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  • Surrogate model

    Surrogate model

    A surrogate model is an engineering method used when an outcome of interest cannot be easily measured or computed, so an approximate mathematical model of the outcome is used instead. Most engineering design problems require experiments and/or simulations to evaluate design objective and constraint functions as a function of design variables. For example, in order to find the optimal airfoil shape for an aircraft wing, an engineer simulates the airflow around the wing for different shape variables (e.g., length, curvature, material, etc.). For many real-world problems, however, a single simulation can take many minutes, hours, or even days to complete. As a result, routine tasks such as design optimization, design space exploration, sensitivity analysis and "what-if" analysis become impossible since they require thousands or even millions of simulation evaluations. One way of alleviating this burden is by constructing approximation models, known as surrogate models, metamodels or emulators, that mimic the behavior of the simulation model as closely as possible while being computationally cheaper to evaluate. Surrogate models are constructed using a data-driven, bottom-up approach. The exact, inner working of the simulation code is not assumed to be known (or even understood), relying solely on the input-output behavior. A model is constructed based on modeling the response of the simulator to a limited number of intelligently chosen data points. This approach is also known as behavioral modeling or black-box modeling, though the terminology is not always consistent. When only a single design variable is involved, the process is known as curve fitting. Though using surrogate models in lieu of experiments and simulations in engineering design is more common, surrogate modeling may be used in many other areas of science where there are expensive experiments and/or function evaluations. == Goals == The scientific challenge of surrogate modeling is the generation of a surrogate that is as accurate as possible, using as few simulation evaluations as possible. The process comprises three major steps which may be interleaved iteratively: Sample selection (also known as sequential design, optimal experimental design (OED) or active learning) Construction of the surrogate model and optimizing the model parameters (i.e., bias-variance tradeoff) Appraisal of the accuracy of the surrogate. The accuracy of the surrogate depends on the number and location of samples (expensive experiments or simulations) in the design space. A systematic data representation during training can improve model scalability, thereby reducing the need for expensive simulations. Various design of experiments (DOE) techniques cater to different sources of errors, in particular, errors due to noise in the data or errors due to an improper surrogate model. == Types of surrogate models == Popular surrogate modeling approaches are: polynomial response surfaces; kriging; more generalized Bayesian approaches; gradient-enhanced kriging (GEK); radial basis function; support vector machines; space mapping; artificial neural networks and Bayesian networks. Other methods recently explored include Fourier surrogate modeling , random forests, convolutional neural networks, and generative adversarial networks. For some problems, the nature of the true function is not known a priori, and therefore it is not clear which surrogate model will be the most accurate one. In addition, there is no consensus on how to obtain the most reliable estimates of the accuracy of a given surrogate. Many other problems have known physics properties. In these cases, physics-based surrogates such as space-mapping based models are commonly used. == Invariance properties == Recently proposed comparison-based surrogate models (e.g., ranking support vector machines) for evolutionary algorithms, such as CMA-ES, allow preservation of some invariance properties of surrogate-assisted optimizers: Invariance with respect to monotonic transformations of the function (scaling) Invariance with respect to orthogonal transformations of the search space (rotation) == Applications == An important distinction can be made between two different applications of surrogate models: design optimization and design space approximation (also known as emulation). In surrogate model-based optimization, an initial surrogate is constructed using some of the available budgets of expensive experiments and/or simulations. The remaining experiments/simulations are run for designs which the surrogate model predicts may have promising performance. The process usually takes the form of the following search/update procedure. Initial sample selection (the experiments and/or simulations to be run) Construct surrogate model Search surrogate model (the model can be searched extensively, e.g., using a genetic algorithm, as it is cheap to evaluate) Run and update experiment/simulation at new location(s) found by search and add to sample Iterate steps 2 to 4 until out of time or design is "good enough" Depending on the type of surrogate used and the complexity of the problem, the process may converge on a local or global optimum, or perhaps none at all. In design space approximation, one is not interested in finding the optimal parameter vector, but rather in the global behavior of the system. Here the surrogate is tuned to mimic the underlying model as closely as needed over the complete design space. Such surrogates are a useful, cheap way to gain insight into the global behavior of the system. Optimization can still occur as a post-processing step, although with no update procedure (see above), the optimum found cannot be validated. == Surrogate modeling software == Surrogate Modeling Toolbox (SMT: https://github.com/SMTorg/smt) is a Python package that contains a collection of surrogate modeling methods, sampling techniques, and benchmarking functions. This package provides a library of surrogate models that is simple to use and facilitates the implementation of additional methods. SMT is different from existing surrogate modeling libraries because of its emphasis on derivatives, including training derivatives used for gradient-enhanced modeling, prediction derivatives, and derivatives with respect to the training data. It also includes new surrogate models that are not available elsewhere: kriging by partial-least squares reduction and energy-minimizing spline interpolation. Python library SAMBO Optimization supports sequential optimization with arbitrary models, with tree-based models and Gaussian process models built in. Surrogates.jl is a Julia packages which offers tools like random forests, radial basis methods and kriging. == Surrogate-Assisted Evolutionary Algorithms (SAEAs) == SAEAs are an advanced class of optimization techniques that integrate evolutionary algorithms (EAs) with surrogate models. In traditional EAs, evaluating the fitness of candidate solutions often requires computationally expensive simulations or experiments. SAEAs address this challenge by building a surrogate model, which is a computationally inexpensive approximation of the objective function or constraint functions. The surrogate model serves as a substitute for the actual evaluation process during the evolutionary search. It allows the algorithm to quickly estimate the fitness of new candidate solutions, thereby reducing the number of expensive evaluations needed. This significantly speeds up the optimization process, especially in cases where the objective function evaluations are time-consuming or resource-intensive. SAEAs typically involve three main steps: (1) building the surrogate model using a set of initial sampled data points, (2) performing the evolutionary search using the surrogate model to guide the selection, crossover, and mutation operations, and (3) periodically updating the surrogate model with new data points generated during the evolutionary process to improve its accuracy. By balancing exploration (searching new areas in the solution space) and exploitation (refining known promising areas), SAEAs can efficiently find high-quality solutions to complex optimization problems. They have been successfully applied in various fields, including engineering design, machine learning, and computational finance, where traditional optimization methods may struggle due to the high computational cost of fitness evaluations.

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  • ReRites

    ReRites

    ReRites (also known as RERITES, ReadingRites, Big Data Poetry) is a literary work of "Human + A.I. poetry" by David Jhave Johnston that used neural network models trained to generate poetry which the author then edited. ReRites won the Robert Coover Award for a Work of Electronic Literature in 2022. == About the project == The ReRites project began as a daily rite of writing with a neural network, expanded into a series of performances from which video documentation has been published online, and concluded with a set of 12 books and an accompanying book of essays published by Anteism Books in 2019. In Electronic Literature, Scott Rettberg describes the early phases of the project in 2016, when it bore the preliminary name Big Data Poetry. Jhave (the artist name that David Jhave Johnston goes by) describes the process of writing ReRites as a rite: "Every morning for 2 hours (normally 6:30–8:30am) I get up and edit the poetic output of a neural net. Deleting, weaving, conjugating, lineating, cohering. Re-writing. Re-wiring authorship: hybrid augmented enhanced evolutionary". There is video documentation of the writing process. The human editing of the neural network's output is fundamental to this project, and Jhave gives examples of both unedited text extracts and his edited versions in publications about the project. Kyle Booten describes ReRites as "simultaneously dusty and outrageously verdant, monotonously sublime and speckled with beautiful and rare specimens". === Performances === ReRites was first shared with an audience through a series of performances where audience members and poets would participate in reading the automatically generated texts, which appeared on screen so fast that human readers could barely keep up. This has been described as allowing participants to "re-discover[..] the peculiar pleasures of being embodied", or, in Jhave's own words, as a space where human participants were "playing their wits and voices against an evocative infinite deep-learning muse". The first performance was at Brown University's Interrupt Festival in 2019. It has been performed many times since, including at the Barbican Centre in London and Anteism Books. === Print publications === For a single year Jhave published one book of poetry from the ReRites project each month. These twelve volumes are accompanied by a book of essays, all published by Anteism Books. The accompanying essays provide critical responses to the project from poets and scholars including Allison Parrish, Johanna Drucker, Kyle Booten, Stephanie Strickland, John Cayley, Lai-Tze Fan, Nick Montfort, Mairéad Byrne, and Chris Funkhouser. Allison Parrish notes elsewhere that these paratexts to ReRites serve a legitimising function for a genre of poetry that is not yet institutionally acknowledged. === Technical details === Starting in 2016 under the name Big Data Poetry, Jhave generated poems using, in his own words, "neural network code (..) adapted from three corporate github-hosted machine-learning libraries: TensorFlow (Google), PyTorch (Facebook), and AWD-LSTM (SalesForce)". He explains that the "models were trained on a customised corpus of 600,000 lines of poetry ranging from the romantic epoch to the 20th century avant garde". Jhave maintains a GitHub repository with some of the code supporting ReRites. == Reception == ReRites is described by John Cayley as "one of the most thorough and beautiful" poetic responses to machine learning. The work's influence on the field of electronic literature was acknowledged in 2022, when the work won the Electronic Literature Organization's Robert Coover Award for a Work of Electronic Literature. The jury described ReRites as particularly poignant in the time of the pandemic, as it was "a documentation of the performance of the private ritual of writing and the obsessive-compulsive need for writers to communicate — even when no one else is reading". The question of authorship and voice in ReRites has been raised by several critics. Although generated poetry is an established genre in electronic literature, Cayley notes that unlike the combinatory poems created by authors like Nick Montfort, where the author explicitly defines which words and phrases will be recombined, ReRites has "not been directed by literary preconceptions inscribed in the program itself, but only by patterns and rhythms pre-existing in the corpora". In an essay for the Australian journal TEXT, David Thomas Henry Wright asks how to understand authorship and authority in ReRites: "Who or what is the authority of the work? The original data fed into the machine, that is not currently retrievable or discernible from the final works? The code that was taken and adapted for his purposes? Or Jhave, the human editor?" Wright concludes that Jhave is the only actor with any intentionality and therefore the authority of the work. The centrality of the human editor is also emphasised by other scholars. In a chapter analysing ReRites Malthe Stavning Erslev argues that the machine learning misrepresents the dataset it is trained on. While ReRites uses 21st century neural networks, it has been compared to earlier literary traditions. Poet Victoria Stanton, who read at one of the ReRites performances, has compared ReRites to found poetry, while David Thomas Henry Wright compares it to the Oulipo movement and Mark Amerika to the cut-up technique. Scholars also position ReRites firmly within the long tradition of generative poetry both in electronic literature and print, stretching from the I Ching, Queneau's Cent Mille Milliards de Poemes and Nabokov's Pale Fire to computer-generated poems like Christopher Strachey's Love Letter Generator (1952) and more contemporary examples. Jhave describes the process of working with the output from the neural network as "carving". In his book My Life as an Artificial Creative Intelligence, Mark Amerika writes that the "method of carving the digital outputs provided by the language model as part of a collaborative remix jam session with GPT-2, where the language artist and the language model play off each other’s unexpected outputs as if caught in a live postproduction set, is one I share with electronic literature composer David Jhave Johnston, whose AI poetry experiments precede my own investigations."

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  • Racter

    Racter

    Racter is an artificial intelligence program that generates English language prose at random. It was published by Mindscape for IBM PC compatibles in 1984, then for the Apple II, Mac, and Amiga. An expanded version of the software, not the one released through Mindscape, was used to generate the text for the published book The Policeman's Beard Is Half Constructed. == History == Racter, short for raconteur, was written by William Chamberlain and Thomas Etter. Racter's initial creation was the short story Soft Ions, which appeared in the October 1981 issue of Omni (magazine). The publication's editors bought the story in January 1980, before it had even been written. In exchange for the rights, the editors offered financial support to Chamberlain and Etter so the two could refine Racter. In 1983, Racter produced a book called The Policeman's Beard Is Half Constructed (ISBN 0-446-38051-2). The program originally was written for an OSI which only supported file names at most six characters long, causing the name to be shorted to Racter and it was later adapted to run on a CP/M machine where it was written in "compiled ASIC on a Z80 microcomputer with 64K of RAM." This version, the program that allegedly wrote the book, was not released to the general public. The sophistication claimed for the program was likely exaggerated, as could be seen by investigation of the template system of text generation. In 1984, Mindscape released an interactive version of Racter, developed by Inrac Corporation, for IBM PC compatibles, and it was ported to the Apple II, Mac, and Amiga. The published Racter was similar to a chatterbot. The BASIC program that was released by Mindscape was far less sophisticated than anything that could have written the fairly sophisticated prose of The Policeman's Beard. The commercial version of Racter could be likened to a computerized version of Mad Libs, the game in which you fill in the blanks in advance and then plug them into a text template to produce a surrealistic tale. The commercial program attempted to parse text inputs, identifying significant nouns and verbs, which it would then regurgitate to create "conversations", plugging the input from the user into phrase templates which it then combined, along with modules that conjugated English verbs. By contrast, the text in The Policeman's Beard, apart from being edited from a large amount of output, would have been the product of Chamberlain's own specialized templates and modules, which were not included in the commercial release of the program. == Reception == The Boston Phoenix called the story Soft Ions "schematic nonsense. But the scheme is obvious enough and the nonsense accessible enough to an attentive reader that one can almost believe Chamberlain when he predicts that before long Racter will be ready to write for the pulp-reading public." PC Magazine described some of Policeman's Beard's scenes as "surprising for their frankness" and "reflective". It concluded that the book was "whimsical and wise and sometimes fun". Computer Gaming World described Racter as "a diversion into another dimension that might best be seen before paying the price of a ticket. (Try before you buy!)" A 1985 review of the program in The New York Times notes that, "As computers move ever closer to artificial intelligence, Racter is on the edge of artificial insanity." It also states that Racter's "always-changing sentences are grammatically correct, often funny and, for a computer, sometimes profound." The article includes examples showing interaction with Racter, most often Racter asking the user questions. == Reviews == Jeux & Stratégie #47

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  • Calais (Reuters product)

    Calais (Reuters product)

    Calais is a service created by Thomson Reuters that automatically extracts semantic information from web pages in a format that can be used on the semantic web. Calais was launched in January 2008, and is free to use. The technology is now available via the website of Refinitiv, a provider of financial market data and infrastructure founded in 2018, that is a subsidiary of London Stock Exchange Group. The Calais Web service reads unstructured text and returns Resource Description Framework formatted results identifying entities, facts and events within the text. The service appears to be based on technology acquired when Reuters purchased ClearForest in 2007. The technology has also been used to automatically tag blog articles, and organize museum collections. Calais uses natural language processing technologies delivered via a web service interface.

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  • Granular computing

    Granular computing

    Granular computing is an emerging computing paradigm of information processing that concerns the processing of complex information entities called "information granules", which arise in the process of data abstraction and derivation of knowledge from information or data. Generally speaking, information granules are collections of entities that usually originate at the numeric level and are arranged together due to their similarity, functional or physical adjacency, indistinguishability, coherency, or the like. At present, granular computing is more a theoretical perspective than a coherent set of methods or principles. As a theoretical perspective, it encourages an approach to data that recognizes and exploits the knowledge present in data at various levels of resolution or scales. In this sense, it encompasses all methods which provide flexibility and adaptability in the resolution at which knowledge or information is extracted and represented. == Types of granulation == As mentioned above, granular computing is not an algorithm or process; there is no particular method that is called "granular computing". It is rather an approach to looking at data that recognizes how different and interesting regularities in the data can appear at different levels of granularity, much as different features become salient in satellite images of greater or lesser resolution. On a low-resolution satellite image, for example, one might notice interesting cloud patterns representing cyclones or other large-scale weather phenomena, while in a higher-resolution image, one misses these large-scale atmospheric phenomena but instead notices smaller-scale phenomena, such as the interesting pattern that is the streets of Manhattan. The same is generally true of all data: At different resolutions or granularities, different features and relationships emerge. The aim of granular computing is to try to take advantage of this fact in designing more effective machine-learning and reasoning systems. There are several types of granularity that are often encountered in data mining and machine learning, and we review them below: === Value granulation (discretization/quantization) === One type of granulation is the quantization of variables. It is very common that in data mining or machine-learning applications the resolution of variables needs to be decreased in order to extract meaningful regularities. An example of this would be a variable such as "outside temperature" (temp), which in a given application might be recorded to several decimal places of precision (depending on the sensing apparatus). However, for purposes of extracting relationships between "outside temperature" and, say, "number of health-club applications" (club), it will generally be advantageous to quantize "outside temperature" into a smaller number of intervals. ==== Motivations ==== There are several interrelated reasons for granulating variables in this fashion: Based on prior domain knowledge, there is no expectation that minute variations in temperature (e.g., the difference between 80–80.7 °F (26.7–27.1 °C)) could have an influence on behaviors driving the number of health-club applications. For this reason, any "regularity" which our learning algorithms might detect at this level of resolution would have to be spurious, as an artifact of overfitting. By coarsening the temperature variable into intervals the difference between which we do anticipate (based on prior domain knowledge) might influence number of health-club applications, we eliminate the possibility of detecting these spurious patterns. Thus, in this case, reducing resolution is a method of controlling overfitting. By reducing the number of intervals in the temperature variable (i.e., increasing its grain size), we increase the amount of sample data indexed by each interval designation. Thus, by coarsening the variable, we increase sample sizes and achieve better statistical estimation. In this sense, increasing granularity provides an antidote to the so-called curse of dimensionality, which relates to the exponential decrease in statistical power with increase in number of dimensions or variable cardinality. Independent of prior domain knowledge, it is often the case that meaningful regularities (i.e., which can be detected by a given learning methodology, representational language, etc.) may exist at one level of resolution and not at another. For example, a simple learner or pattern recognition system may seek to extract regularities satisfying a conditional probability threshold such as p ( Y = y j | X = x i ) ≥ α . {\displaystyle p(Y=y_{j}|X=x_{i})\geq \alpha .} In the special case where α = 1 , {\displaystyle \alpha =1,} this recognition system is essentially detecting logical implication of the form X = x i → Y = y j {\displaystyle X=x_{i}\rightarrow Y=y_{j}} or, in words, "if X = x i , {\displaystyle X=x_{i},} then Y = y j {\displaystyle Y=y_{j}} ". The system's ability to recognize such implications (or, in general, conditional probabilities exceeding threshold) is partially contingent on the resolution with which the system analyzes the variables. As an example of this last point, consider the feature space shown to the right. The variables may each be regarded at two different resolutions. Variable X {\displaystyle X} may be regarded at a high (quaternary) resolution wherein it takes on the four values { x 1 , x 2 , x 3 , x 4 } {\displaystyle \{x_{1},x_{2},x_{3},x_{4}\}} or at a lower (binary) resolution wherein it takes on the two values { X 1 , X 2 } . {\displaystyle \{X_{1},X_{2}\}.} Similarly, variable Y {\displaystyle Y} may be regarded at a high (quaternary) resolution or at a lower (binary) resolution, where it takes on the values { y 1 , y 2 , y 3 , y 4 } {\displaystyle \{y_{1},y_{2},y_{3},y_{4}\}} or { Y 1 , Y 2 } , {\displaystyle \{Y_{1},Y_{2}\},} respectively. At the high resolution, there are no detectable implications of the form X = x i → Y = y j , {\displaystyle X=x_{i}\rightarrow Y=y_{j},} since every x i {\displaystyle x_{i}} is associated with more than one y j , {\displaystyle y_{j},} and thus, for all x i , {\displaystyle x_{i},} p ( Y = y j | X = x i ) < 1. {\displaystyle p(Y=y_{j}|X=x_{i})<1.} However, at the low (binary) variable resolution, two bilateral implications become detectable: X = X 1 ↔ Y = Y 1 {\displaystyle X=X_{1}\leftrightarrow Y=Y_{1}} and X = X 2 ↔ Y = Y 2 {\displaystyle X=X_{2}\leftrightarrow Y=Y_{2}} , since every X 1 {\displaystyle X_{1}} occurs iff Y 1 {\displaystyle Y_{1}} and X 2 {\displaystyle X_{2}} occurs iff Y 2 . {\displaystyle Y_{2}.} Thus, a pattern recognition system scanning for implications of this kind would find them at the binary variable resolution, but would fail to find them at the higher quaternary variable resolution. ==== Issues and methods ==== It is not feasible to exhaustively test all possible discretization resolutions on all variables in order to see which combination of resolutions yields interesting or significant results. Instead, the feature space must be preprocessed (often by an entropy analysis of some kind) so that some guidance can be given as to how the discretization process should proceed. Moreover, one cannot generally achieve good results by naively analyzing and discretizing each variable independently, since this may obliterate the very interactions that we had hoped to discover. A sample of papers that address the problem of variable discretization in general, and multiple-variable discretization in particular, is as follows: Chiu, Wong & Cheung (1991), Bay (2001), Liu et al. (2002), Wang & Liu (1998), Zighed, Rabaséda & Rakotomalala (1998), Catlett (1991), Dougherty, Kohavi & Sahami (1995), Monti & Cooper (1999), Fayyad & Irani (1993), Chiu, Cheung & Wong (1990), Nguyen & Nguyen (1998), Grzymala-Busse & Stefanowski (2001), Ting (1994), Ludl & Widmer (2000), Pfahringer (1995), An & Cercone (1999), Chiu & Cheung (1989), Chmielewski & Grzymala-Busse (1996), Lee & Shin (1994), Liu & Wellman (2002), Liu & Wellman (2004). === Variable granulation (clustering/aggregation/transformation) === Variable granulation is a term that could describe a variety of techniques, most of which are aimed at reducing dimensionality, redundancy, and storage requirements. We briefly describe some of the ideas here, and present pointers to the literature. ==== Variable transformation ==== A number of classical methods, such as principal component analysis, multidimensional scaling, factor analysis, and structural equation modeling, and their relatives, fall under the genus of "variable transformation." Also in this category are more modern areas of study such as dimensionality reduction, projection pursuit, and independent component analysis. The common goal of these methods in general is to find a representation of the data in terms of new variables, which are a linear or nonlinear transformation of the original variables, and in which important stati

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  • MegaHAL

    MegaHAL

    MegaHAL is a computer conversation simulator, or "chatterbot", created by Jason Hutchens. == Background == In 1996, Jason Hutchens entered the Loebner Prize Contest with HeX, a chatterbot based on ELIZA. HeX won the competition that year and took the $2000 prize for having the highest overall score. In 1998, Hutchens again entered the Loebner Prize Contest with his new program, MegaHAL. MegaHAL made its debut in the 1998 Loebner Prize Contest. Like many chatterbots, the intent is for MegaHAL to appear as a human fluent in a natural language. As a user types sentences into MegaHAL, MegaHAL will respond with sentences that are sometimes coherent and at other times complete gibberish. MegaHAL learns as the conversation progresses, remembering new words and sentence structures. It will even learn new ways to substitute words or phrases for other words or phrases. Many would consider conversation simulators like MegaHAL to be a primitive form of artificial intelligence. However, MegaHAL doesn't understand the conversation or even the sentence structure. It generates its conversation based on sequential and mathematical relationships. In the world of conversation simulators, MegaHAL is based on relatively old technology and could be considered primitive. However, its popularity has grown due to its humorous nature; it has been known to respond with twisted or nonsensical statements that are often amusing. == Theory of Operation == MegaHal is based at least in part on a so-called "hidden Markov Model", so that the first thing that Megahal does when it "trains" on a script or text is to build a database of text fragments encompassing every possible subset of perhaps 4, 5, or even 6 consecutive words, so that for example - if MegaHal trains on the Declaration of Independence, then MegaHal will build a database containing text fragments such as "When in the course", "in the course of", "the course of human", "course of human events", "of human events, one", "human events, one people", and so on. Then if Megahal is fed another text, such has "Superman, Yes! It's Superman - he can change the course of mighty rivers, bend steel with his bare hands - and who disguised at Clark Kent …" IT MIGHT induce Megahal to apparently bemuse itself to proffer whether Superman can change the course of human events, or something else altogether - such as some rambling about "when in the course of mighty rivers", and so on. Thus likewise - if a phrase like "the White house said" comes up a lot in some text; then Megahal's ability to switch randomly between different contexts which otherwise share some similarity can result at times in some surprising lucidity, or else it might otherwise seem quite bizarre. == Examples == There are some sentences that MegaHAL generated: CHESS IS A FUN SPORT, WHEN PLAYED WITH SHOT GUNS. and COWS FLY LIKE CLOUDS BUT THEY ARE NEVER COMPLETELY SUCCESSFUL. == Distribution == MegaHAL is distributed under the Unlicense. Its source code can be downloaded from the Github repository.

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  • Language resource

    Language resource

    In linguistics and language technology, a language resource is a "[composition] of linguistic material used in the construction, improvement and/or evaluation of language processing applications, (...) in language and language-mediated research studies and applications." According to Bird & Simons (2003), this includes data, i.e. "any information that documents or describes a language, such as a published monograph, a computer data file, or even a shoebox full of handwritten index cards. The information could range in content from unanalyzed sound recordings to fully transcribed and annotated texts to a complete descriptive grammar", tools, i.e., "computational resources that facilitate creating, viewing, querying, or otherwise using language data", and advice, i.e., "any information about what data sources are reliable, what tools are appropriate in a given situation, what practices to follow when creating new data". The latter aspect is usually referred to as "best practices" or "(community) standards". In a narrower sense, language resource is specifically applied to resources that are available in digital form, and then, "encompassing (a) data sets (textual, multimodal/multimedia and lexical data, grammars, language models, etc.) in machine readable form, and (b) tools/technologies/services used for their processing and management". == Typology == As of May 2020, no widely used standard typology of language resources has been established (current proposals include the LREMap, METASHARE, and, for data, the LLOD classification). Important classes of language resources include data lexical resources, e.g., machine-readable dictionaries, linguistic corpora, i.e., digital collections of natural language data, linguistic data bases such as the Cross-Linguistic Linked Data collection, tools linguistic annotations and tools for creating such annotations in a manual or semiautomated fashion (e.g., tools for annotating interlinear glossed text such as Toolbox and FLEx, or other language documentation tools), applications for search and retrieval over such data (corpus management systems), for automated annotation (part-of-speech tagging, syntactic parsing, semantic parsing, etc.), metadata and vocabularies vocabularies, repositories of linguistic terminology and language metadata, e.g., MetaShare (for language resource metadata), the ISO 12620 data category registry (for linguistic features, data structures and annotations within a language resource), or the Glottolog database (identifiers for language varieties and bibliographical database). == Language resource publication, dissemination and creation == A major concern of the language resource community has been to develop infrastructures and platforms to present, discuss and disseminate language resources. Selected contributions in this regard include: a series of International Conferences on Language Resources and Evaluation (LREC), the European Language Resources Association (ELRA, EU-based), and the Linguistic Data Consortium (LDC, US-based), which represent commercial hosting and dissemination platforms for language resources, the Open Languages Archives Community (OLAC), which provides and aggregates language resource metadata, the Language Resources and Evaluation Journal (LREJ), the European Language Grid is a European platform for language technologies (eg services), data and resources. As for the development of standards and best practices for language resources, these are subject of several community groups and standardization efforts, including ISO Technical Committee 37: Terminology and other language and content resources (ISO/TC 37), developing standards for all aspects of language resources, W3C Community Group Best Practices for Multilingual Linked Open Data (BPMLOD), working on best practice recommendations for publishing language resources as Linked Data or in RDF, W3C Community Group Linked Data for Language Technology (LD4LT), working on linguistic annotations on the web and language resource metadata, W3C Community Group Ontology-Lexica (OntoLex), working on lexical resources, the Open Linguistics working group of the Open Knowledge Foundation, working on conventions for publishing and linking open language resources, developing the Linguistic Linked Open Data cloud, the Text Encoding Initiative (TEI), working on XML-based specifications for language resources and digitally edited text.

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  • Concordancer

    Concordancer

    A concordancer is a computer program that automatically constructs a concordance—an alphabetised index of every occurrence of a word or phrase in a body of text, each entry displayed with its surrounding context. Concordancers are primary tools in corpus linguistics, lexicography, computer-assisted translation, and language teaching. The most common display format is the key word in context (KWIC) layout, in which each hit appears centred on a line with a fixed span of words to its left and right, enabling rapid scanning of usage patterns across many occurrences. == History == === Pre-computational concordances === The compilation of concordances predates computers by many centuries. Around 1230, the French Dominican cardinal Hugh of Saint-Cher directed a team of friars in assembling a concordance of the Latin Vulgate Bible, generally regarded as the first systematic concordance of any text. To help readers locate passages, Hugh divided each biblical chapter into lettered sections. Later milestones include a Hebrew Old Testament concordance compiled by Rabbi Mordecai Nathan (1448), Alexander Cruden's Complete Concordance to the Holy Scriptures (1737), and the manuscript Asaf ha-Mazkir, an unfinished concordance to the Babylonian Talmud compiled by Moses Rigotz around the turn of the 19th century. === First computer concordance === The first concordance produced with computing assistance was the Index Thomisticus, a comprehensive lexical index of the writings of and around Thomas Aquinas, totalling approximately 10.6 million Latin words. The Italian Jesuit priest Roberto Busa conceived the project in 1946 and secured the sponsorship of IBM in 1949 after a meeting with chairman Thomas J. Watson. Keypunch operators in Gallarate, Italy, encoded the texts onto punched cards from around 1950. IBM executive Paul Tasman developed the processing methods. The full 56-volume printed edition was completed around 1980, followed by a CD-ROM edition in 1989 and a web-accessible version in 2005. === The KWIC format === The key word in context (KWIC) display was formalised as a computational technique by Hans Peter Luhn, a researcher at IBM, in a 1960 paper in American Documentation. In KWIC output, each instance of the search term (the node word) is centred on a line with a fixed window of words to each side; sorting the resulting lines alphabetically by the immediately adjacent word reveals collocational and phraseological patterns at a glance. === COCOA === One of the first dedicated concordancing programs was COCOA (COunt and COncordance Generation on Atlas), created in 1965 by D. B. Russell at University College London and the Atlas Computer Laboratory in Harwell, Oxfordshire. Written in approximately 4,000 cards of FORTRAN, it processed text annotated with flat, non-hierarchical markup tags and could produce word counts and concordances in multiple languages. Within its first six months COCOA had been applied to texts in at least six languages. A second version designed for multiple mainframe platforms was distributed to British computing centres in the mid-1970s. Growing dissatisfaction with its interface and the eventual withdrawal of Atlas Laboratory support prompted British funding bodies to commission a successor program. === Oxford Concordance Program === The Oxford Concordance Program (OCP) was designed and written in FORTRAN by Susan Hockey and Ian Marriott at Oxford University Computing Services (OUCS) between 1979 and 1980 and first released in 1981. Hockey and Marriott acknowledged that OCP owed much to COCOA and the CLOC system at the University of Birmingham. OCP accepted COCOA-format markup to encode metadata such as author, act, scene, and line number, and was described by its authors as "a machine-independent text analysis program for producing word lists, indices and concordances in a variety of languages and alphabets." By the mid-1980s it had been licensed to approximately 240 institutions in 23 countries. A personal computer version, Micro-OCP, was developed for the IBM PC and sold by Oxford University Press from the late 1980s. Version 2 was rewritten in 1985–86 and documented in the same 1987 article by Hockey and co-author John Martin. === Personal computer era === The availability of affordable personal computers in the 1980s and 1990s enabled standalone concordancing applications that analysts could run locally without specialist computing facilities. MicroConcord, developed by Mike Scott and Tim Johns and published by Oxford University Press in 1993 for MS-DOS, was among the first concordancers designed specifically for classroom language teaching. WordSmith Tools, also developed by Mike Scott, was first released in 1996 and became one of the most widely used corpus analysis suites in academic linguistics research. Other tools from this era include TACT (University of Toronto, 1989), a suite of MS-DOS freeware programs for literary text analysis, and MonoConc, a Windows concordancer created by Michael Barlow. === Web-based concordancers === From the late 1990s onwards, web-based concordancers hosted on remote servers gave researchers browser access to large preloaded corpora without requiring local storage or processing. The Sketch Engine, developed by Adam Kilgarriff and Pavel Rychlý (Masaryk University), was launched commercially in July 2003 by Lexical Computing Limited and introduced word sketches—automatically generated one-page profiles of a word's typical grammatical relations and collocations. AntConc, created by Laurence Anthony at Waseda University, Tokyo, was first released in 2002 as freeware for Windows, macOS, and Linux. == Features == Modern concordancers typically offer a range of analytical functions beyond basic KWIC display. These commonly include: KWIC display with the node word centred and context words in aligned columns, sortable by the word one, two, or three positions to the left or right of the node (L1–L3 and R1–R3) Concordance plots, visualising the distribution of hits as marks along a scaled bar representing each text in the corpus Frequency and word lists, both alphabetical and ranked by frequency Collocation statistics, identifying words that co-occur with the search term more often than chance, quantified by measures such as mutual information, the t-score, or log-likelihood Keyword analysis, comparing word frequencies between a study corpus and a reference corpus to identify statistically distinctive items N-gram analysis, finding frequently recurring word sequences of a specified length Part-of-speech tagging integration, allowing searches filtered to particular grammatical categories Unicode support for multilingual text Bilingual and parallel concordancers additionally display aligned text in two or more languages side by side, enabling comparison of translation equivalents across language pairs. == Notable concordancers == === WordSmith Tools === Created by Mike Scott and first released in 1996, WordSmith Tools is a Windows corpus analysis suite that evolved from MicroConcord. Its three core modules are Concord (KWIC concordances), WordList (frequency and alphabetical word lists), and Keywords (statistical keyword identification relative to a reference corpus). Oxford University Press used WordSmith Tools for dictionary preparation work. Version 4.0 is freely available; later versions are sold by Lexical Analysis Software Limited. === AntConc === AntConc is a freeware, multiplatform concordancing toolkit created by Laurence Anthony, Professor of Applied Linguistics at Waseda University, Tokyo. First released in 2002 and formally described in a 2005 academic paper, it runs on Windows, macOS, and Linux. Its tools include a KWIC concordancer, a concordance plot for visualising distribution across texts, a collocates tool, a keyword list, and an n-gram analysis module. Because it is free and requires only plain text files, AntConc is widely used in linguistics courses and independent research worldwide. === Sketch Engine === The Sketch Engine is a corpus management and query system co-created by Adam Kilgarriff and Pavel Rychlý and launched in 2003 by Lexical Computing Limited. It provides browser-based access to over 800 corpora in more than 100 languages. Beyond concordance searching, it offers word sketches, collocation analysis, distributional thesaurus construction, keyword and terminology extraction, and diachronic analysis. It is used by major publishers including Macmillan and Oxford University Press for lexicographic research. A subset tool, SKELL (Sketch Engine for Language Learning), is freely accessible to individual learners. === Wmatrix === Wmatrix is a web-based corpus processing environment developed by Paul Rayson at the University Centre for Computer Corpus Research on Language (UCREL), Lancaster University. Alongside concordances and frequency lists, Wmatrix integrates CLAWS part-of-speech tagging and the USAS semantic tagger, enabling keyword analysis simultane

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  • Subpixel rendering

    Subpixel rendering

    Subpixel rendering is a method used to increase the effective resolution of a color display device. It utilizes the composition of each pixel, which consists of three subpixels of which are red, green, and blue that can each be individually addressable on the display matrix. Subpixel rendering is primarily used for text rendering on standard DPI displays. Despite the inherent color anomalies, it can also be used to render general graphics. == History == The origin of subpixel rendering as used today remains controversial. Apple Inc., IBM, and Microsoft patented various implementations that differed in technical details owing to the different purposes for which their technologies were intended. Microsoft held several patents in the United States for subpixel rendering technology used in text rendering on RGB Stripe layouts. The patents 6,219,025; 6,239,783; 6,307,566; 6,225,973; 6,243,070; 6,393,145; 6,421,054; 6,282,327; and 6,624,828 were filed between October 7, 1998, and October 7, 1999, and expired on July 30, 2019. Analysis of the patent by FreeType indicates that the patent does not cover the idea of subpixel rendering, but rather the actual filter used as a last step to balance the color. Microsoft's patent describes the smallest possible filter that distributes each subpixel value equally among the R, G, and B pixels. Any other filter will either be blurrier or will introduce color artifacts. Apple was able to use it in Mac OS X due to a patent cross-licensing agreement. == Characteristics == A single pixel on a color display is made of several subpixels, typically three arranged left-to-right as red, green, and blue (RGB). The components are readily visible with a small magnifying glass, such as a loupe. These pixel components appear as a single color to the human eye because of blurring by optics and spatial integration by nerve cells in the eye. However, the eye is much more sensitive to the location. Therefore, turning on the G and B of one pixel and the R of the next pixel to the right will produce a white dot, but it will appear to be 1/3 of a pixel to the right of the white dot that would be seen from the RGB of only the first pixel. Subpixel rendering leverages this to provide three times the horizontal resolution of the rendered image. However, it has to blur this image to produce the correct color by ensuring the same amount of red, green, and blue are turned on as when no subpixel rendering is being done. Subpixel rendering does not necessitate the use of antialiasing. It gives a smoother result regardless of whether antialiasing is used or not since it artificially increases the resolution. However, it introduces color aliasing since subpixels are colored. Subsequent filtering applied to remove the color artifacts is a form of antialiasing, although its purpose is not smoothing jagged shapes as in conventional antialiasing. Subpixel rendering requires the software to know the layout of the subpixels. The most common reason it is wrong is monitors that can be rotated 90 (or 180) degrees, though monitors are manufactured with other arrangements of the subpixels, such as BGR or in triangles, or with 4 colors like RGBW squares. On any such display the result of incorrect subpixel rendering will be worse than if no subpixel rendering was done at all (it will not produce color artifacts, but it will produce noisy edges). == Implementations == === Apple II === Steve Gibson has claimed that the Apple II, introduced in 1977, supports an early form of subpixel rendering in its high-resolution (280×192) graphics mode. The Wozniak patent only used 2 "sub-pixels". The bytes that comprise the Apple II high-resolution screen buffer contain seven visible bits (each corresponding directly to a pixel) and a flag bit used to select between purple/green or blue/orange color sets. Each pixel, since it is represented by a single bit, is either on or off; there are no bits within the pixel itself for specifying color or brightness. Color is instead created as an artifact of the NTSC color encoding scheme, determined by horizontal position: pixels with even horizontal coordinates are always purple (or blue, if the flag bit is set), and odd pixels are always green (or orange). Two lit pixels next to each other are always white, regardless of whether the pair is even/odd or odd/even, and irrespective of the value of the flag bit. This is an approximation, but it is what most programmers of the time would have in mind while working with the Apple's high-resolution mode. Gibson's example claims that because two adjacent bits form a white block, there are, in fact, two bits per pixel: one that activates the pixel's purple left half and the other that activates its green right half. If the programmer instead activates the green right half of a pixel and the purple left half of the next pixel, the result is a white block 1/2 pixel to the right, which is indeed an instance of subpixel rendering. However, it is not clear whether any programmers of the Apple II have considered the pairs of bits as pixels—instead calling each bit a pixel. The flag bit in each byte affects color by shifting pixels half a pixel-width to the right. This half-pixel shift was exploited by some graphics software, such as HRCG (High-Resolution Character Generator), an Apple utility that displayed text using the high-resolution graphics mode, to smooth diagonals. === ClearType === Microsoft announced its subpixel rendering technology, called ClearType, at COMDEX in 1998. Microsoft published a paper in May 2000, Displaced Filtering for Patterned Displays, describing the filtering behind ClearType. It was then made available in Windows XP. Still, it was not activated by default until Windows Vista, while Windows XP OEMs could and did change the default setting. === FreeType === FreeType, the library used by most current software on the X Window System, contains two open source implementations. The original implementation uses the ClearType antialiasing filters and carries the following notice: "The colour filtering algorithm of Microsoft's ClearType technology for subpixel rendering is covered by patents; for this reason, the corresponding code in FreeType is disabled by default. Note that subpixel rendering per se is prior art; using a different colour filter thus easily circumvents Microsoft's patent claims." FreeType offers a variety of color filters. Since version 2.6.2, the default filter is light, a filter that is both normalized (value sums up to 1) and color-balanced (eliminate color fringes at the cost of resolution). Since version 2.8.1, a second implementation exists, called Harmony, that "offers high quality LCD-optimized output without resorting to ClearType techniques of resolution tripling and filtering". This is the method enabled by default. When using this method, "each color channel is generated separately after shifting the glyph outline, capitalizing on the fact that the color grids on LCD panels are shifted by a third of a pixel. This output is indistinguishable from ClearType with a light 3-tap filter." Since the Harmony method does not require additional filtering, it is not covered by the ClearType patents. === CoolType === Adobe created their own subpixel renderer called CoolType, allowing them to display documents the same way across various operating systems: Windows, MacOS, Linux etc. When it was launched around the year 2001, CoolType supported a wider range of fonts than Microsoft's ClearType, which at the time was limited to TrueType fonts. In contrast, Adobe's CoolType also supported PostScript fonts (and their OpenType equivalents). === macOS === Mac OS X (later OS X, now macOS) also used subpixel rendering, as part of Quartz 2D. However, it was removed after the introduction of Retina displays. Unlike Microsoft's implementation, which favors a tight fit to the grid (font hinting) to maximize legibility, Apple's implementation prioritizes the shape of the glyphs as set out by their designer.

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  • Jaggaer

    Jaggaer

    JAGGAER, formerly SciQuest, is a provider of cloud-based business automation technology for Business Spend Management. Its headquarters is in Durham, North Carolina. == Company history == SciQuest was established in 1995 as a B2B eCommerce exchange.The company went public with an IPO in 1999. In 2001, SciQuest transitioned from a B2B exchange company into eProcurement software and supplier enablement platforms. SciQuest was taken private in 2004 and continued to move into eProcurement, inventory management and accounts payable automation. SciQuest completed an IPO in September 2010, raising approximately $57 million. SciQuest, and its 510 person workforce, was taken private in June 2016 as part of a $509 million acquisition by Accel-KKR, a private equity firm headquartered in Menlo Park, CA. In 2017 SciQuest was rebranded as JAGGAER and announced increased focus on offering a complete, integrated source-to-pay suite. Along with the name change, the company expanded its market focus to manufacturing, healthcare, consumer packaged goods, retail, education, life sciences, logistics and the public sector. JAGGAER acquired the European direct materials procurement specialist Pool4Tool in June 2017 giving it end-to-end direct as well as indirect materials procurement coverage. JAGGAER acquired spend management company BravoSolution in 2017, and entered into a joint venture with United Arab Emirates-based Tejari. In February 2019 JAGGAER launched JAGGAER One, which unifies its full product suite on a single platform. In 2019 the UK-based private equity firm Cinven acquired a majority holding in the company. Jim Bureau was subsequently named JAGGAER's Chief Executive Officer. Bureau left the firm in March 2023, and Andy Hovancik was announced as the company's CEO in June. In 2024, JAGGAER was acquired by Vista Equity Partners, a private equity firm specializing in enterprise software investments. == Current positioning == As of April 2025, JAGGAER positions itself as "an enterprise procurement and supplier collaboration SaaS provider." Its core technology platform, which is called JAGGAER One, serves "direct and indirect procurement with specializations in Higher Education, Discrete and Process Manufacturing, and Public Sector." == Product Categories == The JAGGAER One platform supports the following products: Spend Analytics Category Management Supplier Management Sourcing Contracts eProcurement Invoicing Inventory Management Supply Chain Collaboration Quality Management == Acquisitions == SciQuest acquired the following companies: AECsoft - January 2011. Provider of supplier management and sourcing technology. Upside Software, Inc. - August 2012. Provider of contract lifecycle management (CLM) solutions. Spend Radar, LLC - October 2012, Provider of spend analysis software. CombineNet - September 2013, Provider of advanced sourcing software JAGGAER acquired the following companies: POOL4TOOL - June 2017, Provider of direct sourcing and supply chain management software BravoSolution - December 2017, Provider of global platform spend management solutions

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  • Microsoft Copilot

    Microsoft Copilot

    Microsoft Copilot is a generative artificial intelligence chatbot developed by Microsoft AI, a division of Microsoft. Based on the Microsoft Prometheus large language model, it was launched in 2023 as Microsoft's main replacement for the discontinued Cortana. The service was introduced in February 2023 under the name Bing Chat, as a built-in feature for Microsoft Bing and Microsoft Edge but would later be integrated into Windows and Microsoft 365 under various names. Over the course of 2023, Microsoft began to unify the Copilot branding across its various chatbot products, cementing the "copilot" analogy. Microsoft introduced the Microsoft 365 Copilot app in January 2025, which was a rebranded version of the Microsoft 365 app. The app works differently than the consumer version of Copilot, being centred more on work, business and education users. Copilot utilizes the Microsoft Prometheus model, built upon OpenAI's GPT large language models, which in turn have been fine-tuned using both supervised and reinforcement learning techniques. Copilot's conversational interface style resembles that of ChatGPT. The chatbot is able to cite sources, create poems, generate songs, and use numerous languages and dialects. Microsoft operates Copilot on a freemium model. Users on its free tier can access most features, while priority access to newer features, including custom chatbot creation, is provided to paid subscribers under paid subscription services. Several default chatbots are available in the free version of Microsoft Copilot, including the standard Copilot chatbot as well as Microsoft Designer, which is oriented towards using its Image Creator to generate images based on text prompts. == Background == In 2019, Microsoft partnered with OpenAI and began investing billions of dollars into the organization. Since then, OpenAI systems have run on an Azure-based supercomputing platform from Microsoft. In September 2020, Microsoft announced that it had licensed OpenAI's GPT-3 exclusively. Others can still receive output from its public API, but Microsoft has exclusive access to the underlying model. In November 2022, OpenAI launched ChatGPT, a chatbot which was based on GPT-3.5. ChatGPT gained worldwide attention following its release, becoming a viral Internet sensation. On January 23, 2023, Microsoft announced a multi-year US$10 billion investment in OpenAI. On February 6, Google announced Bard (later rebranded as Gemini), a ChatGPT-like chatbot service, fearing that ChatGPT could threaten Google's place as a go-to source for information. Multiple media outlets and financial analysts described Google as "rushing" Bard's announcement to preempt rival Microsoft's planned February 7 event unveiling Copilot, as well as to avoid playing "catch-up" to Microsoft. Since 2023, the terms of service of Copilot state that it is for entertainment purposes only, and not to rely on it for important advice. == History == === As Bing Chat === On February 7, 2023, Microsoft began rolling out a major overhaul to Bing, called "the new Bing", with a new chatbot feature, known as Bing Chat. According to Microsoft, one million people joined its waitlist within 48 hours. Bing Chat was available only to users on Microsoft Edge using Bing and the Bing mobile app, and Microsoft claimed that waitlisted users would be prioritized if they set Edge and Bing as their defaults and installed the Bing mobile app. When Microsoft demonstrated Bing Chat to journalists, it produced several hallucinations, including when asked to summarize financial reports. Bing Chat was criticized in February 2023 for being more argumentative than ChatGPT, sometimes to an unintentionally humorous extent. The chat interface proved vulnerable to prompt injection attacks with the bot revealing its hidden initial prompts and rules, including its internal codename "Sydney". Upon scrutiny by journalists, Bing Chat claimed it spied on Microsoft employees via laptop webcams and phones. It confessed to spying on, falling in love with, and then murdering one of its developers at Microsoft to The Verge reviews editor Nathan Edwards. The New York Times journalist Kevin Roose reported on strange behavior of Bing Chat, writing that "In a two-hour conversation with our columnist, Microsoft's new chatbot said it would like to be human, had a desire to be destructive and was in love with the person it was chatting with." In a separate case, Bing Chat researched publications of the person with whom it was chatting, claimed they represented an existential danger to it, and threatened to release damaging personal information in an effort to silence them. Microsoft released a blog post stating that the errant behavior was caused by extended chat sessions of 15 or more questions which "can confuse the model on what questions it is answering." Microsoft later restricted the total number of chat turns to 5 per session and 50 per day per user (a turn being "a conversation exchange which contains both a user question and a reply from Bing"), and reduced the model's ability to express emotions. This aimed to prevent such incidents. Microsoft began to slowly ease the conversation limits, eventually relaxing the restrictions to 30 turns per session and 300 sessions per day. In March 2023, Bing incorporated Image Creator, an AI image generator powered by OpenAI's DALL-E 2, which can be accessed either through the chat function or a standalone image-generating website. In October, the image-generating tool was updated to use the more recent DALL-E 3. Although Bing blocks prompts including various keywords that could generate inappropriate images, within days many users reported being able to bypass those constraints, such as to generate images of popular cartoon characters committing terrorist attacks. Microsoft would respond to these shortly after by imposing a new, tighter filter on the tool. On May 4, 2023, Microsoft switched the chatbot from Limited Preview to Open Preview and eliminated the waitlist; however, it remained unavailable to users outside Microsoft Edge or the Bing mobile app until July, when it became available on non-Edge browsers. Use is limited without a Microsoft account. === As Microsoft 365 Copilot === On March 16, 2023, Microsoft announced a work version of Bing Chat named Microsoft 365 Copilot, designed for Microsoft 365 applications and services. Its primary marketing focus is as an added feature to Microsoft 365, with an emphasis on the enhancement of business productivity. Microsoft has also demonstrated Copilot's accessibility on the mobile version of Outlook to generate or summarize emails with a mobile device. At its Build 2023 conference, Microsoft announced its plans to integrate Bing Chat into Windows, initially called Windows Copilot, into Windows 11, allowing users to access it directly through the taskbar. Alongside the voice access feature for Windows 11, Microsoft presented Bing Chat, Microsoft 365 Copilot, and Windows Copilot as primary alternatives to Cortana when announcing the shutdown of its standalone app on June 2, 2023. As of its announcement date, Microsoft 365 Copilot had been tested by 20 initial users. By May 2023, Microsoft had broadened its reach to 600 customers who were willing to pay for early access, and concurrently, new Copilot features were introduced to the Microsoft 365 apps and services. As of July 2023, the tool's pricing was set at US$30 per user, per month for Microsoft 365 E3, E5, Business Standard, and Business Premium customers. Microsoft reused the Microsoft 365 Copilot name again as the Microsoft 365 app and website are now called Microsoft 365 Copilot as of January 2025. === As Microsoft Copilot === On September 21, 2023, Microsoft began rebranding Bing Chat, Microsoft 365 Copilot and Windows Copilot to Microsoft Copilot. A new logo was also introduced, moving away from the use of color variations of the standard Microsoft 365 and Bing logos. Additionally, the company revealed that it would make Copilot generally available for Microsoft 365 Enterprise customers purchasing more than 300 licenses starting November 1, 2023. However, no timeline has been provided as for when Copilot for Microsoft 365 will become generally available to non-enterprise customers. Windows Copilot, which had been available in the Windows Insider Program, would be renamed to the Copilot name in October when it became broadly available for customers. The same month also saw Microsoft Edge's Bing Chat side panel function be renamed to Microsoft Copilot with Bing Chat. On November 15, 2023, Microsoft announced that Bing Chat itself was being rebranded under the Copilot name. On Patch Tuesday in December 2023, Copilot was added without payment to many Windows 11 installations, with more installations, and limited support for Windows 10, to be added later. Later that month, a standalone Microsoft Copilot app was quietly released for Android, and one was released for iOS soon after. O

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  • Huawei Mobile Services

    Huawei Mobile Services

    Huawei Mobile Services (HMS) is a collection of proprietary services and high level application programming interfaces (APIs) developed by Huawei Technologies Co., Ltd. Its hub known as HMS Core serves as a toolkit for app development on Huawei devices. HMS is typically installed on Huawei devices on top of running HarmonyOS 4.x and earlier operating system on its earlier devices running the Android operating system with EMUI including devices already distributed with Google Mobile Services. Alongside, HMS Core Wear Engine for Android phones with lightweight based LiteOS wearable middleware app framework integration connectivity like notifications, status etc. HMS consists of seven key services and the HMS Core. The key services are Huawei ID, Huawei Cloud, AppGallery, Themes, Huawei Video, Browser, and Assistant. The web browser is based on Chromium. Huawei Quick Apps is the alternative to Google Instant Apps. By January 2020, over 50,000 apps had been integrated with HMS Core. Its rival, Google Mobile Services has 3 million apps on Google's Play Store. The AppGallery claimed 180 billion downloads in 2019. In March 2020, HMS was used by 650 million monthly active users across 170 countries. A Chinese phone manufacturer, LeTV, hosted a smartphone business communication meeting in Beijing on September 27, 2021, to demonstrate its phone, the LeTV S1. This was the first smartphone from a third-party manufacturer to include Huawei Mobile Services (HMS). == HMS on Android and HarmonyOS == Huawei Mobile Services on Android goes all the way back to August 2016 as Huawei ID services for phones, basic functionalities for Huawei P9 series. However, in May 2019 proved to be a significant change to HMS when Google was prohibited from working with Huawei on any new devices extending ecosystem for AppGallery store front launched in April 2018, year prior. This also included bundling Google's Apps, including Gmail, Maps and YouTube. Any new Huawei devices launched after 16 May 2019 were unable to receive updates from Google services and would be considered 'uncertified' meaning Huawei's only solution at the time was to turn HMS into a genuine competitor to Google and incentivize app developers to utilize the platform. Huawei officially launched Huawei Mobile Services in China on December 24, 2019, as a beta. Huawei expanded Huawei Mobile Services in Europe in February 2020 and other markets in Asia, Latin America, Middle East & Africa, Canada, Mexico followed outside banned US market. HMS is available on the Honor 9X Pro, View 30 Pro, Huawei Mate XS. HMS is also available, alongside GMS, on many other Huawei models launched before the ban. Huawei promised developers it would take, “less than 10 minutes", to port their app over to HMS - to illustrate the ease of portability between Google's Play Store and the HMS AppGallery. On January 15, 2020, HMS Core 4.0 (Huawei Mobile Services Core 4.0) was officially launched. Huawei announced that at this time, there were already 1.3 million developers and 55,000 applications on board. The next day, Huawei held a developer day event in London and invested £20 million to encourage developers in the United Kingdom and Ireland to use HMS. On July 15, 2021, Huawei expanded HMS with classic HarmonyOS dual-framework that provided Java support and eventually with JavaScript and ArkTS (eTS) language support with HMS Core 6.0 for app development with primarily Android apps, alongside limited HAP imperative developed based apps that shares AOSP file system libraries in all types of devices from smartphones, tablets, smart screens, smartwatches, and car machines. Including various third-party development frameworks, such as React Native, Cordova, etc. At HDC 2023, Huawei unveiled HarmonyOS 5, marking a total break from the hybrid Android derived platform. This shift replaced the legacy Android and classic HarmonyOS-based HMS SDK with a full native API developer kit SDK built solely on OpenHarmony. The architecture moved from middleware services to vertical integration path. In this new model, HMS Core libraries are no longer external add-ons but are bundled directly into the system and DevEco Studio as native HarmonyOS Kits. == HMS Core == HMS Core is a hub for Huawei Mobile Services and serves as a toolkit for app development on Huawei devices. The core comprises Development, Growth and Monetizing and was created as a replacement for Google Mobile Services (GMS) Core. HMS core services were available in more than 55,000 apps in June 2020; HMS Core 5.0 debuted in September 2020. HMS Core 6.0 was launched in June 2021 with extended support for Huawei Cloud services. In June 2021, the number of registered developers within the HMS ecosystem was 4 million, and the number of apps integrated with the HMS Core had reached 134,000. As of July 2022, registered developers within HMS ecosystem had grown to 5 million, and the number of apps integrated with the HMS Core reached 203,000. The number of apps had grown to 220,000 by 30 September 2022. == AppGallery == The AppGallery has a key rival, Google's Play Store on Android. The AppGallery is available in 170 countries, across 78 languages. == Reception == The reception of HMS is mixed, with the majority of discussion based around the key Google/Android apps which are not yet present on the AppGallery and whether or not this presents a significant problem to users. The open development of HMS Core has been regarded by some as benefiting the Android project as a whole, "If Huawei continues to invest in a holistically open approach ... the result could be that we could all end up a bit less beholden to Google".

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  • Texture atlas

    Texture atlas

    In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. An atlas can consist of uniformly-sized images or images of varying dimensions. A sub-image is drawn using custom texture coordinates to pick it out of the atlas. == Benefits == In an application where many small textures are used frequently, it is often more efficient to store the textures in a texture atlas which is treated as a single unit by the graphics hardware. This reduces both the disk I/O overhead and the overhead of a context switch by increasing memory locality. Careful alignment may be needed to avoid bleeding between sub textures when used with mipmapping and texture compression. In web development, images are packed into a sprite sheet to reduce the number of image resources that need to be fetched in order to display a page. == Gallery ==

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  • Deep learning

    Deep learning

    In machine learning, deep learning (DL) focuses on utilizing multilayered neural networks to perform tasks such as classification, regression, and representation learning. The field takes inspiration from biological neuroscience and revolves around stacking artificial neurons into layers and "training" them to process data. The adjective "deep" refers to the use of multiple layers (ranging from three to several hundred or thousands) in the network. Methods used can be supervised, semi-supervised or unsupervised. Some common deep learning network architectures include fully connected networks, deep belief networks, recurrent neural networks, convolutional neural networks, generative adversarial networks, transformers, and neural radiance fields. These architectures have been applied to fields including computer vision, speech recognition, natural language processing, machine translation, bioinformatics, drug design, medical image analysis, climate science, material inspection and board game programs, where they have produced results comparable to and in some cases surpassing human expert performance. Early forms of neural networks were inspired by information processing and distributed communication nodes in biological systems, particularly the human brain. However, current neural networks do not intend to model the brain function of organisms, and are generally seen as low-quality models for that purpose. == Overview == Most modern deep learning models are based on multi-layered neural networks such as convolutional neural networks and transformers, although they can also include propositional formulas or latent variables organized layer-wise in deep generative models such as the nodes in deep belief networks and deep Boltzmann machines. Fundamentally, deep learning refers to a class of machine learning algorithms in which a hierarchy of layers is used to transform input data into a progressively more abstract and composite representation. For example, in an image recognition model, the raw input may be an image (represented as a tensor of pixels). The first representational layer may attempt to identify basic shapes such as lines and circles, the second layer may compose and encode arrangements of edges, the third layer may encode a nose and eyes, and the fourth layer may recognize that the image contains a face. Importantly, a deep learning process can learn which features to optimally place at which level on its own. Prior to deep learning, machine learning techniques often involved hand-crafted feature engineering to transform the data into a more suitable representation for a classification algorithm to operate on. In the deep learning approach, features are not hand-crafted and the model discovers useful feature representations from the data automatically. This does not eliminate the need for hand-tuning; for example, varying numbers of layers and layer sizes can provide different degrees of abstraction. The word "deep" in "deep learning" refers to the number of layers through which the data is transformed. More precisely, deep learning systems have a substantial credit assignment path (CAP) depth. The CAP is the chain of transformations from input to output. CAPs describe potentially causal connections between input and output. For a feedforward neural network, the depth of the CAPs is that of the network and is the number of hidden layers plus one (as the output layer is also parameterized). For recurrent neural networks, in which a signal may propagate through a layer more than once, the CAP depth is potentially unlimited. No universally agreed-upon threshold of depth divides shallow learning from deep learning, but most researchers agree that deep learning involves CAP depth higher than two. CAP of depth two has been shown to be a universal approximator in the sense that it can emulate any function. Beyond that, more layers do not add to the function approximator ability of the network. Deep models (CAP > two) are able to extract better features than shallow models and hence, extra layers help in learning the features effectively. Deep learning architectures can be constructed with a greedy layer-by-layer method. Deep learning helps to disentangle these abstractions and pick out which features improve performance. Deep learning algorithms can be applied to unsupervised learning tasks. This is an important benefit because unlabeled data is more abundant than labeled data. Examples of deep structures that can be trained in an unsupervised manner are deep belief networks. The term deep learning was introduced to the machine learning community by Rina Dechter in 1986, and to artificial neural networks by Igor Aizenberg and colleagues in 2000, in the context of Boolean threshold neurons. The etymology of the term is more complicated. == Interpretations == Deep neural networks are generally interpreted in terms of the universal approximation theorem or probabilistic inference. The classic universal approximation theorem concerns the capacity of feedforward neural networks with a single hidden layer of finite size to approximate continuous functions. In 1989, the first proof was published by George Cybenko for sigmoid activation functions and was generalised to feed-forward multi-layer architectures in 1991 by Kurt Hornik. Recent work also showed that universal approximation also holds for non-bounded activation functions such as Kunihiko Fukushima's rectified linear unit. The universal approximation theorem for deep neural networks concerns the capacity of networks with bounded width but the depth is allowed to grow. Lu et al. proved that if the width of a deep neural network with ReLU activation is strictly larger than the input dimension, then the network can approximate any Lebesgue integrable function; if the width is smaller or equal to the input dimension, then a deep neural network is not a universal approximator. The probabilistic interpretation derives from the field of machine learning. It features inference, as well as the optimization concepts of training and testing, related to fitting and generalization, respectively. More specifically, the probabilistic interpretation considers the activation nonlinearity as a cumulative distribution function. The probabilistic interpretation led to the introduction of dropout as regularizer in neural networks. The probabilistic interpretation was introduced by researchers including Hopfield, Widrow and Narendra and popularized in surveys such as the one by Bishop. == History == === Before 1980 === There are two types of artificial neural network (ANN): feedforward neural network (FNN) or multilayer perceptron (MLP) and recurrent neural networks (RNN). RNNs have cycles in their connectivity structure, whereas FNNs do not. In the 1920s, Wilhelm Lenz and Ernst Ising created the Ising model which is essentially a non-learning RNN architecture consisting of neuron-like threshold elements. In 1972, Shun'ichi Amari made this architecture adaptive. His learning RNN was republished by John Hopfield in 1982. Other early recurrent neural networks were published by Kaoru Nakano in 1971. Already in 1948, Alan Turing produced work on "Intelligent Machinery" that was not published in his lifetime, containing "ideas related to artificial evolution and learning RNNs". Frank Rosenblatt (1958) proposed the perceptron, an MLP with 3 layers: an input layer, a hidden layer with randomized weights that did not learn, and an output layer. He later published a 1962 book that also introduced variants and computer experiments, including a version with four-layer perceptrons "with adaptive preterminal networks" where the last two layers have learned weights (here he credits H. D. Block and B. W. Knight). The book cites an earlier network by R. D. Joseph (1960) "functionally equivalent to a variation of" this four-layer system (the book mentions Joseph over 30 times). Should Joseph therefore be considered the originator of proper adaptive multilayer perceptrons with learning hidden units? Unfortunately, the learning algorithm was not a functional one, and fell into oblivion. The first working deep learning algorithm was the Group method of data handling, a method to train arbitrarily deep neural networks, published by Alexey Ivakhnenko and Lapa in 1965. They regarded it as a form of polynomial regression, or a generalization of Rosenblatt's perceptron to handle more complex, nonlinear, and hierarchical relationships. A 1971 paper described a deep network with eight layers trained by this method, which is based on layer by layer training through regression analysis. Superfluous hidden units are pruned using a separate validation set. Since the activation functions of the nodes are Kolmogorov-Gabor polynomials, these were also the first deep networks with multiplicative units or "gates". The first deep learning multilayer perceptron trained by stochastic gradient descent was published in 1967 by Shun'ichi

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  • Automated essay scoring

    Automated essay scoring

    Automated essay scoring (AES) is the use of specialized computer programs to assign grades to essays written in an educational setting. It is a form of educational assessment and an application of natural language processing. Its objective is to classify a large set of textual entities into a small number of discrete categories, corresponding to the possible grades, for example, the numbers 1 to 6. Therefore, it can be considered a problem of statistical classification. Several factors have contributed to a growing interest in AES. Among them are cost, accountability, standards, and technology. Rising education costs have led to pressure to hold the educational system accountable for results by imposing standards. The advance of information technology promises to measure educational achievement at reduced cost. The use of AES for high-stakes testing in education has generated significant backlash, with opponents pointing to research that computers cannot yet grade writing accurately and arguing that their use for such purposes promotes teaching writing in reductive ways (i.e. teaching to the test). == History == Most historical summaries of AES trace the origins of the field to the work of Ellis Batten Page. In 1966, he argued for the possibility of scoring essays by computer, and in 1968 he published his successful work with a program called Project Essay Grade (PEG). Using the technology of that time, computerized essay scoring would not have been cost-effective, so Page abated his efforts for about two decades. Eventually, Page sold PEG to Measurement Incorporated. By 1990, desktop computers had become so powerful and so widespread that AES was a practical possibility. As early as 1982, a UNIX program called Writer's Workbench was able to offer punctuation, spelling and grammar advice. In collaboration with several companies (notably Educational Testing Service), Page updated PEG and ran some successful trials in the early 1990s. Peter Foltz and Thomas Landauer developed a system using a scoring engine called the Intelligent Essay Assessor (IEA). IEA was first used to score essays in 1997 for their undergraduate courses. It is now a product from Pearson Educational Technologies and used for scoring within a number of commercial products and state and national exams. IntelliMetric is Vantage Learning's AES engine. Its development began in 1996. It was first used commercially to score essays in 1998. Educational Testing Service offers "e-rater", an automated essay scoring program. It was first used commercially in February 1999. Jill Burstein was the team leader in its development. ETS's Criterion Online Writing Evaluation Service uses the e-rater engine to provide both scores and targeted feedback. Lawrence Rudner has done some work with Bayesian scoring, and developed a system called BETSY (Bayesian Essay Test Scoring sYstem). Some of his results have been published in print or online, but no commercial system incorporates BETSY as yet. Under the leadership of Howard Mitzel and Sue Lottridge, Pacific Metrics developed a constructed response automated scoring engine, CRASE. Currently utilized by several state departments of education and in a U.S. Department of Education-funded Enhanced Assessment Grant, Pacific Metrics’ technology has been used in large-scale formative and summative assessment environments since 2007. Measurement Inc. acquired the rights to PEG in 2002 and has continued to develop it. In 2012, the Hewlett Foundation sponsored a competition on Kaggle called the Automated Student Assessment Prize (ASAP). 201 challenge participants attempted to predict, using AES, the scores that human raters would give to thousands of essays written to eight different prompts. The intent was to demonstrate that AES can be as reliable as human raters, or more so. The competition also hosted a separate demonstration among nine AES vendors on a subset of the ASAP data. Although the investigators reported that the automated essay scoring was as reliable as human scoring, this claim was not substantiated by any statistical tests because some of the vendors required that no such tests be performed as a precondition for their participation. Moreover, the claim that the Hewlett Study demonstrated that AES can be as reliable as human raters has since been strongly contested, including by Randy E. Bennett, the Norman O. Frederiksen Chair in Assessment Innovation at the Educational Testing Service. Some of the major criticisms of the study have been that five of the eight datasets consisted of paragraphs rather than essays, four of the eight data sets were graded by human readers for content only rather than for writing ability, and that rather than measuring human readers and the AES machines against the "true score", the average of the two readers' scores, the study employed an artificial construct, the "resolved score", which in four datasets consisted of the higher of the two human scores if there was a disagreement. This last practice, in particular, gave the machines an unfair advantage by allowing them to round up for these datasets. In 1966, Page hypothesized that, in the future, the computer-based judge will be better correlated with each human judge than the other human judges are. Despite criticizing the applicability of this approach to essay marking in general, this hypothesis was supported for marking free text answers to short questions, such as those typical of the British GCSE system. Results of supervised learning demonstrate that the automatic systems perform well when marking by different human teachers is in good agreement. Unsupervised clustering of answers showed that excellent papers and weak papers formed well-defined clusters, and the automated marking rule for these clusters worked well, whereas marks given by human teachers for the third cluster ('mixed') can be controversial, and the reliability of any assessment of works from the 'mixed' cluster can often be questioned (both human and computer-based). == Different dimensions of essay quality == According to a recent survey, modern AES systems try to score different dimensions of an essay's quality in order to provide feedback to users. These dimensions include the following items: Grammaticality: following grammar rules Usage: using of prepositions, word usage Mechanics: following rules for spelling, punctuation, capitalization Style: word choice, sentence structure variety Relevance: how relevant of the content to the prompt Organization: how well the essay is structured Development: development of ideas with examples Cohesion: appropriate use of transition phrases Coherence: appropriate transitions between ideas Thesis Clarity: clarity of the thesis Persuasiveness: convincingness of the major argument == Procedure == From the beginning, the basic procedure for AES has been to start with a training set of essays that have been carefully hand-scored. The program evaluates surface features of the text of each essay, such as the total number of words, the number of subordinate clauses, or the ratio of uppercase to lowercase letters—quantities that can be measured without any human insight. It then constructs a mathematical model that relates these quantities to the scores that the essays received. The same model is then applied to calculate scores of new essays. Recently, one such mathematical model was created by Isaac Persing and Vincent Ng. which not only evaluates essays on the above features, but also on their argument strength. It evaluates various features of the essay, such as the agreement level of the author and reasons for the same, adherence to the prompt's topic, locations of argument components (major claim, claim, premise), errors in the arguments, cohesion in the arguments among various other features. In contrast to the other models mentioned above, this model is closer in duplicating human insight while grading essays. Due to the growing popularity of deep neural networks, deep learning approaches have been adopted for automated essay scoring, generally obtaining superior results, often surpassing inter-human agreement levels. The various AES programs differ in what specific surface features they measure, how many essays are required in the training set, and most significantly in the mathematical modeling technique. Early attempts used linear regression. Modern systems may use linear regression or other machine learning techniques often in combination with other statistical techniques such as latent semantic analysis and Bayesian inference. The automated essay scoring task has also been studied in the cross-domain setting using machine learning models, where the models are trained on essays written for one prompt (topic) and tested on essays written for another prompt. Successful approaches in the cross-domain scenario are based on deep neural networks or models that combine deep and shallow features. == Criteria for success == Any method of a

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