP in the infinitely wide limit, in the sense of distribution. The concept constitutes an intensional definition, i.e., a NNGP is just a GP, but distinguished by how it is obtained. == Motivation == Bayesian networks are a modeling tool for assigning probabilities to events, and thereby characterizing the uncertainty in a model's predictions. Deep learning and artificial neural networks are approaches used in machine learning to build computational models which learn from training examples. Bayesian neural networks merge these fields. They are a type of neural network whose parameters and predictions are both probabilistic. While standard neural networks often assign high confidence even to incorrect predictions, Bayesian neural networks can more accurately evaluate how likely their predictions are to be correct. Computation in artificial neural networks is usually organized into sequential layers of artificial neurons. The number of neurons in a layer is called the layer width. When we consider a sequence of Bayesian neural networks with increasingly wide layers (see figure), they converge in distribution to a NNGP. This large width limit is of practical interest, since the networks often improve as layers get wider. And the process may give a closed form way to evaluate networks. NNGPs also appears in several other contexts: It describes the distribution over predictions made by wide non-Bayesian artificial neural networks after random initialization of their parameters, but before training; it appears as a term in neural tangent kernel prediction equations; it is used in deep information propagation to characterize whether hyperparameters and architectures will be trainable. It is related to other large width limits of neural networks. === Scope === The first correspondence result had been established in the 1995 PhD thesis of Radford M. Neal, then supervised by Geoffrey Hinton at University of Toronto. Neal cites David J. C. MacKay as inspiration, who worked in Bayesian learning. Today the correspondence is proven for: Single hidden layer Bayesian neural networks; deep fully connected networks as the number of units per layer is taken to infinity; convolutional neural networks as the number of channels is taken to infinity; transformer networks as the number of attention heads is taken to infinity; recurrent networks as the number of units is taken to infinity. In fact, this NNGP correspondence holds for almost any architecture: Generally, if an architecture can be expressed solely via matrix multiplication and coordinatewise nonlinearities (i.e., a tensor program), then it has an infinite-width GP. This in particular includes all feedforward or recurrent neural networks composed of multilayer perceptron, recurrent neural networks (e.g., LSTMs, GRUs), (nD or graph) convolution, pooling, skip connection, attention, batch normalization, and/or layer normalization. === Illustration === Every setting of a neural network's parameters θ {\displaystyle \theta } corresponds to a specific function computed by the neural network. A prior distribution p ( θ ) {\displaystyle p(\theta )} over neural network parameters therefore corresponds to a prior distribution over functions computed by the network. As neural networks are made infinitely wide, this distribution over functions converges to a Gaussian process for many architectures. The notation used in this section is the same as the notation used below to derive the correspondence between NNGPs and fully connected networks, and more details can be found there. The figure to the right plots the one-dimensional outputs z L ( ⋅ ; θ ) {\displaystyle z^{L}(\cdot ;\theta )} of a neural network for two inputs x {\displaystyle x} and x ∗ {\displaystyle x^{}} against each other. The black dots show the function computed by the neural network on these inputs for random draws of the parameters from p ( θ ) {\displaystyle p(\theta )} . The red lines are iso-probability contours for the joint distribution over network outputs z L ( x ; θ ) {\displaystyle z^{L}(x;\theta )} and z L ( x ∗ ; θ ) {\displaystyle z^{L}(x^{};\theta )} induced by p ( θ ) {\displaystyle p(\theta )} . This is the distribution in function space corresponding to the distribution p ( θ ) {\displaystyle p(\theta )} in parameter space, and the black dots are samples from this distribution. For infinitely wide neural networks, since the distribution over functions computed by the neural network is a Gaussian process, the joint distribution over network outputs is a multivariate Gaussian for any finite set of network inputs. == Discussion == === Infinitely wide fully connected network === This section expands on the correspondence between infinitely wide neural networks and Gaussian processes for the specific case of a fully connected architecture. It provides a proof sketch outlining why the correspondence holds, and introduces the specific functional form of the NNGP for fully connected networks. The proof sketch closely follows the approach by Novak and coauthors. ==== Network architecture specification ==== Consider a fully connected artificial neural network with inputs x {\displaystyle x} , parameters θ {\displaystyle \theta } consisting of weights W l {\displaystyle W^{l}} and biases b l {\displaystyle b^{l}} for each layer l {\displaystyle l} in the network, pre-activations (pre-nonlinearity) z l {\displaystyle z^{l}} , activations (post-nonlinearity) y l {\displaystyle y^{l}} , pointwise nonlinearity ϕ ( ⋅ ) {\displaystyle \phi (\cdot )} , and layer widths n l {\displaystyle n^{l}} . For simplicity, the width n L + 1 {\displaystyle n^{L+1}} of the readout vector z L {\displaystyle z^{L}} is taken to be 1. The parameters of this network have a prior distribution p ( θ ) {\displaystyle p(\theta )} , which consists of an isotropic Gaussian for each weight and bias, with the variance of the weights scaled inversely with layer width. This network is illustrated in the figure to the right, and described by the following set of equations: x ≡ input y l ( x ) = { x l = 0 ϕ ( z l − 1 ( x ) ) l > 0 z i l ( x ) = ∑ j W i j l y j l ( x ) + b i l W i j l ∼ N ( 0 , σ w 2 n l ) b i l ∼ N ( 0 , σ b 2 ) ϕ ( ⋅ ) ≡ nonlinearity y l ( x ) , z l − 1 ( x ) ∈ R n l × 1 n L + 1 = 1 θ = { W 0 , b 0 , … , W L , b L } {\displaystyle {\begin{aligned}x&\equiv {\text{input}}\\y^{l}(x)&=\left\{{\begin{array}{lcl}x&&l=0\\\phi \left(z^{l-1}(x)\right)&&l>0\end{array}}\right.\\z_{i}^{l}(x)&=\sum _{j}W_{ij}^{l}y_{j}^{l}(x)+b_{i}^{l}\\W_{ij}^{l}&\sim {\mathcal {N}}\left(0,{\frac {\sigma _{w}^{2}}{n^{l}}}\right)\\b_{i}^{l}&\sim {\mathcal {N}}\left(0,\sigma _{b}^{2}\right)\\\phi (\cdot )&\equiv {\text{nonlinearity}}\\y^{l}(x),z^{l-1}(x)&\in \mathbb {R} ^{n^{l}\times 1}\\n^{L+1}&=1\\\theta &=\left\{W^{0},b^{0},\dots ,W^{L},b^{L}\right\}\end{aligned}}} ==== ==== z l | y l {\displaystyle z^{l}|y^{l}} is a Gaussian process We first observe that the pre-activations z l {\displaystyle z^{l}} are described by a Gaussian process conditioned on the preceding activations y l {\displaystyle y^{l}} . This result holds even at finite width. Each pre-activation z i l {\displaystyle z_{i}^{l}} is a weighted sum of Gaussian random variables, corresponding to the weights W i j l {\displaystyle W_{ij}^{l}} and biases b i l {\displaystyle b_{i}^{l}} , where the coefficients for each of those Gaussian variables are the preceding activations y j l {\displaystyle y_{j}^{l}} . Because they are a weighted sum of zero-mean Gaussians, the z i l {\displaystyle z_{i}^{l}} are themselves zero-mean Gaussians (conditioned on the coefficients y j l {\displaystyle y_{j}^{l}} ). Since the z l {\displaystyle z^{l}} are jointly Gaussian for any set of y l {\displaystyle y^{l}} , they are described by a Gaussian process conditioned on the preceding activations y l {\displaystyle y^{l}} . The covariance or kernel of this Gaussian process depends on the weight and bias variances σ w 2 {\displaystyle \sigma _{w}^{2}} and σ b 2 {\displaystyle \sigma _{b}^{2}} , as well as the second moment matrix K l {\displaystyle K^{l}} of the preceding activations y l {\displaystyle y^{l}} , z i l ∣ y l ∼ G P ( 0 , σ w 2 K l + σ b 2 ) K l ( x , x ′ ) = 1 n l ∑ i y i l ( x ) y i l ( x ′ ) {\displaystyle {\begin{aligned}z_{i}^{l}\mid y^{l}&\sim {\mathcal {GP}}\left(0,\sigma _{w}^{2}K^{l}+\sigma _{b}^{2}\right)\\K^{l}(x,x')&={\frac {1}{n^{l}}}\sum _{i}y_{i}^{l}(x)y_{i}^{l}(x')\end{aligned}}} The effect of the weight scale σ w 2 {\displaystyle \sigma _{w}^{2}} is to rescale the contribution to the covariance matrix from K l {\displaystyle K^{l}} , while the bias is shared for all inputs, and so σ b 2 {\displaystyle \sigma _{b}^{2}} makes the z i l {\displaystyle z_{i}^{l}} for different datapoints more similar and

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  • Forward anonymity

    Forward anonymity

    Forward anonymity is a property of a cryptographic system which prevents an attacker who has recorded past encrypted communications from discovering its contents and participants in the future. This property is analogous to forward secrecy. An example of a system which uses forward anonymity is a public key cryptography system, where the public key is well-known and used to encrypt a message, and an unknown private key is used to decrypt it. In this system, one of the keys is always said to be compromised, but messages and their participants are still unknown by anyone without the corresponding private key. In contrast, an example of a system which satisfies the perfect forward secrecy property is one in which a compromise of one key by an attacker (and consequent decryption of messages encrypted with that key) does not undermine the security of previously used keys. Forward secrecy does not refer to protecting the content of the message, but rather to the protection of keys used to decrypt messages. == History == Originally introduced by Whitfield Diffie, Paul van Oorschot, and Michael James Wiener to describe a property of STS (station-to-station protocol) involving a long term secret, either a private key or a shared password. == Public Key Cryptography == Public Key Cryptography is a common form of a forward anonymous system. It is used to pass encrypted messages, preventing any information about the message from being discovered if the message is intercepted by an attacker. It uses two keys, a public key and a private key. The public key is published, and is used by anyone to encrypt a plaintext message. The Private key is not well known, and is used to decrypt cyphertext. Public key cryptography is known as an asymmetric decryption algorithm because of different keys being used to perform opposing functions. Public key cryptography is popular because, while it is computationally easy to create a pair of keys, it is extremely difficult to determine the private key knowing only the public key. Therefore, the public key being well known does not allow messages which are intercepted to be decrypted. This is a forward anonymous system because one compromised key (the public key) does not compromise the anonymity of the system. == Web of Trust == A variation of the public key cryptography system is a Web of trust, where each user has both a public and private key. Messages sent are encrypted using the intended recipient's public key, and only this recipient's private key will decrypt the message. They are also signed with the senders private key. This creates added security where it becomes more difficult for an attacker to pretend to be a user, as the lack of a private key signature indicates a non-trusted user. == Limitations == A forward anonymous system does not necessarily mean a wholly secure system. A successful cryptanalysis of a message or sequence of messages can still decode the information without the use of a private key or long term secret. == News == Forward anonymity, along with other privacy-protecting measures, received a burst of media attention after the leak of classified information by Edward Snowden, beginning in June, 2013, which indicated that the NSA and FBI, through specially crafted backdoors in software and computer systems, were conducting mass surveillance over large parts of the population of both the United States (see Mass surveillance in the United States), Europe, Asia, and other parts of the world. They justified this practice as an aid to catch predatory pedophiles. Opponents to this practice argue that leaving in a back door to law enforcement increases the risk of attackers being able to decrypt information, as well as questioning its legality under the US Constitution, specifically being a form of illegal Search and Seizure.

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  • Kruskal count

    Kruskal count

    The Kruskal count (also known as Kruskal's principle, Dynkin–Kruskal count, Dynkin's counting trick, Dynkin's card trick, coupling card trick or shift coupling) is a probabilistic concept originally demonstrated by the Russian mathematician Evgenii Borisovich Dynkin in the 1950s or 1960s discussing coupling effects and rediscovered as a card trick by the American mathematician Martin David Kruskal in the early 1970s as a side-product while working on another problem. It was published by Kruskal's friend Martin Gardner and magician Karl Fulves in 1975. This is related to a similar trick published by magician Alexander F. Kraus in 1957 as Sum total and later called Kraus principle. Besides uses as a card trick, the underlying phenomenon has applications in cryptography, code breaking, software tamper protection, code self-synchronization, control-flow resynchronization, design of variable-length codes and variable-length instruction sets, web navigation, object alignment, and others. == Card trick == The trick is performed with cards, but is more a magical-looking effect than a conventional magic trick. The magician has no access to the cards, which are manipulated by members of the audience. Thus sleight of hand is not possible. Rather the effect is based on the mathematical fact that the output of a Markov chain, under certain conditions, is typically independent of the input. A simplified version using the hands of a clock performed by David Copperfield is as follows. A volunteer picks a number from one to twelve and does not reveal it to the magician. The volunteer is instructed to start from 12 on the clock and move clockwise by a number of spaces equal to the number of letters that the chosen number has when spelled out. This is then repeated, moving by the number of letters in the new number. The output after three or more moves does not depend on the initially chosen number and therefore the magician can predict it.

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