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  • Outline of deep learning

    Outline of deep learning

    The following outline is provided as an overview of, and topical guide to, deep learning: Deep learning is a subfield of machine learning and artificial intelligence based on artificial neural networks with multiple processing layers. It emphasizes representation learning and is widely used in areas such as computer vision, natural language processing, speech recognition, recommender systems, robotics, and generative artificial intelligence. == Ways to categorize deep learning == A field of study A branch of artificial intelligence A subfield of machine learning A subfield of computer science A form of representation learning A class of methods based on artificial neural networks An approach used in computational statistics == History == === Precursors === Cybernetics Perceptron Connectionism Neocognitron Backpropagation === Milestones === LeNet Long short-term memory Deep belief network AlexNet Sequence to sequence learning Generative adversarial network Residual neural network Transformer BERT Generative pre-trained transformer Diffusion model === Related histories === History of artificial intelligence History of machine learning Timeline of machine learning == Core concepts == == Learning settings == Supervised learning Unsupervised learning Self-supervised learning Semi-supervised learning Reinforcement learning Transfer learning Multitask learning Multimodal learning Online machine learning Continual learning == Common tasks == Image classification Object detection Image segmentation Automatic speech recognition Neural machine translation Question answering Automatic summarization Text-to-image model Protein structure prediction == Architectures == === Feedforward and convolutional architectures === Feedforward neural network Multilayer perceptron Convolutional neural network Radial basis function network Residual neural network U-Net === Recurrent and sequence architectures === Recurrent neural network Long short-term memory Gated recurrent unit Sequence to sequence learning Recursive neural network === Representation-learning architectures === Autoencoder Denoising autoencoder Sparse autoencoder Variational autoencoder Restricted Boltzmann machine Deep belief network === Attention and transformer architectures === Attention (machine learning) Transformer BERT Generative pre-trained transformer Vision transformer === Generative and probabilistic architectures === Autoregressive model Diffusion model Energy-based model Generative adversarial network Mixture of experts === Graph and memory architectures === Graph neural network Graph convolutional network Siamese network Neural Turing machine Memory network Echo state network Capsule neural network == Neural network components and techniques == Artificial neuron Activation function Rectified linear unit Sigmoid function Softmax function Embedding Convolution Pooling layer Attention Batch normalization Layer normalization Residual connections == Training and optimization == Backpropagation Gradient descent Stochastic gradient descent Adam optimization Learning rate Loss function Cross-entropy Mean squared error Regularization Dropout Early stopping Batch normalization Data augmentation Transfer learning Knowledge distillation Ensemble learning Curriculum learning == Datasets and benchmarks == CIFAR-10 ImageNet MNIST database Common Objects in Context (COCO) General Language Understanding Evaluation (GLUE) benchmark LibriSpeech SQuAD == Applications == === Computer vision === Computer vision Facial recognition system Image classification Image segmentation Medical imaging Object detection Optical character recognition === Natural language processing === Automatic summarization Chatbot Information retrieval Large language model Natural language processing Neural machine translation Question answering Sentiment analysis === Speech and audio === Automatic speech recognition Music information retrieval Speaker recognition Speech synthesis === Science and medicine === Bioinformatics Computational biology Drug discovery Medical diagnosis Protein structure prediction === Robotics and control === Autonomous car Computer game bot Control theory Robotics === Recommendation, search, and forecasting === Anomaly detection Forecasting Fraud detection Recommender system Search engine === Generative artificial intelligence === Deepfake Generative artificial intelligence Large language model Speech synthesis Text-to-image model === Computer graphics and video games === Deep Learning Anti-Aliasing (DLAA) Deep Learning Super Sampling (DLSS) == Hardware == AMD Instinct AMD XDNA Application-specific integrated circuit Deep learning processor, Neural processing unit (NPU), or Neural Engine Field-programmable gate array General-purpose computing on graphics processing units (GPGPU) Graphics processing unit NVIDIA Deep Learning Accelerator (NVDLA) Tensor processing unit Vision processing unit Wafer-scale integration === Supporting software platforms === CUDA Metal ROCm == Software == === Open-source frameworks and libraries === === Neural network software === EDLUT Emergent Encog JOONE Neuroph NeuroSolutions OpenNN Peltarion Synapse SNNS === Platforms, tools, and deployment === Amazon SageMaker Google Colab Hugging Face Kaggle Kubeflow MLflow ONNX OpenVINO TensorFlow Hub == Algorithms for deep learning and neural networks == Backpropagation Conjugate gradient method Generalized Hebbian algorithm Gradient descent Levenberg–Marquardt algorithm Perceptron Quasi-Newton method Wake-sleep algorithm == Methods and related topics == === Representation and metric learning === Contrastive learning Embedding Feature learning Manifold learning Metric learning === Generative modeling === Autoregressive model Diffusion model Generative adversarial network Generative model Variational inference === Efficient and scalable deep learning === Knowledge distillation Low-rank approximation Mixture of experts Quantization Sparsity === Reliability, safety, and interpretability === Adversarial machine learning AI alignment Algorithmic bias Catastrophic forgetting Differential privacy Explainable artificial intelligence Federated learning Hallucination (artificial intelligence) == Conferences and workshops == Annual Meeting of the Association for Computational Linguistics Conference on Computer Vision and Pattern Recognition Conference on Neural Information Processing Systems International Conference on Computer Vision International Conference on Learning Representations International Conference on Machine Learning == Organizations == === Research laboratories and institutions === Allen Institute for AI Alberta Machine Intelligence Institute European Laboratory for Learning and Intelligent Systems Google DeepMind Meta AI Mila Microsoft Research Vector Institute === Companies === Anthropic Cerebras Cohere DeepSeek Mistral AI OpenAI Stability AI xAI == Publications == === Books === Deep Learning – Ian Goodfellow and Yoshua Bengio Neural Networks and Deep Learning – Michael Nielsen Perceptrons – Marvin Minsky and Seymour Papert === Journals === IEEE Transactions on Neural Networks and Learning Systems Neural Networks Neural Computation == Influential persons ==

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  • Constrained clustering

    Constrained clustering

    In computer science, constrained clustering is a class of semi-supervised learning algorithms. Typically, constrained clustering incorporates either a set of must-link constraints, cannot-link constraints, or both, with a data clustering algorithm. A cluster in which the members conform to all must-link and cannot-link constraints is called a chunklet. == Types of constraints == Both a must-link and a cannot-link constraint define a relationship between two data instances. Together, the sets of these constraints act as a guide for which a constrained clustering algorithm will attempt to find chunklets (clusters in the dataset which satisfy the specified constraints). A must-link constraint is used to specify that the two instances in the must-link relation should be associated with the same cluster. A cannot-link constraint is used to specify that the two instances in the cannot-link relation should not be associated with the same cluster. Some constrained clustering algorithms will abort if no such clustering exists which satisfies the specified constraints. Others will try to minimize the amount of constraint violation should it be impossible to find a clustering which satisfies the constraints. Constraints could also be used to guide the selection of a clustering model among several possible solutions. == Examples == Examples of constrained clustering algorithms include: COP K-means PCKmeans (Pairwise Constrained K-means) CMWK-Means (Constrained Minkowski Weighted K-Means)

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  • Chromosome (evolutionary algorithm)

    Chromosome (evolutionary algorithm)

    A chromosome or genotype in evolutionary algorithms (EA) is a set of parameters which define a proposed solution of the problem that the evolutionary algorithm is trying to solve. The set of all solutions, also called individuals according to the biological model, is known as the population. The genome of an individual consists of one, more rarely of several, chromosomes and corresponds to the genetic representation of the task to be solved. A chromosome is composed of a set of genes, where a gene consists of one or more semantically connected parameters, which are often also called decision variables. They determine one or more phenotypic characteristics of the individual or at least have an influence on them. In the basic form of genetic algorithms, the chromosome is represented as a binary string, while in later variants and in EAs in general, a wide variety of other data structures are used. == Chromosome design == When creating the genetic representation of a task, it is determined which decision variables and other degrees of freedom of the task should be improved by the EA and possible additional heuristics and how the genotype-phenotype mapping should look like. The design of a chromosome translates these considerations into concrete data structures for which an EA then has to be selected, configured, extended, or, in the worst case, created. Finding a suitable representation of the problem domain for a chromosome is an important consideration, as a good representation will make the search easier by limiting the search space; similarly, a poorer representation will allow a larger search space. In this context, suitable mutation and crossover operators must also be found or newly defined to fit the chosen chromosome design. An important requirement for these operators is that they not only allow all points in the search space to be reached in principle, but also make this as easy as possible. The following requirements must be met by a well-suited chromosome: It must allow the accessibility of all admissible points in the search space. Design of the chromosome in such a way that it covers only the search space and no additional areas. so that there is no redundancy or only as little redundancy as possible. Observance of strong causality: small changes in the chromosome should only lead to small changes in the phenotype. This is also called locality of the relationship between search and problem space. Designing the chromosome in such a way that it excludes prohibited regions in the search space completely or as much as possible. While the first requirement is indispensable, depending on the application and the EA used, one usually only has to be satisfied with fulfilling the remaining requirements as far as possible. The evolutionary search is supported and possibly considerably accelerated by a fulfillment as complete as possible. == Examples of chromosomes == === Chromosomes for binary codings === In their classical form, GAs use bit strings and map the decision variables to be optimized onto them. An example for one Boolean and three integer decision variables with the value ranges 0 ≤ D 1 ≤ 60 {\displaystyle 0\leq D_{1}\leq 60} , 28 ≤ D 2 ≤ 30 {\displaystyle 28\leq D_{2}\leq 30} and − 12 ≤ D 3 ≤ 14 {\displaystyle -12\leq D_{3}\leq 14} may illustrate this: Note that the negative number here is given in two's complement. This straight forward representation uses five bits to represent the three values of D 2 {\displaystyle D_{2}} , although two bits would suffice. This is a significant redundancy. An improved alternative, where 28 is to be added for the genotype-phenotype mapping, could look like this: with D 2 = 28 + D 2 ′ = 29 {\displaystyle D_{2}=28+D'_{2}=29} . === Chromosomes with real-valued or integer genes === For the processing of tasks with real-valued or mixed-integer decision variables, EAs such as the evolution strategy or the real-coded GAs are suited. In the case of mixed-integer values, rounding is often used, but this represents some violation of the redundancy requirement. If the necessary precisions of the real values can be reasonably narrowed down, this violation can be remedied by using integer-coded GAs. For this purpose, the valid digits of real values are mapped to integers by multiplication with a suitable factor. For example, 12.380 becomes the integer 12380 by multiplying by 1000. This must of course be taken into account in genotype-phenotype mapping for evaluation and result presentation. A common form is a chromosome consisting of a list or an array of integer or real values. === Chromosomes for permutations === Combinatorial problems are mainly concerned with finding an optimal sequence of a set of elementary items. As an example, consider the problem of the traveling salesman who wants to visit a given number of cities exactly once on the shortest possible tour. The simplest and most obvious mapping onto a chromosome is to number the cities consecutively, to interpret a resulting sequence as permutation and to store it directly in a chromosome, where one gene corresponds to the ordinal number of a city. Then, however, the variation operators may only change the gene order and not remove or duplicate any genes. The chromosome thus contains the path of a possible tour to the cities. As an example the sequence 3 , 5 , 7 , 1 , 4 , 2 , 9 , 6 , 8 {\displaystyle 3,5,7,1,4,2,9,6,8} of nine cities may serve, to which the following chromosome corresponds: In addition to this encoding frequently called path representation, there are several other ways of representing a permutation, for example the ordinal representation or the matrix representation. === Chromosomes for co-evolution === When a genetic representation contains, in addition to the decision variables, additional information that influences evolution and/or the mapping of the genotype to the phenotype and is itself subject to evolution, this is referred to as co-evolution. A typical example is the evolution strategy (ES), which includes one or more mutation step sizes as strategy parameters in each chromosome. Another example is an additional gene to control a selection heuristic for resource allocation in a scheduling tasks. This approach is based on the assumption that good solutions are based on an appropriate selection of strategy parameters or on control gene(s) that influences genotype-phenotype mapping. The success of the ES gives evidence to this assumption. === Chromosomes for complex representations === The chromosomes presented above are well suited for processing tasks of continuous, mixed-integer, pure-integer or combinatorial optimization. For a combination of these optimization areas, on the other hand, it becomes increasingly difficult to map them to simple strings of values, depending on the task. The following extension of the gene concept is proposed by the EA GLEAM (General Learning Evolutionary Algorithm and Method) for this purpose: A gene is considered to be the description of an element or elementary trait of the phenotype, which may have multiple parameters. For this purpose, gene types are defined that contain as many parameters of the appropriate data type as are required to describe the particular element of the phenotype. A chromosome now consists of genes as data objects of the gene types, whereby, depending on the application, each gene type occurs exactly once as a gene or can be contained in the chromosome any number of times. The latter leads to chromosomes of dynamic length, as they are required for some problems. The gene type definitions also contain information on the permissible value ranges of the gene parameters, which are observed during chromosome generation and by corresponding mutations, so they cannot lead to lethal mutations. For tasks with a combinatorial part, there are suitable genetic operators that can move or reposition genes as a whole, i.e. with their parameters. A scheduling task is used as an illustration, in which workflows are to be scheduled that require different numbers of heterogeneous resources. A workflow specifies which work steps can be processed in parallel and which have to be executed one after the other. In this context, heterogeneous resources mean different processing times at different costs in addition to different processing capabilities. Each scheduling operation therefore requires one or more parameters that determine the resource selection, where the value ranges of the parameters depend on the number of alternative resources available for each work step. A suitable chromosome provides one gene type per work step and in this case one corresponding gene, which has one parameter for each required resource. The order of genes determines the order of scheduling operations and, therefore, the precedence in case of allocation conflicts. The exemplary gene type definition of work step 15 with two resources, for which there are four and seven alternatives respectively

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  • T-distributed stochastic neighbor embedding

    T-distributed stochastic neighbor embedding

    t-distributed stochastic neighbor embedding (t-SNE) is a statistical method for visualizing high-dimensional data by giving each datapoint a location in a two or three-dimensional map. It is based on Stochastic Neighbor Embedding originally developed by Geoffrey Hinton and Sam Roweis, where Laurens van der Maaten and Hinton proposed the t-distributed variant. It is a nonlinear dimensionality reduction technique for embedding high-dimensional data for visualization in a low-dimensional space of two or three dimensions. Specifically, it models each high-dimensional object by a two- or three-dimensional point in such a way that similar objects are modeled by nearby points and dissimilar objects are modeled by distant points with high probability. The t-SNE algorithm comprises two main stages. First, t-SNE constructs a probability distribution over pairs of high-dimensional objects in such a way that similar objects are assigned a higher probability while dissimilar points are assigned a lower probability. Second, t-SNE defines a similar probability distribution over the points in the low-dimensional map, and it minimizes the Kullback–Leibler divergence (KL divergence) between the two distributions with respect to the locations of the points in the map. While the original algorithm uses the Euclidean distance between objects as the base of its similarity metric, this can be changed as appropriate. A Riemannian variant is UMAP. t-SNE has been used for visualization in a wide range of applications, including genomics, computer security research, natural language processing, music analysis, cancer research, bioinformatics, geological domain interpretation, and biomedical signal processing. For a data set with n {\displaystyle n} elements, t-SNE runs in O ( n 2 ) {\displaystyle O(n^{2})} time and requires O ( n 2 ) {\displaystyle O(n^{2})} space. == Details == Given a set of N {\displaystyle N} high-dimensional objects x 1 , … , x N {\displaystyle \mathbf {x} _{1},\dots ,\mathbf {x} _{N}} , t-SNE first computes probabilities p i j {\displaystyle p_{ij}} that are proportional to the similarity of objects x i {\displaystyle \mathbf {x} _{i}} and x j {\displaystyle \mathbf {x} _{j}} , as follows. For i ≠ j {\displaystyle i\neq j} , define p j ∣ i = exp ⁡ ( − ‖ x i − x j ‖ 2 / 2 σ i 2 ) ∑ k ≠ i exp ⁡ ( − ‖ x i − x k ‖ 2 / 2 σ i 2 ) {\displaystyle p_{j\mid i}={\frac {\exp(-\lVert \mathbf {x} _{i}-\mathbf {x} _{j}\rVert ^{2}/2\sigma _{i}^{2})}{\sum _{k\neq i}\exp(-\lVert \mathbf {x} _{i}-\mathbf {x} _{k}\rVert ^{2}/2\sigma _{i}^{2})}}} and set p i ∣ i = 0 {\displaystyle p_{i\mid i}=0} . Note the above denominator ensures ∑ j p j ∣ i = 1 {\displaystyle \sum _{j}p_{j\mid i}=1} for all i {\displaystyle i} . As van der Maaten and Hinton explained: "The similarity of datapoint x j {\displaystyle x_{j}} to datapoint x i {\displaystyle x_{i}} is the conditional probability, p j | i {\displaystyle p_{j|i}} , that x i {\displaystyle x_{i}} would pick x j {\displaystyle x_{j}} as its neighbor if neighbors were picked in proportion to their probability density under a Gaussian centered at x i {\displaystyle x_{i}} ." Now define p i j = p j ∣ i + p i ∣ j 2 N {\displaystyle p_{ij}={\frac {p_{j\mid i}+p_{i\mid j}}{2N}}} This is motivated because p i {\displaystyle p_{i}} and p j {\displaystyle p_{j}} from the N samples are estimated as 1/N, so the conditional probability can be written as p i ∣ j = N p i j {\displaystyle p_{i\mid j}=Np_{ij}} and p j ∣ i = N p j i {\displaystyle p_{j\mid i}=Np_{ji}} . Since p i j = p j i {\displaystyle p_{ij}=p_{ji}} , you can obtain previous formula. Also note that p i i = 0 {\displaystyle p_{ii}=0} and ∑ i , j p i j = 1 {\displaystyle \sum _{i,j}p_{ij}=1} . The bandwidth of the Gaussian kernels σ i {\displaystyle \sigma _{i}} is set in such a way that the entropy of the conditional distribution equals a predefined entropy using the bisection method. As a result, the bandwidth is adapted to the density of the data: smaller values of σ i {\displaystyle \sigma _{i}} are used in denser parts of the data space. The entropy increases with the perplexity of this distribution P i {\displaystyle P_{i}} ; this relation is seen as P e r p ( P i ) = 2 H ( P i ) {\displaystyle Perp(P_{i})=2^{H(P_{i})}} where H ( P i ) {\displaystyle H(P_{i})} is the Shannon entropy H ( P i ) = − ∑ j p j | i log 2 ⁡ p j | i . {\displaystyle H(P_{i})=-\sum _{j}p_{j|i}\log _{2}p_{j|i}.} The perplexity is a hand-chosen parameter of t-SNE, and as the authors state, "perplexity can be interpreted as a smooth measure of the effective number of neighbors. The performance of SNE is fairly robust to changes in the perplexity, and typical values are between 5 and 50.". Since the Gaussian kernel uses the Euclidean distance ‖ x i − x j ‖ {\displaystyle \lVert x_{i}-x_{j}\rVert } , it is affected by the curse of dimensionality, and in high dimensional data when distances lose the ability to discriminate, the p i j {\displaystyle p_{ij}} become too similar (asymptotically, they would converge to a constant). It has been proposed to adjust the distances with a power transform, based on the intrinsic dimension of each point, to alleviate this. t-SNE aims to learn a d {\displaystyle d} -dimensional map y 1 , … , y N {\displaystyle \mathbf {y} _{1},\dots ,\mathbf {y} _{N}} (with y i ∈ R d {\displaystyle \mathbf {y} _{i}\in \mathbb {R} ^{d}} and d {\displaystyle d} typically chosen as 2 or 3) that reflects the similarities p i j {\displaystyle p_{ij}} as well as possible. To this end, it measures similarities q i j {\displaystyle q_{ij}} between two points in the map y i {\displaystyle \mathbf {y} _{i}} and y j {\displaystyle \mathbf {y} _{j}} , using a very similar approach. Specifically, for i ≠ j {\displaystyle i\neq j} , define q i j {\displaystyle q_{ij}} as q i j = ( 1 + ‖ y i − y j ‖ 2 ) − 1 ∑ k ∑ l ≠ k ( 1 + ‖ y k − y l ‖ 2 ) − 1 {\displaystyle q_{ij}={\frac {(1+\lVert \mathbf {y} _{i}-\mathbf {y} _{j}\rVert ^{2})^{-1}}{\sum _{k}\sum _{l\neq k}(1+\lVert \mathbf {y} _{k}-\mathbf {y} _{l}\rVert ^{2})^{-1}}}} and set q i i = 0 {\displaystyle q_{ii}=0} . Herein a heavy-tailed Student t-distribution (with one-degree of freedom, which is the same as a Cauchy distribution) is used to measure similarities between low-dimensional points in order to allow dissimilar objects to be modeled far apart in the map. The locations of the points y i {\displaystyle \mathbf {y} _{i}} in the map are determined by minimizing the (non-symmetric) Kullback–Leibler divergence of the distribution P {\displaystyle P} from the distribution Q {\displaystyle Q} , that is: K L ( P ∥ Q ) = ∑ i ≠ j p i j log ⁡ p i j q i j {\displaystyle \mathrm {KL} \left(P\parallel Q\right)=\sum _{i\neq j}p_{ij}\log {\frac {p_{ij}}{q_{ij}}}} The minimization of the Kullback–Leibler divergence with respect to the points y i {\displaystyle \mathbf {y} _{i}} is performed using gradient descent. The result of this optimization is a map that reflects the similarities between the high-dimensional inputs. == Output == While t-SNE plots often seem to display clusters, the visual clusters can be strongly influenced by the chosen parameterization (especially the perplexity) and so a good understanding of the parameters for t-SNE is needed. Such "clusters" can be shown to even appear in structured data with no clear clustering, and so may be false findings. Similarly, the size of clusters produced by t-SNE is not informative, and neither is the distance between clusters. Thus, interactive exploration may be needed to choose parameters and validate results. It has been shown that t-SNE can often recover well-separated clusters, and with special parameter choices, approximates a simple form of spectral clustering. == Software == A C++ implementation of Barnes-Hut is available on the github account of one of the original authors. The R package Rtsne implements t-SNE in R. ELKI contains tSNE, also with Barnes-Hut approximation scikit-learn, a popular machine learning library in Python implements t-SNE with both exact solutions and the Barnes-Hut approximation. Tensorboard, the visualization kit associated with TensorFlow, also implements t-SNE (online version) The Julia package TSne implements t-SNE

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  • Confusion matrix

    Confusion matrix

    In machine learning, a confusion matrix, also known as error matrix, is a specific table layout that allows visualization of the performance of an algorithm, typically a supervised learning one. In unsupervised learning it is usually called a matching matrix. The term is used specifically in the problem of statistical classification. Each row of the matrix represents the instances in an actual class while each column represents the instances in a predicted class, or vice versa – both variants are found in the literature. The diagonal of the matrix therefore represents all instances that are correctly predicted. The name stems from the fact that it makes it easy to identify whether the system is confusing two classes (i.e., commonly mislabeling one class as another). The confusion matrix has its origins in human perceptual studies of auditory stimuli. It was adapted for machine learning studies and used by Frank Rosenblatt, among other early researchers, to compare human and machine classifications of visual (and later auditory) stimuli. It is a special kind of contingency table, with two dimensions ("actual" and "predicted"), and identical sets of "classes" in both dimensions (each combination of dimension and class is a variable in the contingency table). == Example == Given a sample of 12 individuals, 8 that have been diagnosed with cancer and 4 that are cancer-free, where individuals with cancer belong to class 1 (positive) and non-cancer individuals belong to class 0 (negative), we can display that data as follows: Assume that we have a classifier that distinguishes between individuals with and without cancer in some way, we can take the 12 individuals and run them through the classifier. The classifier then makes 9 accurate predictions and misses 3: 2 individuals with cancer wrongly predicted as being cancer-free (sample 1 and 2), and 1 person without cancer that is wrongly predicted to have cancer (sample 9). Notice, that if we compare the actual classification set to the predicted classification set, there are 4 different outcomes that could result in any particular column: The actual classification is positive and the predicted classification is positive (1,1). This is called a true positive result because the positive sample was correctly identified by the classifier. The actual classification is positive and the predicted classification is negative (1,0). This is called a false negative result because the positive sample is incorrectly identified by the classifier as being negative. The actual classification is negative and the predicted classification is positive (0,1). This is called a false positive result because the negative sample is incorrectly identified by the classifier as being positive. The actual classification is negative and the predicted classification is negative (0,0). This is called a true negative result because the negative sample gets correctly identified by the classifier. We can then perform the comparison between actual and predicted classifications and add this information to the table, making correct results appear in green so they are more easily identifiable. The template for any binary confusion matrix uses the four kinds of results discussed above (true positives, false negatives, false positives, and true negatives) along with the positive and negative classifications. The four outcomes can be formulated in a 2×2 confusion matrix, as follows: The color convention of the three data tables above were picked to match this confusion matrix, in order to easily differentiate the data. Now, we can simply total up each type of result, substitute into the template, and create a confusion matrix that will concisely summarize the results of testing the classifier: In this confusion matrix, of the 8 samples with cancer, the system judged that 2 were cancer-free, and of the 4 samples without cancer, it predicted that 1 did have cancer. All correct predictions are located in the diagonal of the table (highlighted in green), so it is easy to visually inspect the table for prediction errors, as values outside the diagonal will represent them. By summing up the 2 rows of the confusion matrix, one can also deduce the total number of positive (P) and negative (N) samples in the original dataset, i.e. P = T P + F N {\displaystyle P=TP+FN} and N = F P + T N {\displaystyle N=FP+TN} . == Table of confusion == In predictive analytics, a table of confusion (sometimes also called a confusion matrix) is a table with two rows and two columns that reports the number of true positives, false negatives, false positives, and true negatives. This allows more detailed analysis than simply observing the proportion of correct classifications (accuracy). Accuracy will yield misleading results if the data set is unbalanced; that is, when the numbers of observations in different classes vary greatly. For example, if there were 95 cancer samples and only 5 non-cancer samples in the data, a particular classifier might classify all the observations as having cancer. The overall accuracy would be 95%, but in more detail the classifier would have a 100% recognition rate (sensitivity) for the cancer class but a 0% recognition rate for the non-cancer class. F1 score is even more unreliable in such cases, and here would yield over 97.4%, whereas informedness removes such bias and yields 0 as the probability of an informed decision for any form of guessing (here always guessing cancer). According to Davide Chicco and Giuseppe Jurman, the most informative metric to evaluate a confusion matrix is the Matthews correlation coefficient (MCC). Other metrics can be included in a confusion matrix, each of them having their significance and use. Some researchers have argued that the confusion matrix, and the metrics derived from it, do not truly reflect a model's knowledge. In particular, the confusion matrix cannot show whether correct predictions were reached through sound reasoning or merely by chance (a problem known in philosophy as epistemic luck). It also does not capture situations where the facts used to make a prediction later change or turn out to be wrong (defeasibility). This means that while the confusion matrix is a useful tool for measuring classification performance, it may give an incomplete picture of a model’s true reliability. == Confusion matrices with more than two categories == Confusion matrix is not limited to binary classification and can be used in multi-class classifiers as well. The confusion matrices discussed above have only two conditions: positive and negative. For example, the table below summarizes communication of a whistled language between two speakers, with zero values omitted for clarity. == Confusion matrices in multi-label and soft-label classification == Confusion matrices are not limited to single-label classification (where only one class is present) or hard-label settings (where classes are either fully present, 1, or absent, 0). They can also be extended to Multi-label classification (where multiple classes can be predicted at once) and soft-label classification (where classes can be partially present). One such extension is the Transport-based Confusion Matrix (TCM), which builds on the theory of optimal transport and the principle of maximum entropy. TCM applies to single-label, multi-label, and soft-label settings. It retains the familiar structure of the standard confusion matrix: a square matrix sized by the number of classes, with diagonal entries indicating correct predictions and off-diagonal entries indicating confusion. In the single-label case, TCM is identical to the standard confusion matrix. TCM follows the same reasoning as the standard confusion matrix: if class A is overestimated (its predicted value is greater than its label value) and class B is underestimated (its predicted value is less than its label value), A is considered confused with B, and the entry (B, A) is increased. If a class is both predicted and present, it is correctly identified, and the diagonal entry (A, A) increases. Optimal transport and maximum entropy are used to determine the extent to which these entries are updated. TCM enables clearer comparison between predictions and labels in complex classification tasks, while maintaining a consistent matrix format across settings.

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  • Diffusion model

    Diffusion model

    In machine learning, diffusion models, also known as diffusion-based generative models or score-based generative models, are a class of latent variable generative models. A diffusion model consists of two major components: the forward diffusion process, and the reverse sampling process. The goal of diffusion models is to learn a diffusion process for a given dataset, such that the process can generate new elements that are distributed similarly as the original dataset. A diffusion model models data as generated by a diffusion process, whereby a new datum performs a random walk with drift through the space of all possible data. A trained diffusion model can be sampled in many ways, with different efficiency and quality. There are various equivalent formalisms, including Markov chains, denoising diffusion probabilistic models, noise conditioned score networks, and stochastic differential equations. They are typically trained using variational inference. The model responsible for denoising is typically called its "backbone". The backbone may be of any kind, but they are typically U-nets or transformers. As of 2024, diffusion models are mainly used for computer vision tasks, including image denoising, inpainting, super-resolution, image generation, and video generation. These typically involve training a neural network to sequentially denoise images blurred with Gaussian noise. The model is trained to reverse the process of adding noise to an image. After training to convergence, it can be used for image generation by starting with an image composed of random noise, and applying the network iteratively to denoise the image. Diffusion-based image generators have seen widespread commercial interest, such as Stable Diffusion and DALL-E. These models typically combine diffusion models with other models, such as text-encoders and cross-attention modules to allow text-conditioned generation. Other than computer vision, diffusion models have also found applications in natural language processing such as text generation and summarization, sound generation, and reinforcement learning. == Denoising diffusion model == === Non-equilibrium thermodynamics === Diffusion models were introduced in 2015 as a method to train a model that can sample from a highly complex probability distribution. They used techniques from non-equilibrium thermodynamics, especially diffusion. Consider, for example, how one might model the distribution of all naturally occurring photos. Each image is a point in the space of all images, and the distribution of naturally occurring photos is a "cloud" in space, which, by repeatedly adding noise to the images, diffuses out to the rest of the image space, until the cloud becomes all but indistinguishable from a Gaussian distribution N ( 0 , I ) {\displaystyle {\mathcal {N}}(0,I)} . A model that can approximately undo the diffusion can then be used to sample from the original distribution. This is studied in "non-equilibrium" thermodynamics, as the starting distribution is not in equilibrium, unlike the final distribution. The equilibrium distribution is the Gaussian distribution N ( 0 , I ) {\displaystyle {\mathcal {N}}(0,I)} , with pdf ρ ( x ) ∝ e − 1 2 ‖ x ‖ 2 {\displaystyle \rho (x)\propto e^{-{\frac {1}{2}}\|x\|^{2}}} . This is just the Maxwell–Boltzmann distribution of particles in a potential well V ( x ) = 1 2 ‖ x ‖ 2 {\displaystyle V(x)={\frac {1}{2}}\|x\|^{2}} at temperature 1. The initial distribution, being very much out of equilibrium, would diffuse towards the equilibrium distribution, making biased random steps that are a sum of pure randomness (like a Brownian walker) and gradient descent down the potential well. The randomness is necessary: if the particles were to undergo only gradient descent, then they will all fall to the origin, collapsing the distribution. === Denoising Diffusion Probabilistic Model (DDPM) === The 2020 paper proposed the Denoising Diffusion Probabilistic Model (DDPM), which improves upon the previous method by variational inference. ==== Forward diffusion ==== To present the model, some notation is required. β 1 , . . . , β T ∈ ( 0 , 1 ) {\displaystyle \beta _{1},...,\beta _{T}\in (0,1)} are fixed constants. α t := 1 − β t {\displaystyle \alpha _{t}:=1-\beta _{t}} α ¯ t := α 1 ⋯ α t {\displaystyle {\bar {\alpha }}_{t}:=\alpha _{1}\cdots \alpha _{t}} σ t := 1 − α ¯ t {\displaystyle \sigma _{t}:={\sqrt {1-{\bar {\alpha }}_{t}}}} σ ~ t := σ t − 1 σ t β t {\displaystyle {\tilde {\sigma }}_{t}:={\frac {\sigma _{t-1}}{\sigma _{t}}}{\sqrt {\beta _{t}}}} μ ~ t ( x t , x 0 ) := α t ( 1 − α ¯ t − 1 ) x t + α ¯ t − 1 ( 1 − α t ) x 0 σ t 2 {\displaystyle {\tilde {\mu }}_{t}(x_{t},x_{0}):={\frac {{\sqrt {\alpha _{t}}}(1-{\bar {\alpha }}_{t-1})x_{t}+{\sqrt {{\bar {\alpha }}_{t-1}}}(1-\alpha _{t})x_{0}}{\sigma _{t}^{2}}}} N ( μ , Σ ) {\displaystyle {\mathcal {N}}(\mu ,\Sigma )} is the normal distribution with mean μ {\displaystyle \mu } and variance Σ {\displaystyle \Sigma } , and N ( x | μ , Σ ) {\displaystyle {\mathcal {N}}(x|\mu ,\Sigma )} is the probability density at x {\displaystyle x} . A vertical bar denotes conditioning. A forward diffusion process starts at some starting point x 0 ∼ q {\displaystyle x_{0}\sim q} , where q {\displaystyle q} is the probability distribution to be learned, then repeatedly adds noise to it by x t = 1 − β t x t − 1 + β t z t {\displaystyle x_{t}={\sqrt {1-\beta _{t}}}x_{t-1}+{\sqrt {\beta _{t}}}z_{t}} where z 1 , . . . , z T {\displaystyle z_{1},...,z_{T}} are IID (Independent and identically distributed random variables) samples from N ( 0 , I ) {\displaystyle {\mathcal {N}}(0,I)} . The coefficients 1 − β t {\displaystyle {\sqrt {1-\beta _{t}}}} and β t {\displaystyle {\sqrt {\beta _{t}}}} ensure that Var ( X t ) = I {\displaystyle {\mbox{Var}}(X_{t})=I} assuming that Var ( X 0 ) = I {\displaystyle {\mbox{Var}}(X_{0})=I} . The values of β t {\displaystyle \beta _{t}} are chosen such that for any starting distribution of x 0 {\displaystyle x_{0}} , if it has finite second moment, then lim t → ∞ x t | x 0 {\displaystyle \lim _{t\to \infty }x_{t}|x_{0}} converges to N ( 0 , I ) {\displaystyle {\mathcal {N}}(0,I)} . The entire diffusion process then satisfies q ( x 0 : T ) = q ( x 0 ) q ( x 1 | x 0 ) ⋯ q ( x T | x T − 1 ) = q ( x 0 ) N ( x 1 | α 1 x 0 , β 1 I ) ⋯ N ( x T | α T x T − 1 , β T I ) {\displaystyle q(x_{0:T})=q(x_{0})q(x_{1}|x_{0})\cdots q(x_{T}|x_{T-1})=q(x_{0}){\mathcal {N}}(x_{1}|{\sqrt {\alpha _{1}}}x_{0},\beta _{1}I)\cdots {\mathcal {N}}(x_{T}|{\sqrt {\alpha _{T}}}x_{T-1},\beta _{T}I)} or ln ⁡ q ( x 0 : T ) = ln ⁡ q ( x 0 ) − ∑ t = 1 T 1 2 β t ‖ x t − 1 − β t x t − 1 ‖ 2 + C {\displaystyle \ln q(x_{0:T})=\ln q(x_{0})-\sum _{t=1}^{T}{\frac {1}{2\beta _{t}}}\|x_{t}-{\sqrt {1-\beta _{t}}}x_{t-1}\|^{2}+C} where C {\displaystyle C} is a normalization constant and often omitted. In particular, we note that x 1 : T | x 0 {\displaystyle x_{1:T}|x_{0}} is a Gaussian process, which affords us considerable freedom in reparameterization. For example, by standard manipulation with Gaussian process, x t | x 0 ∼ N ( α ¯ t x 0 , σ t 2 I ) {\displaystyle x_{t}|x_{0}\sim N\left({\sqrt {{\bar {\alpha }}_{t}}}x_{0},\sigma _{t}^{2}I\right)} x t − 1 | x t , x 0 ∼ N ( μ ~ t ( x t , x 0 ) , σ ~ t 2 I ) {\displaystyle x_{t-1}|x_{t},x_{0}\sim {\mathcal {N}}({\tilde {\mu }}_{t}(x_{t},x_{0}),{\tilde {\sigma }}_{t}^{2}I)} In particular, notice that for large t {\displaystyle t} , the variable x t | x 0 ∼ N ( α ¯ t x 0 , σ t 2 I ) {\displaystyle x_{t}|x_{0}\sim N\left({\sqrt {{\bar {\alpha }}_{t}}}x_{0},\sigma _{t}^{2}I\right)} converges to N ( 0 , I ) {\displaystyle {\mathcal {N}}(0,I)} . That is, after a long enough diffusion process, we end up with some x T {\displaystyle x_{T}} that is very close to N ( 0 , I ) {\displaystyle {\mathcal {N}}(0,I)} , with all traces of the original x 0 ∼ q {\displaystyle x_{0}\sim q} gone. For example, since x t | x 0 ∼ N ( α ¯ t x 0 , σ t 2 I ) {\displaystyle x_{t}|x_{0}\sim N\left({\sqrt {{\bar {\alpha }}_{t}}}x_{0},\sigma _{t}^{2}I\right)} we can sample x t | x 0 {\displaystyle x_{t}|x_{0}} directly "in one step", instead of going through all the intermediate steps x 1 , x 2 , . . . , x t − 1 {\displaystyle x_{1},x_{2},...,x_{t-1}} . ==== Backward diffusion ==== The key idea of DDPM is to use a neural network parametrized by θ {\displaystyle \theta } . The network takes in two arguments x t , t {\displaystyle x_{t},t} , and outputs a vector μ θ ( x t , t ) {\displaystyle \mu _{\theta }(x_{t},t)} and a matrix Σ θ ( x t , t ) {\displaystyle \Sigma _{\theta }(x_{t},t)} , such that each step in the forward diffusion process can be approximately undone by x t − 1 ∼ N ( μ θ ( x t , t ) , Σ θ ( x t , t ) ) {\displaystyle x_{t-1}\sim {\mathcal {N}}(\mu _{\theta }(x_{t},t),\Sigma _{\theta }(x_{t},t))} . This then gives us a backward diffusion process p θ {\displaystyle p_{\theta }} defined by p θ ( x T ) = N ( x T | 0 , I ) {\displaystyle p_{\theta }(x

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  • Kernel method

    Kernel method

    In machine learning, kernel machines are a class of algorithms for pattern analysis, whose best known member is the support-vector machine (SVM). These methods involve using linear classifiers to solve nonlinear problems. The general task of pattern analysis is to find and study general types of relations (for example clusters, rankings, principal components, correlations, classifications) in datasets. For many algorithms that solve these tasks, the data in raw representation have to be explicitly transformed into feature vector representations via a user-specified feature map: in contrast, kernel methods require only a user-specified kernel, i.e., a similarity function over all pairs of data points computed using inner products. The feature map in kernel machines is infinite dimensional but only requires a finite dimensional matrix from user-input according to the representer theorem. Kernel machines are slow to compute for datasets larger than a couple of thousand examples without parallel processing. Kernel methods owe their name to the use of kernel functions, which enable them to operate in a high-dimensional, implicit feature space without ever computing the coordinates of the data in that space, but rather by simply computing the inner products between the images of all pairs of data in the feature space. This operation is often computationally cheaper than the explicit computation of the coordinates. This approach is called the "kernel trick". Kernel functions have been introduced for sequence data, graphs, text, images, as well as vectors. Algorithms capable of operating with kernels include the kernel perceptron, support-vector machines (SVM), Gaussian processes, principal components analysis (PCA), canonical correlation analysis, ridge regression, spectral clustering, linear adaptive filters and many others. Most kernel algorithms are based on convex optimization or eigenproblems and are statistically well-founded. Typically, their statistical properties are analyzed using statistical learning theory (for example, using Rademacher complexity). == Motivation and informal explanation == Kernel methods can be thought of as instance-based learners: rather than learning some fixed set of parameters corresponding to the features of their inputs, they instead "remember" the i {\displaystyle i} -th training example ( x i , y i ) {\displaystyle (\mathbf {x} _{i},y_{i})} and learn for it a corresponding weight w i {\displaystyle w_{i}} . Prediction for unlabeled inputs, i.e., those not in the training set, are treated by the application of a similarity function k {\displaystyle k} , called a kernel, between the unlabeled input x ′ {\displaystyle \mathbf {x'} } and each of the training inputs x i {\displaystyle \mathbf {x} _{i}} . For instance, a kernelized binary classifier typically computes a weighted sum of similarities y ^ = sgn ⁡ ∑ i = 1 n w i y i k ( x i , x ′ ) , {\displaystyle {\hat {y}}=\operatorname {sgn} \sum _{i=1}^{n}w_{i}y_{i}k(\mathbf {x} _{i},\mathbf {x'} ),} where y ^ ∈ { − 1 , + 1 } {\displaystyle {\hat {y}}\in \{-1,+1\}} is the kernelized binary classifier's predicted label for the unlabeled input x ′ {\displaystyle \mathbf {x'} } whose hidden true label y {\displaystyle y} is of interest; k : X × X → R {\displaystyle k\colon {\mathcal {X}}\times {\mathcal {X}}\to \mathbb {R} } is the kernel function that measures similarity between any pair of inputs x , x ′ ∈ X {\displaystyle \mathbf {x} ,\mathbf {x'} \in {\mathcal {X}}} ; the sum ranges over the n labeled examples { ( x i , y i ) } i = 1 n {\displaystyle \{(\mathbf {x} _{i},y_{i})\}_{i=1}^{n}} in the classifier's training set, with y i ∈ { − 1 , + 1 } {\displaystyle y_{i}\in \{-1,+1\}} ; the w i ∈ R {\displaystyle w_{i}\in \mathbb {R} } are the weights for the training examples, as determined by the learning algorithm; the sign function sgn {\displaystyle \operatorname {sgn} } determines whether the predicted classification y ^ {\displaystyle {\hat {y}}} comes out positive or negative. Kernel classifiers were described as early as the 1960s, with the invention of the kernel perceptron. They rose to great prominence with the popularity of the support-vector machine (SVM) in the 1990s, when the SVM was found to be competitive with neural networks on tasks such as handwriting recognition. == Mathematics: the kernel trick == The kernel trick avoids the explicit mapping that is needed to get linear learning algorithms to learn a nonlinear function or decision boundary. For all x {\displaystyle \mathbf {x} } and x ′ {\displaystyle \mathbf {x'} } in the input space X {\displaystyle {\mathcal {X}}} , certain functions k ( x , x ′ ) {\displaystyle k(\mathbf {x} ,\mathbf {x'} )} can be expressed as an inner product in another space V {\displaystyle {\mathcal {V}}} . The function k : X × X → R {\displaystyle k\colon {\mathcal {X}}\times {\mathcal {X}}\to \mathbb {R} } is often referred to as a kernel or a kernel function. The word "kernel" is used in mathematics to denote a weighting function for a weighted sum or integral. Certain problems in machine learning have more structure than an arbitrary weighting function k {\displaystyle k} . The computation is made much simpler if the kernel can be written in the form of a "feature map" φ : X → V {\displaystyle \varphi \colon {\mathcal {X}}\to {\mathcal {V}}} which satisfies k ( x , x ′ ) = ⟨ φ ( x ) , φ ( x ′ ) ⟩ V . {\displaystyle k(\mathbf {x} ,\mathbf {x'} )=\langle \varphi (\mathbf {x} ),\varphi (\mathbf {x'} )\rangle _{\mathcal {V}}.} The key restriction is that ⟨ ⋅ , ⋅ ⟩ V {\displaystyle \langle \cdot ,\cdot \rangle _{\mathcal {V}}} must be a proper inner product. On the other hand, an explicit representation for φ {\displaystyle \varphi } is not necessary, as long as V {\displaystyle {\mathcal {V}}} is an inner product space. The alternative follows from Mercer's theorem: an implicitly defined function φ {\displaystyle \varphi } exists whenever the space X {\displaystyle {\mathcal {X}}} can be equipped with a suitable measure ensuring the function k {\displaystyle k} satisfies Mercer's condition. Mercer's theorem is similar to a generalization of the result from linear algebra that associates an inner product to any positive-definite matrix. In fact, Mercer's condition can be reduced to this simpler case. If we choose as our measure the counting measure μ ( T ) = | T | {\displaystyle \mu (T)=|T|} for all T ⊂ X {\displaystyle T\subset X} , which counts the number of points inside the set T {\displaystyle T} , then the integral in Mercer's theorem reduces to a summation ∑ i = 1 n ∑ j = 1 n k ( x i , x j ) c i c j ≥ 0. {\displaystyle \sum _{i=1}^{n}\sum _{j=1}^{n}k(\mathbf {x} _{i},\mathbf {x} _{j})c_{i}c_{j}\geq 0.} If this summation holds for all finite sequences of points ( x 1 , … , x n ) {\displaystyle (\mathbf {x} _{1},\dotsc ,\mathbf {x} _{n})} in X {\displaystyle {\mathcal {X}}} and all choices of n {\displaystyle n} real-valued coefficients ( c 1 , … , c n ) {\displaystyle (c_{1},\dots ,c_{n})} (cf. positive definite kernel), then the function k {\displaystyle k} satisfies Mercer's condition. Some algorithms that depend on arbitrary relationships in the native space X {\displaystyle {\mathcal {X}}} would, in fact, have a linear interpretation in a different setting: the range space of φ {\displaystyle \varphi } . The linear interpretation gives us insight about the algorithm. Furthermore, there is often no need to compute φ {\displaystyle \varphi } directly during computation, as is the case with support-vector machines. Some cite this running time shortcut as the primary benefit. Researchers also use it to justify the meanings and properties of existing algorithms. Theoretically, a Gram matrix K ∈ R n × n {\displaystyle \mathbf {K} \in \mathbb {R} ^{n\times n}} with respect to { x 1 , … , x n } {\displaystyle \{\mathbf {x} _{1},\dotsc ,\mathbf {x} _{n}\}} (sometimes also called a "kernel matrix"), where K i j = k ( x i , x j ) {\displaystyle K_{ij}=k(\mathbf {x} _{i},\mathbf {x} _{j})} , must be positive semi-definite (PSD). Empirically, for machine learning heuristics, choices of a function k {\displaystyle k} that do not satisfy Mercer's condition may still perform reasonably if k {\displaystyle k} at least approximates the intuitive idea of similarity. Regardless of whether k {\displaystyle k} is a Mercer kernel, k {\displaystyle k} may still be referred to as a "kernel". If the kernel function k {\displaystyle k} is also a covariance function as used in Gaussian processes, then the Gram matrix K {\displaystyle \mathbf {K} } can also be called a covariance matrix. == Applications == Application areas of kernel methods are diverse and include geostatistics, kriging, inverse distance weighting, 3D reconstruction, bioinformatics, cheminformatics, information extraction and handwriting recognition. == Popular kernels == Fisher kernel Graph kernels Kernel smoother Polynomial kernel Radial basis function kern

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  • Language identification in the limit

    Language identification in the limit

    Language identification in the limit is a formal model for inductive inference of formal languages, mainly by computers (see machine learning and induction of regular languages). It was introduced by E. Mark Gold in a technical report and a journal article with the same title. In this model, a teacher provides to a learner some presentation (i.e. a sequence of strings) of some formal language. The learning is seen as an infinite process. Each time the learner reads an element of the presentation, it should provide a representation (e.g. a formal grammar) for the language. Gold defines that a learner can identify in the limit a class of languages if, given any presentation of any language in the class, the learner will produce only a finite number of wrong representations, and then stick with the correct representation. However, the learner need not be able to announce its correctness; and the teacher might present a counterexample to any representation arbitrarily long after. Gold defined two types of presentations: Text (positive information): an enumeration of all strings the language consists of. Complete presentation (positive and negative information): an enumeration of all possible strings, each with a label indicating if the string belongs to the language or not. == Learnability == This model is an early attempt to formally capture the notion of learnability. Gold's journal article introduces for contrast the stronger models Finite identification (where the learner has to announce correctness after a finite number of steps), and Fixed-time identification (where correctness has to be reached after an apriori-specified number of steps). A weaker formal model of learnability is the Probably approximately correct learning (PAC) model, introduced by Leslie Valiant in 1984. == Examples == It is instructive to look at concrete examples (in the tables) of learning sessions the definition of identification in the limit speaks about. A fictitious session to learn a regular language L over the alphabet {a,b} from text presentation:In each step, the teacher gives a string belonging to L, and the learner answers a guess for L, encoded as a regular expression. In step 3, the learner's guess is not consistent with the strings seen so far; in step 4, the teacher gives a string repeatedly. After step 6, the learner sticks to the regular expression (ab+ba). If this happens to be a description of the language L the teacher has in mind, it is said that the learner has learned that language.If a computer program for the learner's role would exist that was able to successfully learn each regular language, that class of languages would be identifiable in the limit. Gold has shown that this is not the case. A particular learning algorithm always guessing L to be just the union of all strings seen so far:If L is a finite language, the learner will eventually guess it correctly, however, without being able to tell when. Although the guess didn't change during step 3 to 6, the learner couldn't be sure to be correct.Gold has shown that the class of finite languages is identifiable in the limit, however, this class is neither finitely nor fixed-time identifiable. Learning from complete presentation by telling:In each step, the teacher gives a string and tells whether it belongs to L (green) or not (red, struck-out). Each possible string is eventually classified in this way by the teacher. Learning from complete presentation by request:The learner gives a query string, the teacher tells whether it belongs to L (yes) or not (no); the learner then gives a guess for L, followed by the next query string. In this example, the learner happens to query in each step just the same string as given by the teacher in example 3.In general, Gold has shown that each language class identifiable in the request-presentation setting is also identifiable in the telling-presentation setting, since the learner, instead of querying a string, just needs to wait until it is eventually given by the teacher. == Gold's theorem == More formally, a language L {\displaystyle L} is a nonempty set, and its elements are called sentences. a language family is a set of languages. a language-learning environment E {\displaystyle E} for a language L {\displaystyle L} is a stream of sentences from L {\displaystyle L} , such that each sentence in L {\displaystyle L} appears at least once. a language learner is a function f {\displaystyle f} that sends a list of sentences to a language. This is interpreted as saying that, after seeing sentences a 1 , a 2 . . . , a n {\displaystyle a_{1},a_{2}...,a_{n}} in that order, the language learner guesses that the language that produces the sentences should be f ( a 1 , . . . , a n ) {\displaystyle f(a_{1},...,a_{n})} . Note that the learner is not obliged to be correct — it could very well guess a language that does not even contain a 1 , . . . , a n {\displaystyle a_{1},...,a_{n}} . a language learner f {\displaystyle f} learns a language L {\displaystyle L} in environment E = ( a 1 , a 2 , . . . ) {\displaystyle E=(a_{1},a_{2},...)} if the learner always guesses L {\displaystyle L} after seeing enough examples from the environment. a language learner f {\displaystyle f} learns a language L {\displaystyle L} if it learns L {\displaystyle L} in any environment E {\displaystyle E} for L {\displaystyle L} . a language family is learnable if there exists a language learner that can learn all languages in the family. Notes: In the context of Gold's theorem, sentences need only be distinguishable. They need not be anything in particular, such as finite strings (as usual in formal linguistics). Learnability is not a concept for individual languages. Any individual language L {\displaystyle L} could be learned by a trivial learner that always guesses L {\displaystyle L} . Learnability is not a concept for individual learners. A language family is learnable if, and only if, there exists some learner that can learn the family. It does not matter how well the learner performs for learning languages outside the family. Gold's theorem is easily bypassed if negative examples are allowed. In particular, the language family { L 1 , L 2 , . . . , L ∞ } {\displaystyle \{L_{1},L_{2},...,L_{\infty }\}} can be learned by a learner that always guesses L ∞ {\displaystyle L_{\infty }} until it receives the first negative example ¬ a n {\displaystyle \neg a_{n}} , where a n ∈ L n + 1 ∖ L n {\displaystyle a_{n}\in L_{n+1}\setminus L_{n}} , at which point it always guesses L n {\displaystyle L_{n}} . == Learnability characterization == Dana Angluin gave the characterizations of learnability from text (positive information) in a 1980 paper. If a learner is required to be effective, then an indexed class of recursive languages is learnable in the limit if there is an effective procedure that uniformly enumerates tell-tales for each language in the class (Condition 1). It is not hard to see that if an ideal learner (i.e., an arbitrary function) is allowed, then an indexed class of languages is learnable in the limit if each language in the class has a tell-tale (Condition 2). == Language classes learnable in the limit == The table shows which language classes are identifiable in the limit in which learning model. On the right-hand side, each language class is a superclass of all lower classes. Each learning model (i.e. type of presentation) can identify in the limit all classes below it. In particular, the class of finite languages is identifiable in the limit by text presentation (cf. Example 2 above), while the class of regular languages is not. Pattern Languages, introduced by Dana Angluin in another 1980 paper, are also identifiable by normal text presentation; they are omitted in the table, since they are above the singleton and below the primitive recursive language class, but incomparable to the classes in between. == Sufficient conditions for learnability == Condition 1 in Angluin's paper is not always easy to verify. Therefore, people come up with various sufficient conditions for the learnability of a language class. See also Induction of regular languages for learnable subclasses of regular languages. === Finite thickness === A class of languages has finite thickness if every non-empty set of strings is contained in at most finitely many languages of the class. This is exactly Condition 3 in Angluin's paper. Angluin showed that if a class of recursive languages has finite thickness, then it is learnable in the limit. A class with finite thickness certainly satisfies MEF-condition and MFF-condition; in other words, finite thickness implies M-finite thickness. === Finite elasticity === A class of languages is said to have finite elasticity if for every infinite sequence of strings s 0 , s 1 , . . . {\displaystyle s_{0},s_{1},...} and every infinite sequence of languages in the class L 1 , L 2 , . . . {\displaystyle L_{1},L_{2},...} , there exists a finite number n such

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  • Biohybrid system

    Biohybrid system

    Biohybrid systems refer to the integration of biological materials, such as cells or tissues, with artificial components, including electronics or mechanical structure. This combination incorporates the capabilities of living organisms with the precision of man-made technology. As a result, these systems perform tasks that neither biology nor machines could achieve independently. Biohybrid systems might use lab-cultured muscle cells to power small robots or combine sensors with living tissue for better health sensing. The intent behind these systems is to combine the benefits of biological and technological components to introduce new solutions for complex medical challenges. Biohybrid systems may have transformative potential across sectors, such as robotics to create actuators and sensors that mimic natural muscle and nerve function, medicine in developing smart implants and drug delivery systems, in prosthetics for enhancing user control through neural or muscular interfaces and environmental sustainability for deploying biohybrid solutions for pollution sensing or remediation. == Origin == The term "biohybrid" is a compound of "bio" from biology (meaning life) and "hybrid" (referring to a combination of distinct elements), denoting a field of study. Its use helps distinguish such systems from purely biological constructs or entirely synthetic machines. Early academic mentions may include bio actuated robotics papers and foundational tissue-robot integration studies published in journals like Nature Biotechnology or Science Robotics. The emergence of the term reflects a growing recognition of the need to describe systems that do not fit cleanly into traditional categories. == Design principles == One of the most significant biohybrid challenges is to engineer interfaces between living tissue and artificial materials that are efficient. This means having precise control over adhesion at the surface, diffusion of nutrients, and signal conduction. Actuation mechanisms within the heart of these systems generate movement or mechanical response. These may be in the form of living muscle cells such as skeletal myocytes or cardiomyocytes, soft pneumatic actuators, or electrical stimulation-responsive tissues. Materials selection is equally critical. Hydrogels, elastomers like PDMS (polydimethylsiloxane), and biopolymers are commonly used due to their softness and biocompatibility. These materials must support cell viability, resist immune attack, and allow the integration of mechanical or electrical components. == Key components == At their core, biohybrid systems work by bridging living biological parts with technology. Through this integration, functionality that neither system could accomplish singularly is possible. Biological parts may be cells, tissues, or even organs—occasionally cultured in a laboratory setting. These biological parts carry out biologically inspired behaviors, such as muscle contraction or chemical sensing in the body. Technological components may constitute devices like sensors, electronic components, and mechanical structure. These manipulate the system, supply power, or transfer data. An example is a sensor that is implantable within a body and detects glucose levels as it sends information to a smart phone. By integrating these artificial and biological parts, biohybrid systems can perform advanced functions, such as tissue regeneration, real-time health monitoring, or the recovery of motor function in paralysis patients. Biohybrid systems generally consist of two major components: the biological and the mechanical. Biological components may include muscle cells for contraction, endothelial cells for vascularization, and stem cells for regenerative capabilities. Mechanical components comprise soft actuators that mimic organic motion, synthetic scaffolds that provide support and structure, and microfluidic systems that facilitate the delivery of nutrients and removal of waste. These components are combined in a manner that allows for dynamic, lifelike behavior—such as the contraction of tissue or the propagation of mechanical waves—while maintaining biocompatibility and durability. == Applications == The range of applications for biohybrid systems is broad and continuously expanding. In robotics, biohybrid structures have been used to engineer microscopic, muscle-driven machines, such as Harvard University's biohybrid stingray robot. In medical applications, they offer new alternatives for organ repair and augmentation, including biohybrid heart valves and esophageal scaffolds. Biohybrids are also promising in neural interfaces, where the goal is to create long-lasting, stable interaction between mechanical devices and brain tissue. Muscle-actuated drug response platforms are under exploration in pharmacology for modelling and real-time screening. == Examples == Several high-profile research projects have demonstrated the potential of biohybrid systems: Harvard researchers developed a biohybrid swimming ray powered by rat cardiac cells layered onto a gold skeleton, mimicking the motion of a real stingray. At the Massachusetts Institute of Technology, a cardiac pump actuated entirely by living heart muscle cells was engineered to simulate the behavior of a beating heart. Bio actuated soft robots have been built to simulate gut peristalsis, using muscle contractions to replicate natural wave-like movement in the digestive tract. == Challenges and limitations == As with many technologies that involve living systems, biohybrid systems raise important ethical and biomedical questions. Cell sourcing remains a key issue, particularly when embryonic or animal-derived cells are used. Long-term viability is another concern—living tissues must be kept alive with nutrients and oxygen, and they often degrade or elicit immune responses when implanted. Powering these biological parts presents logistical and ethical hurdles as well. Systems must either include internal mechanisms for nutrient delivery or be supported externally, which can limit portability and independence. == Future directions == Researchers are exploring self-directed, self-regulated organ substitutes and regenerative implants that can respond to their surroundings in real-time. These systems may be integrated with artificial intelligence to make them adjust to stimuli and coordinate complex behaviors. Future potential applications are wearable biohybrid systems for rehabilitation, space medicine devices for long-duration missions, and implantable devices that integrate into human physiology.

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  • Multi-label classification

    Multi-label classification

    In machine learning, multi-label classification or multi-output classification is a variant of the classification problem where multiple nonexclusive labels may be assigned to each instance. Multi-label classification is a generalization of multiclass classification, which is the single-label problem of categorizing instances into precisely one of several (greater than or equal to two) classes. In the multi-label problem the labels are nonexclusive and there is no constraint on how many of the classes the instance can be assigned to. The formulation of multi-label learning was first introduced by Shen et al. in the context of Semantic Scene Classification, and later gained popularity across various areas of machine learning. Formally, multi-label classification is the problem of finding a model that maps inputs x to binary vectors y; that is, it assigns a value of 0 or 1 for each element (label) in y. == Problem transformation methods == Several problem transformation methods exist for multi-label classification, and can be roughly broken down into: === Transformation into binary classification problems === The baseline approach, called the binary relevance method, amounts to independently training one binary classifier for each label. Given an unseen sample, the combined model then predicts all labels for this sample for which the respective classifiers predict a positive result. Although this method of dividing the task into multiple binary tasks may resemble superficially the one-vs.-all (OvA) and one-vs.-rest (OvR) methods for multiclass classification, it is essentially different from both, because a single classifier under binary relevance deals with a single label, without any regard to other labels whatsoever. A classifier chain is an alternative method for transforming a multi-label classification problem into several binary classification problems. It differs from binary relevance in that labels are predicted sequentially, and the output of all previous classifiers (i.e. positive or negative for a particular label) are input as features to subsequent classifiers. Classifier chains have been applied, for instance, in HIV drug resistance prediction. Bayesian network has also been applied to optimally order classifiers in Classifier chains. In case of transforming the problem to multiple binary classifications, the likelihood function reads L = ∏ i = 1 n ( ∏ k ( ∏ j k ( p k , j k ( x i ) δ y i , k , j k ) ) ) {\displaystyle L=\prod _{i=1}^{n}(\prod _{k}(\prod _{j_{k}}(p_{k,j_{k}}(x_{i})^{\delta _{y_{i,k},j_{k}}})))} where index i {\displaystyle i} runs over the samples, index k {\displaystyle k} runs over the labels, j k {\displaystyle j_{k}} indicates the binary outcomes 0 or 1, δ a , b {\displaystyle \delta _{a,b}} indicates the Kronecker delta, y i , k ∈ 0 , 1 {\displaystyle y_{i,k}\in {0,1}} indicates the multiple hot encoded labels of sample i {\displaystyle i} . === Transformation into multi-class classification problem === The label powerset (LP) transformation creates one binary classifier for every label combination present in the training set. For example, if possible labels for an example were A, B, and C, the label powerset representation of this problem is a multi-class classification problem with the classes [0 0 0], [1 0 0], [0 1 0], [0 0 1], [1 1 0], [1 0 1], [0 1 1], and [1 1 1] where for example [1 0 1] denotes an example where labels A and C are present and label B is absent. === Ensemble methods === A set of multi-class classifiers can be used to create a multi-label ensemble classifier. For a given example, each classifier outputs a single class (corresponding to a single label in the multi-label problem). These predictions are then combined by an ensemble method, usually a voting scheme where every class that receives a requisite percentage of votes from individual classifiers (often referred to as the discrimination threshold) is predicted as a present label in the multi-label output. However, more complex ensemble methods exist, such as committee machines. Another variation is the random k-labelsets (RAKEL) algorithm, which uses multiple LP classifiers, each trained on a random subset of the actual labels; label prediction is then carried out by a voting scheme. A set of multi-label classifiers can be used in a similar way to create a multi-label ensemble classifier. In this case, each classifier votes once for each label it predicts rather than for a single label. == Adapted algorithms == Some classification algorithms/models have been adapted to the multi-label task, without requiring problem transformations. Examples of these including for multi-label data are k-nearest neighbors: the ML-kNN algorithm extends the k-NN classifier to multi-label data. decision trees: "Clare" is an adapted C4.5 algorithm for multi-label classification; the modification involves the entropy calculations. MMC, MMDT, and SSC refined MMDT, can classify multi-labeled data based on multi-valued attributes without transforming the attributes into single-values. They are also named multi-valued and multi-labeled decision tree classification methods. kernel methods for vector output neural networks: BP-MLL is an adaptation of the popular back-propagation algorithm for multi-label learning. == Learning paradigms == Based on learning paradigms, the existing multi-label classification techniques can be classified into batch learning and online machine learning. Batch learning algorithms require all the data samples to be available beforehand. It trains the model using the entire training data and then predicts the test sample using the found relationship. The online learning algorithms, on the other hand, incrementally build their models in sequential iterations. In iteration t, an online algorithm receives a sample, xt and predicts its label(s) ŷt using the current model; the algorithm then receives yt, the true label(s) of xt and updates its model based on the sample-label pair: (xt, yt). == Multi-label stream classification == Data streams are possibly infinite sequences of data that continuously and rapidly grow over time. Multi-label stream classification (MLSC) is the version of multi-label classification task that takes place in data streams. It is sometimes also called online multi-label classification. The difficulties of multi-label classification (exponential number of possible label sets, capturing dependencies between labels) are combined with difficulties of data streams (time and memory constraints, addressing infinite stream with finite means, concept drifts). Many MLSC methods resort to ensemble methods in order to increase their predictive performance and deal with concept drifts. Below are the most widely used ensemble methods in the literature: Online Bagging (OzaBagging)-based methods: Observing the probability of having K many of a certain data point in a bootstrap sample is approximately Poisson(1) for big datasets, each incoming data instance in a data stream can be weighted proportional to Poisson(1) distribution to mimic bootstrapping in an online setting. This is called Online Bagging (OzaBagging). Many multi-label methods that use Online Bagging are proposed in the literature, each of which utilizes different problem transformation methods. EBR, ECC, EPS, EBRT, EBMT, ML-Random Rules are examples of such methods. ADWIN Bagging-based methods: Online Bagging methods for MLSC are sometimes combined with explicit concept drift detection mechanisms such as ADWIN (Adaptive Window). ADWIN keeps a variable-sized window to detect changes in the distribution of the data, and improves the ensemble by resetting the components that perform poorly when there is a drift in the incoming data. Generally, the letter 'a' is used as a subscript in the name of such ensembles to indicate the usage of ADWIN change detector. EaBR, EaCC, EaHTPS are examples of such multi-label ensembles. GOOWE-ML-based methods: Interpreting the relevance scores of each component of the ensemble as vectors in the label space and solving a least squares problem at the end of each batch, Geometrically-Optimum Online-Weighted Ensemble for Multi-label Classification (GOOWE-ML) is proposed. The ensemble tries to minimize the distance between the weighted prediction of its components and the ground truth vector for each instance over a batch. Unlike Online Bagging and ADWIN Bagging, GOOWE-ML utilizes a weighted voting scheme where better performing components of the ensemble are given more weight. The GOOWE-ML ensemble grows over time, and the lowest weight component is replaced by a new component when it is full at the end of a batch. GOBR, GOCC, GOPS, GORT are the proposed GOOWE-ML-based multi-label ensembles. Multiple Windows : Here, BR models that use a sliding window are replaced with two windows for each label, one for relevant and one for non-relevant examples. Instances are oversampled or undersampled according to a load factor that is kept

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  • Elastic net regularization

    Elastic net regularization

    In statistics and, in particular, in the fitting of linear or logistic regression models, the elastic net is a regularized regression method that linearly combines the L1 and L2 penalties of the lasso and ridge methods. Nevertheless, elastic net regularization is typically more accurate than both methods with regard to reconstruction. == Specification == The elastic net method overcomes the limitations of the LASSO (least absolute shrinkage and selection operator) method which uses a penalty function based on ‖ β ‖ 1 = ∑ j = 1 p | β j | . {\displaystyle \|\beta \|_{1}=\textstyle \sum _{j=1}^{p}|\beta _{j}|.} Use of this penalty function has several limitations. For example, in the "large p, small n" case (high-dimensional data with few examples), the LASSO selects at most n variables before it saturates. Also if there is a group of highly correlated variables, then the LASSO tends to select one variable from a group and ignore the others. To overcome these limitations, the elastic net adds a quadratic part ( ‖ β ‖ 2 {\displaystyle \|\beta \|^{2}} ) to the penalty, which when used alone is ridge regression (known also as Tikhonov regularization). The estimates from the elastic net method are defined by β ^ ≡ argmin β ( ‖ y − X β ‖ 2 + λ 2 ‖ β ‖ 2 + λ 1 ‖ β ‖ 1 ) . {\displaystyle {\hat {\beta }}\equiv {\underset {\beta }{\operatorname {argmin} }}(\|y-X\beta \|^{2}+\lambda _{2}\|\beta \|^{2}+\lambda _{1}\|\beta \|_{1}).} The quadratic penalty term makes the loss function strongly convex, and it therefore has a unique minimum. The elastic net method includes the LASSO and ridge regression: in other words, each of them is a special case where λ 1 = λ , λ 2 = 0 {\displaystyle \lambda _{1}=\lambda ,\lambda _{2}=0} or λ 1 = 0 , λ 2 = λ {\displaystyle \lambda _{1}=0,\lambda _{2}=\lambda } . Meanwhile, the naive version of elastic net method finds an estimator in a two-stage procedure : first for each fixed λ 2 {\displaystyle \lambda _{2}} it finds the ridge regression coefficients, and then does a LASSO type shrinkage. This kind of estimation incurs a double amount of shrinkage, which leads to increased bias and poor predictions. To improve the prediction performance, sometimes the coefficients of the naive version of elastic net is rescaled by multiplying the estimated coefficients by ( 1 + λ 2 ) {\displaystyle (1+\lambda _{2})} . Examples of where the elastic net method has been applied are: Support vector machine Metric learning Portfolio optimization Cancer prognosis == Reduction to support vector machine == It was proven in 2014 that the elastic net can be reduced to the linear support vector machine. A similar reduction was previously proven for the LASSO in 2014. The authors showed that for every instance of the elastic net, an artificial binary classification problem can be constructed such that the hyper-plane solution of a linear support vector machine (SVM) is identical to the solution β {\displaystyle \beta } (after re-scaling). The reduction immediately enables the use of highly optimized SVM solvers for elastic net problems. It also enables the use of GPU acceleration, which is often already used for large-scale SVM solvers. The reduction is a simple transformation of the original data and regularization constants X ∈ R n × p , y ∈ R n , λ 1 ≥ 0 , λ 2 ≥ 0 {\displaystyle X\in {\mathbb {R} }^{n\times p},y\in {\mathbb {R} }^{n},\lambda _{1}\geq 0,\lambda _{2}\geq 0} into new artificial data instances and a regularization constant that specify a binary classification problem and the SVM regularization constant X 2 ∈ R 2 p × n , y 2 ∈ { − 1 , 1 } 2 p , C ≥ 0. {\displaystyle X_{2}\in {\mathbb {R} }^{2p\times n},y_{2}\in \{-1,1\}^{2p},C\geq 0.} Here, y 2 {\displaystyle y_{2}} consists of binary labels − 1 , 1 {\displaystyle {-1,1}} . When 2 p > n {\displaystyle 2p>n} it is typically faster to solve the linear SVM in the primal, whereas otherwise the dual formulation is faster. Some authors have referred to the transformation as Support Vector Elastic Net (SVEN), and provided the following MATLAB pseudo-code: == Software == "Glmnet: Lasso and elastic-net regularized generalized linear models" is a software which is implemented as an R source package and as a MATLAB toolbox. This includes fast algorithms for estimation of generalized linear models with ℓ1 (the lasso), ℓ2 (ridge regression) and mixtures of the two penalties (the elastic net) using cyclical coordinate descent, computed along a regularization path. JMP Pro 11 includes elastic net regularization, using the Generalized Regression personality with Fit Model. "pensim: Simulation of high-dimensional data and parallelized repeated penalized regression" implements an alternate, parallelised "2D" tuning method of the ℓ parameters, a method claimed to result in improved prediction accuracy. scikit-learn includes linear regression and logistic regression with elastic net regularization. SVEN, a Matlab implementation of Support Vector Elastic Net. This solver reduces the Elastic Net problem to an instance of SVM binary classification and uses a Matlab SVM solver to find the solution. Because SVM is easily parallelizable, the code can be faster than Glmnet on modern hardware. SpaSM, a Matlab implementation of sparse regression, classification and principal component analysis, including elastic net regularized regression. Apache Spark provides support for Elastic Net Regression in its MLlib machine learning library. The method is available as a parameter of the more general LinearRegression class. SAS (software) The SAS procedure Glmselect and SAS Viya procedure Regselect support the use of elastic net regularization for model selection.

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  • U-matrix

    U-matrix

    The U-matrix (unified distance matrix) is a representation of a self-organizing map (SOM) where the Euclidean distance between the codebook vectors of neighboring neurons is depicted in a grayscale image. This image is used to visualize the data in a high-dimensional space using a 2D image. == Construction procedure == Once the SOM is trained using the input data, the final map is not expected to have any twists. If the map is twist-free, the distance between the codebook vectors of neighboring neurons gives an approximation of the distance between different parts of the underlying data. When such distances are depicted in a grayscale image, light colors depict closely spaced node codebook vectors and darker colors indicate more widely separated node codebook vectors. Thus, groups of light colors can be considered as clusters, and the dark parts as the boundaries between the clusters. This representation can help to visualize the clusters in the high-dimensional spaces, or to automatically recognize them using relatively simple image processing techniques.

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  • Desktop video

    Desktop video

    Desktop video refers to a phenomenon lasting from the mid-1980s to the early 1990s when the graphics capabilities of personal computers such as the Amiga, Macintosh II, and specially-upgraded IBM PC compatibles had advanced to the point where individuals and local broadcasters could use them for analog non-linear editing and vision mixing in video production. Despite the use of computers, desktop video should not be confused with digital video since the video data remained analog, and it uses items like a VCR and a camcorder to record the video. Full-screen, full-motion video's vast storage requirements meant that the promise of digital encoding would not be realized on desktop computers for at least another decade. == Description == There were multiple models of genlock cards available to synchronize the content; the Newtek Video Toaster was commonly used in Amiga in countries that used NTSC (PAL-M in Brazil), while PCs had Truevision and Matrox Illuminator cards and Mac systems had the SuperMac Video Spigot and Radius VideoVision cards. Apple later introduced the Macintosh Quadra 840AV and Centris 660AV systems to specifically address this market. Desktop video was a parallel development to desktop publishing and enabled many small production houses and local TV stations to produce their own original content for the first time. Along with the advent of public-access cable channels, desktop video meant that television advertising became affordable for local businesses such as retailers, restaurants, real estate agents, contractors and auto dealers. As with the phrase desktop publishing, use of the term died out as the technologies to which it referred become the norm for any kind of video production.

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  • ID3 algorithm

    ID3 algorithm

    In decision tree learning, ID3 (Iterative Dichotomiser 3) is a greedy algorithm invented by Ross Quinlan used to generate a decision tree from a dataset. ID3 is the precursor to the C4.5 algorithm. The 3 in the name is meant to signify that this was Quinlan's third attempt at a model based on entropy-based splitting, and the term dichotimser is a misnomer as it implies a binary split, but the ID3 algorithm can split on multi-valued attributes. == Algorithm == The ID3 algorithm begins with the original set S {\displaystyle S} as the root node. On each iteration of the algorithm, it iterates through every unused attribute of the set S {\displaystyle S} and calculates the entropy H ( S ) {\displaystyle \mathrm {H} {(S)}} or the information gain I G ( S ) {\displaystyle IG(S)} of that attribute. It then selects the attribute which has the smallest entropy (or largest information gain) value. The set S {\displaystyle S} is then split or partitioned by the selected attribute to produce subsets of the data. (For example, a node can be split into child nodes based upon the subsets of the population whose ages are less than 50, between 50 and 100, and greater than 100.) The algorithm continues to recurse on each subset, considering only attributes never selected before. Recursion on a subset may stop in one of these cases: every element in the subset belongs to the same class; in which case the node is turned into a leaf node and labelled with the class of the examples. there are no more attributes to be selected, but the examples still do not belong to the same class. In this case, the node is made a leaf node and labelled with the most common class of the examples in the subset. there are no examples in the subset, which happens when no example in the parent set was found to match a specific value of the selected attribute. An example could be the absence of a person among the population with age over 100 years. Then a leaf node is created and labelled with the most common class of the examples in the parent node's set. Throughout the algorithm, the decision tree is constructed with each non-terminal node (internal node) representing the selected attribute on which the data was split, and terminal nodes (leaf nodes) representing the class label of the final subset of this branch. === Summary === Calculate the entropy of every attribute a {\displaystyle a} of the data set S {\displaystyle S} . Partition ("split") the set S {\displaystyle S} into subsets using the attribute for which the resulting entropy after splitting is minimized; or, equivalently, information gain is maximum. Make a decision tree node containing that attribute. Recurse on subsets using the remaining attributes. === Properties === ID3 does not guarantee an optimal solution. It can converge upon local optima. It uses a greedy strategy by selecting the locally best attribute to split the dataset on each iteration. The algorithm's optimality can be improved by using backtracking during the search for the optimal decision tree at the cost of possibly taking longer. ID3 can overfit the training data. To avoid overfitting, smaller decision trees should be preferred over larger ones. This algorithm usually produces small trees, but it does not always produce the smallest possible decision tree. ID3 is harder to use on continuous data than on factored data (factored data has a discrete number of possible values, thus reducing the possible branch points). If the values of any given attribute are continuous, then there are many more places to split the data on this attribute, and searching for the best value to split by can be time-consuming. === Usage === The ID3 algorithm is used by training on a data set S {\displaystyle S} to produce a decision tree which is stored in memory. At runtime, this decision tree is used to classify new test cases (feature vectors) by traversing the decision tree using the features of the datum to arrive at a leaf node. == The ID3 metrics == === Entropy === Entropy H ( S ) {\displaystyle \mathrm {H} {(S)}} is a measure of the amount of uncertainty in the (data) set S {\displaystyle S} (i.e. entropy characterizes the (data) set S {\displaystyle S} ). H ( S ) = ∑ x ∈ X − p ( x ) log 2 ⁡ p ( x ) {\displaystyle \mathrm {H} {(S)}=\sum _{x\in X}{-p(x)\log _{2}p(x)}} Where, S {\displaystyle S} – The current dataset for which entropy is being calculated This changes at each step of the ID3 algorithm, either to a subset of the previous set in the case of splitting on an attribute or to a "sibling" partition of the parent in case the recursion terminated previously. X {\displaystyle X} – The set of classes in S {\displaystyle S} p ( x ) {\displaystyle p(x)} – The proportion of the number of elements in class x {\displaystyle x} to the number of elements in set S {\displaystyle S} When H ( S ) = 0 {\displaystyle \mathrm {H} {(S)}=0} , the set S {\displaystyle S} is perfectly classified (i.e. all elements in S {\displaystyle S} are of the same class). In ID3, entropy is calculated for each remaining attribute. The attribute with the smallest entropy is used to split the set S {\displaystyle S} on this iteration. Entropy in information theory measures how much information is expected to be gained upon measuring a random variable; as such, it can also be used to quantify the amount to which the distribution of the quantity's values is unknown. A constant quantity has zero entropy, as its distribution is perfectly known. In contrast, a uniformly distributed random variable (discretely or continuously uniform) maximizes entropy. Therefore, the greater the entropy at a node, the less information is known about the classification of data at this stage of the tree; and therefore, the greater the potential to improve the classification here. As such, ID3 is a greedy heuristic performing a best-first search for locally optimal entropy values. Its accuracy can be improved by preprocessing the data. === Information gain === Information gain I G ( A ) {\displaystyle IG(A)} is the measure of the difference in entropy from before to after the set S {\displaystyle S} is split on an attribute A {\displaystyle A} . In other words, how much uncertainty in S {\displaystyle S} was reduced after splitting set S {\displaystyle S} on attribute A {\displaystyle A} . I G ( S , A ) = H ( S ) − ∑ t ∈ T p ( t ) H ( t ) = H ( S ) − H ( S | A ) . {\displaystyle IG(S,A)=\mathrm {H} {(S)}-\sum _{t\in T}p(t)\mathrm {H} {(t)}=\mathrm {H} {(S)}-\mathrm {H} {(S|A)}.} Where, H ( S ) {\displaystyle \mathrm {H} (S)} – Entropy of set S {\displaystyle S} T {\displaystyle T} – The subsets created from splitting set S {\displaystyle S} by attribute A {\displaystyle A} such that S = ⋃ t ∈ T t {\displaystyle S=\bigcup _{t\in T}t} p ( t ) {\displaystyle p(t)} – The proportion of the number of elements in t {\displaystyle t} to the number of elements in set S {\displaystyle S} H ( t ) {\displaystyle \mathrm {H} (t)} – Entropy of subset t {\displaystyle t} In ID3, information gain can be calculated (instead of entropy) for each remaining attribute. The attribute with the largest information gain is used to split the set S {\displaystyle S} on this iteration.

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  • Reservoir computing

    Reservoir computing

    Reservoir computing is a framework for computation derived from recurrent neural network theory that maps input signals into higher dimensional computational spaces through the dynamics of a fixed, non-linear system called a reservoir. After the input signal is fed into the reservoir, which is treated as a "black box," a simple readout mechanism is trained to read the state of the reservoir and map it to the desired output. The first key benefit of this framework is that training is performed only at the readout stage, as the reservoir dynamics are fixed. The second is that the computational power of naturally available systems, both classical and quantum mechanical, can be used to reduce the effective computational cost. == History == The first examples of reservoir neural networks demonstrated that randomly connected recurrent neural networks could be used for sensorimotor sequence learning, and simple forms of interval and speech discrimination. In these early models the memory in the network took the form of both short-term synaptic plasticity and activity mediated by recurrent connections. In other early reservoir neural network models the memory of the recent stimulus history was provided solely by the recurrent activity. Overall, the general concept of reservoir computing stems from the use of recursive connections within neural networks to create a complex dynamical system. It is a generalisation of earlier neural network architectures such as recurrent neural networks, liquid-state machines and echo-state networks. Reservoir computing also extends to physical systems that are not networks in the classical sense, but rather continuous systems in space and/or time: e.g. a literal "bucket of water" can serve as a reservoir that performs computations on inputs given as perturbations of the surface. The resultant complexity of such recurrent neural networks was found to be useful in solving a variety of problems including language processing and dynamic system modeling. However, training of recurrent neural networks is challenging and computationally expensive. Reservoir computing reduces those training-related challenges by fixing the dynamics of the reservoir and only training the linear output layer. A large variety of nonlinear dynamical systems can serve as a reservoir that performs computations. In recent years semiconductor lasers have attracted considerable interest as computation can be fast and energy efficient compared to electrical components. Recent advances in both AI and quantum information theory have given rise to the concept of quantum neural networks. These hold promise in quantum information processing, which is challenging to classical networks, but can also find application in solving classical problems. In 2018, a physical realization of a quantum reservoir computing architecture was demonstrated in the form of nuclear spins within a molecular solid. However, the nuclear spin experiments in did not demonstrate quantum reservoir computing per se as they did not involve processing of sequential data. Rather the data were vector inputs, which makes this more accurately a demonstration of quantum implementation of a random kitchen sink algorithm (also going by the name of extreme learning machines in some communities). In 2019, another possible implementation of quantum reservoir processors was proposed in the form of two-dimensional fermionic lattices. In 2020, realization of reservoir computing on gate-based quantum computers was proposed and demonstrated on cloud-based IBM superconducting near-term quantum computers. Reservoir computers have been used for time-series analysis purposes. In particular, some of their usages involve chaotic time-series prediction, separation of chaotic signals, and link inference of networks from their dynamics. == Classical reservoir computing == === Reservoir === The 'reservoir' in reservoir computing is the internal structure of the computer, and must have two properties: it must be made up of individual, non-linear units, and it must be capable of storing information. The non-linearity describes the response of each unit to input, which is what allows reservoir computers to solve complex problems. Reservoirs are able to store information by connecting the units in recurrent loops, where the previous input affects the next response. The change in reaction due to the past allows the computers to be trained to complete specific tasks. Reservoirs can be virtual or physical. Virtual reservoirs are typically randomly generated and are designed like neural networks. Virtual reservoirs can be designed to have non-linearity and recurrent loops, but, unlike neural networks, the connections between units are randomized and remain unchanged throughout computation. Physical reservoirs are possible because of the inherent non-linearity of certain natural systems. The interaction between ripples on the surface of water contains the nonlinear dynamics required in reservoir creation, and a pattern recognition RC was developed by first inputting ripples with electric motors then recording and analyzing the ripples in the readout. === Readout === The readout is a neural network layer that performs a linear transformation on the output of the reservoir. The weights of the readout layer are trained by analyzing the spatiotemporal patterns of the reservoir after excitation by known inputs, and by utilizing a training method such as a linear regression or a Ridge regression. As its implementation depends on spatiotemporal reservoir patterns, the details of readout methods are tailored to each type of reservoir. For example, the readout for a reservoir computer using a container of liquid as its reservoir might entail observing spatiotemporal patterns on the surface of the liquid. === Types === ==== Context reverberation network ==== An early example of reservoir computing was the context reverberation network. In this architecture, an input layer feeds into a high dimensional dynamical system which is read out by a trainable single-layer perceptron. Two kinds of dynamical system were described: a recurrent neural network with fixed random weights, and a continuous reaction–diffusion system inspired by Alan Turing's model of morphogenesis. At the trainable layer, the perceptron associates current inputs with the signals that reverberate in the dynamical system; the latter were said to provide a dynamic "context" for the inputs. In the language of later work, the reaction–diffusion system served as the reservoir. ==== Echo state network ==== The tree echo state network (TreeESN) model represents a generalization of the reservoir computing framework to tree structured data. ==== Liquid-state machine ==== Chaotic liquid state machine The liquid (i.e. reservoir) of a chaotic liquid state machine (CLSM), or chaotic reservoir, is made from chaotic spiking neurons but which stabilize their activity by settling to a single hypothesis that describes the trained inputs of the machine. This is in contrast to general types of reservoirs that don't stabilize. The liquid stabilization occurs via synaptic plasticity and chaos control that govern neural connections inside the liquid. CLSM showed promising results in learning sensitive time series data. ==== Nonlinear transient computation ==== This type of information processing is most relevant when time-dependent input signals depart from the mechanism's internal dynamics. These departures cause transients or temporary altercations which are represented in the device's output. ==== Deep reservoir computing ==== The extension of the reservoir computing framework towards deep learning, with the introduction of deep reservoir computing and of the deep echo state network (DeepESN) model allows to develop efficiently trained models for hierarchical processing of temporal data, at the same time enabling the investigation on the inherent role of layered composition in recurrent neural networks. == Quantum reservoir computing == Quantum reservoir computing may use the nonlinear nature of quantum mechanical interactions or processes to form the characteristic nonlinear reservoirs but may also be done with linear reservoirs when the injection of the input to the reservoir creates the nonlinearity. The marriage of machine learning and quantum devices is leading to the emergence of quantum neuromorphic computing as a new research area. === Types === ==== Gaussian states of interacting quantum harmonic oscillators ==== Gaussian states are a paradigmatic class of states of continuous variable quantum systems. Although they can nowadays be created and manipulated in, e.g, state-of-the-art optical platforms, naturally robust to decoherence, it is well-known that they are not sufficient for, e.g., universal quantum computing because transformations that preserve the Gaussian nature of a state are linear. Normally, linear dynamics would not be sufficient for nontrivial reser

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