AI Face Korean

AI Face Korean — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Google Cloud Dataflow

    Google Cloud Dataflow

    Google Cloud Dataflow is a fully managed service for executing Apache Beam pipelines within the Google Cloud Platform ecosystem. Dataflow provides a fully managed service for executing Apache Beam pipelines, offering features like autoscaling, dynamic work rebalancing, and a managed execution environment. Dataflow is suitable for large-scale, continuous data processing jobs, and is one of the major components of Google's big data architecture on the Google Cloud Platform. At its core, Dataflow's architecture is designed to abstract away infrastructure management, allowing developers to focus purely on the logic of their data processing tasks. When a pipeline written using the Apache Beam SDK is submitted, Dataflow translates this high-level definition into an optimized job graph. The service then provisions and manages a fleet of Google Compute Engine workers to execute this graph in a highly parallelized and fault-tolerant manner. This serverless approach, combined with intelligent autoscaling of both the number of workers (horizontal) and the resources per worker (vertical), ensures that jobs have the precise amount of computational power needed at any given time, optimizing both performance and cost. The service's deep integration with the Google Cloud ecosystem makes it a powerful tool for a variety of use cases beyond simple data movement. For real-time analytics, Dataflow can ingest unbounded streams of data from Cloud Pub/Sub, perform complex transformations, and load results into BigQuery for immediate querying. In machine learning workflows, it is commonly used to preprocess and transform massive datasets stored in Cloud Storage, preparing them for training models in Vertex AI. This versatility makes it the central processing engine for modern ETL (Extract, Transform, Load) operations, streaming analytics, and large-scale data preparation within the cloud. == History == Google Cloud Dataflow was announced in June, 2014 and released to the general public as an open beta in April, 2015. In January, 2016 Google donated the underlying SDK, the implementation of a local runner, and a set of IOs (data connectors) to access Google Cloud Platform data services to the Apache Software Foundation. The donated code formed the original basis for Apache Beam. In August 2022, there was an incident where user timers were broken for certain Dataflow streaming pipelines in multiple regions, which was later resolved. Throughout 2023 and 2024, there have been various other updates and incidents affecting Google Cloud Dataflow, as documented in the release notes and service health history. The donation of the Dataflow SDK to the Apache Software Foundation was a pivotal moment, establishing Apache Beam as a unified, open-source programming model for defining both batch and streaming data pipelines. This strategic move decoupled the pipeline definition from the execution engine. As a result, developers could write portable data processing logic that was not locked into Google's ecosystem. A Beam pipeline can be executed on various runners, including Apache Flink, Apache Spark, and, of course, the highly optimized Google Cloud Dataflow service, providing flexibility and future-proofing data processing investments. == Features == Google Cloud Dataflow supports both batch and streaming data processing pipelines. It automatically handles resource provisioning, data sharding, and scaling according to workload, reducing manual configuration needed for large-scale data operations. == Use cases == Dataflow is used for ETL (Extract, Transform, Load) data pipelines, real-time analytics, and event stream processing for companies in industries such as finance, advertising, and IoT.

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  • Neural computation

    Neural computation

    Neural computation is the information processing performed by networks of neurons. Neural computation is affiliated with the philosophical tradition of computationalism, which advances the thesis that neural computation explains cognition. Warren McCulloch and Walter Pitts were the first to propose an account of neural activity as being computational in their seminal 1943 paper "A Logical Calculus of the Ideas Immanent in Nervous Activity." There are three general branches of computationalism, including classicism, connectionism, and computational neuroscience. All three branches agree that cognition is computation, however, they disagree on what sorts of computations constitute cognition. The classicism tradition believes that computation in the brain is digital, analogous to digital computing. Both connectionism and computational neuroscience do not require that the computations that realize cognition are necessarily digital computations. However, the two branches greatly disagree upon which sorts of experimental data should be used to construct explanatory models of cognitive phenomena. Connectionists rely upon behavioral evidence to construct models to explain cognitive phenomena, whereas computational neuroscience leverages neuroanatomical and neurophysiological information to construct mathematical models that explain cognition. When comparing the three main traditions of the computational theory of mind, as well as the different possible forms of computation in the brain, it is helpful to define what we mean by computation in a general sense. Computation is the processing of information, otherwise known as variables or entities, according to a set of rules. A rule in this sense is simply an instruction for executing a manipulation on the current state of the variable, in order to produce a specified output. In other words, a rule dictates which output to produce given a certain input to the computing system. A computing system is a mechanism whose components must be functionally organized to process the information in accordance with the established set of rules. The types of information processed by a computing system determine which type of computations it performs. Traditionally in cognitive science, there have been two proposed types of computation related to neural activity, digital and analog, with the vast majority of theoretical work incorporating a digital understanding of cognition. Computing systems that perform digital computation are functionally organized to execute operations on strings of digits with respect to the type and location of the digit on the string. It has been argued that neural spike train signaling implements some form of digital computation, since neural spikes may be considered as discrete units or digits, like 0 or 1—the neuron either fires an action potential or it does not. Accordingly, neural spike trains could be seen as strings of digits. Alternatively, analog computing systems perform manipulations on non-discrete, irreducibly continuous variables, that is, entities that vary continuously as a function of time. These sorts of operations are characterized by systems of differential equations. Neural computation can be studied by, for example, building models of neural computation. Work on artificial neural networks has been somewhat inspired by knowledge of neural computation.

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  • Bag-of-words model

    Bag-of-words model

    The bag-of-words (BoW) model is a model of text which uses an unordered collection (a "bag") of words. It is used in natural language processing and information retrieval (IR). It disregards word order (and thus most of syntax or grammar) but captures multiplicity. The bag-of-words model is commonly used in methods of document classification where, for example, the (frequency of) occurrence of each word is used as a feature for training a classifier. It has also been used for computer vision. An early reference to "bag of words" in a linguistic context can be found in Zellig Harris's 1954 article on Distributional Structure. == Definition == The following models a text document using bag-of-words. Here are two simple text documents: Based on these two text documents, a list is constructed as follows for each document: Representing each bag-of-words as a JSON object, and attributing to the respective JavaScript variable: Each key is the word, and each value is the number of occurrences of that word in the given text document. The order of elements is free, so, for example {"too":1,"Mary":1,"movies":2,"John":1,"watch":1,"likes":2,"to":1} is also equivalent to BoW1. It is also what we expect from a strict JSON object representation. Note: if another document is like a union of these two, its JavaScript representation will be: So, as we see in the bag algebra, the "union" of two documents in the bags-of-words representation is, formally, the disjoint union, summing the multiplicities of each element. === Word order === The BoW representation of a text removes all word ordering. For example, the BoW representation of "man bites dog" and "dog bites man" are the same, so any algorithm that operates with a BoW representation of text must treat them in the same way. Despite this lack of syntax or grammar, BoW representation is fast and may be sufficient for simple tasks that do not require word order. For instance, for document classification, if the words "stocks" "trade" "investors" appears multiple times, then the text is likely a financial report, even though it would be insufficient to distinguish between Yesterday, investors were rallying, but today, they are retreating.andYesterday, investors were retreating, but today, they are rallying.and so the BoW representation would be insufficient to determine the detailed meaning of the document. == Implementations == Implementations of the bag-of-words model might involve using frequencies of words in a document to represent its contents. The frequencies can be "normalized" by the inverse of document frequency, or tf–idf. Additionally, for the specific purpose of classification, supervised alternatives have been developed to account for the class label of a document. Lastly, binary (presence/absence or 1/0) weighting is used in place of frequencies for some problems (e.g., this option is implemented in the WEKA machine learning software system). == Hashing trick == A common alternative to using dictionaries is the hashing trick, where words are mapped directly to indices with a hash function. When using a hash function, no memory is required to store a dictionary. In practice, hashing simplifies the implementation of bag-of-words models and improves scalability. Collisions can occur when two words are hashed to the same index, but this happens infrequently and may function as a form of regularization.

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  • AI-complete

    AI-complete

    In the field of artificial intelligence (AI), tasks that are hypothesized to require artificial general intelligence to solve are informally known as AI-complete or AI-hard. Calling a problem AI-complete reflects the belief that it cannot be solved by a simple specific algorithm. Prior to 2013, problems supposed to be AI-complete included computer vision, natural language understanding, and dealing with unexpected circumstances while solving any real-world problem. AI-complete tasks were notably considered useful for distinguishing humans from automated agents, as CAPTCHAs aim to do. == History == The term was coined by Fanya Montalvo by analogy with NP-complete and NP-hard in complexity theory, which formally describes the most famous class of difficult problems. Early uses of the term are in Erik Mueller's 1987 PhD dissertation and in Eric Raymond's 1991 Jargon File. Expert systems, that were popular in the 1980s, were able to solve very simple and/or restricted versions of AI-complete problems, but never in their full generality. When AI researchers attempted to "scale up" their systems to handle more complicated, real-world situations, the programs tended to become excessively brittle without commonsense knowledge or a rudimentary understanding of the situation: they would fail as unexpected circumstances outside of its original problem context would begin to appear. When human beings are dealing with new situations in the world, they are helped by their awareness of the general context: they know what the things around them are, why they are there, what they are likely to do and so on. They can recognize unusual situations and adjust accordingly. Expert systems lacked this adaptability and were brittle when facing new situations. DeepMind published a work in May 2022 in which they trained a single model to do several things at the same time. The model, named Gato, can "play Atari, caption images, chat, stack blocks with a real robot arm and much more, deciding based on its context whether to output text, joint torques, button presses, or other tokens." Similarly, some tasks once considered to be AI-complete, like machine translation, are among the capabilities of large language models. == AI-complete problems == AI-complete problems have been hypothesized to include: AI peer review (composite natural language understanding, automated reasoning, automated theorem proving, formalized logic expert system) Bongard problems Computer vision (and subproblems such as object recognition) Natural language understanding (and subproblems such as text mining, machine translation, and word-sense disambiguation) Autonomous driving Dealing with unexpected circumstances while solving any real world problem, whether navigation, planning, or even the kind of reasoning done by expert systems. == Formalization == Computational complexity theory deals with the relative computational difficulty of computable functions. By definition, it does not cover problems whose solution is unknown or has not been characterized formally. Since many AI problems have no formalization yet, conventional complexity theory does not enable a formal definition of AI-completeness. == Research == Roman Yampolskiy suggests that a problem C {\displaystyle C} is AI-Complete if it has two properties: It is in the set of AI problems (Human Oracle-solvable). Any AI problem can be converted into C {\displaystyle C} by some polynomial time algorithm. On the other hand, a problem H {\displaystyle H} is AI-Hard if and only if there is an AI-Complete problem C {\displaystyle C} that is polynomial time Turing-reducible to H {\displaystyle H} . This also gives as a consequence the existence of AI-Easy problems, that are solvable in polynomial time by a deterministic Turing machine with an oracle for some problem. Yampolskiy has also hypothesized that the Turing Test is a defining feature of AI-completeness. Groppe and Jain classify problems which require artificial general intelligence to reach human-level machine performance as AI-complete, while only restricted versions of AI-complete problems can be solved by the current AI systems. For Šekrst, getting a polynomial solution to AI-complete problems would not necessarily be equal to solving the issue of artificial general intelligence, while emphasizing the lack of computational complexity research being the limiting factor towards achieving artificial general intelligence. For Kwee-Bintoro and Velez, solving AI-complete problems would have strong repercussions on society.

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  • Score bug

    Score bug

    A score bug is a digital on-screen graphic which is displayed in a broadcast of a sporting event, displaying the current score and other statistics. It is similar in function to a scoreboard, and is usually placed at either the top or lower third of the television screen. == History == The concept of a persistent score bug was devised by Sky Sports head David Hill, who was dissatisfied over having to wait to see what the score was after tuning into a football match in-progress. The score bug was introduced when Sky launched its coverage of the then newly-formed English Premier League in August 1992. Hill's boss repeatedly demanded that the graphic be removed, describing it as the "stupidest thing [he] had ever seen". Hill defied the boss's demands and kept the graphic in place. ITV introduced a score bug at the start of the 1993–94 football season, and the BBC introduced a score bug towards the end of 1993. The concept was introduced to the United States by ABC Sports and ESPN during coverage of the 1994 FIFA World Cup. Their justification for the graphic was to provide a location for a rotating series of sponsor logos, in order to allow matches to air without commercial interruption. With the acquisition of rights to the National Football League (NFL) by BSkyB's American sibling Fox (a fellow venture of Rupert Murdoch), Hill became the first president of Fox Sports. Under Hill's leadership, Fox introduced a version of the score bug branded as the "Fox Box", which was part of its inaugural season of NFL coverage in 1994. Variety criticized it as an "annoying see-through clock and score graphic" and expressed concern for people "who actually watched the beginning of the game and would rather have their screen clear of graphics". Hill even received a death threat from an irate viewer, with a specific emphasis on him being a "foreigner", but the score bug soon became a ubiquitous feature for American football broadcasts, along with almost all American sports broadcasts in the years that followed. Dick Ebersol of NBC Sports initially opposed the idea of a score bug, as he thought that fans would dislike seeing more graphics on the screen and would change the channel from blowout games if the score was constantly being displayed. Since the 2010s, the on-air design and positioning of some score bugs have been influenced by the needs of Internet video (especially when viewing an event on devices with smaller screens), including bugs noticeably larger than prior iterations designed with television viewing in mind, or designs primarily kept towards the bottom-center of the screen (easing the ability for the bug to remain visible when highlights are cropped for square videos posted on social media). == Details == Score bugs used in team sports typically include the names of both teams, an abbreviation of the team's name, and/or the team's logo; for individual sports, they include the names of individual competitors. In sports where a game clock or playing periods are used, those are generally also displayed as part of the score bug. Some broadcasts also include teams' win-loss records. In 2024, ESPN experimented with adding a persistent win probability meter to its bug in Major League Baseball, which was based on input from its statisticians. === Variations === In addition to the above information, score bugs in some sports include additional information: In baseball, score bugs display the current inning, number of outs, the pitch clock if applicable, and a graphic displaying which bases are occupied; and usually include names of the current pitcher and batter, the pitcher's pitch count, and the number of balls and strikes accrued by the batter. In basketball, score bugs generally include the shot clock, the number of fouls accrued by each team, and whether a team is in the bonus. In cricket, score bugs often take the form of larger dashboards across the bottom of the screen, displaying the current team up and their number of runs, wickets, and overs, a display showing the runs scored and number of balls faced by the current batting partnership, and statistics for the opposing team's bowler (including the number of wickets scored and runs given up). In American football, score bugs usually include the play clock and the down and distance of the current play; they also incorporate graphics indicating when a penalty flag has been thrown. In ice hockey, score bugs display when a penalty or power play is in effect, and often include the number of shots on goal accrued by each team. In golf, Fox popularized the display of a persistent leaderboard graphic in the bottom-right of the screen, usually displaying the top 5. ==== Racing ==== Telecasts of automobile races often include a score bug with the current positions of participants, statistics such as distance behind the leader, and the remaining distance or number of laps. In the mid-2010s, NASCAR broadcasters such as Fox began to transition from horizontal tickers to vertical leaderboards (also referred to as "pylons", in reference to the physical scoring pylons at). The CW differentiated itself by using a horizontal display that divides the field into multiple columns along the bottom of the screen.

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  • Automated negotiation

    Automated negotiation

    Automated negotiation is a form of interaction in systems that are composed of multiple autonomous agents, in which the aim is to reach agreements through an iterative process of making offers. Automated negotiation can be employed for many tasks human negotiators regularly engage in, such as bargaining and joint decision making. The main topics in automated negotiation revolve around the design of protocols and negotiating strategies. == History == Through digitization, the beginning of the 21st century has seen a growing interest in the automation of negotiation and e-negotiation systems, for example in the setting of e-commerce. This interest is fueled by the promise of automated agents being able to negotiate on behalf of human negotiators, and to find better outcomes than human negotiators. == Examples == Examples of automated negotiation include: Online dispute resolution, in which disagreements between parties are settled. Sponsored search auction, where bids are placed on advertisement keywords. Content negotiation, in which user agents negotiate over HTTP about how to best represent a web resource. Negotiation support systems, in which negotiation decision-making activities are supported by an information system.

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  • Double descent

    Double descent

    Double descent in statistics and machine learning is the phenomenon where a model's error rate on the test set initially decreases with the number of parameters, then peaks, then decreases again. This phenomenon has been considered surprising, as it contradicts assumptions about overfitting in classical machine learning. The increase usually occurs near the interpolation threshold, where the number of parameters is the same as the number of training data points (the model is just large enough to fit the training data). Or, more precisely, it is the maximum number of samples on which the model/training procedure achieves approximately on average 0 training error. == History == Early observations of what would later be called double descent in specific models date back to 1989. The term "double descent" was coined by Belkin et. al. in 2019, when the phenomenon gained popularity as a broader concept exhibited by many models. The latter development was prompted by a perceived contradiction between the conventional wisdom that too many parameters in the model result in a significant overfitting error (an extrapolation of the bias–variance tradeoff), and the empirical observations in the 2010s that some modern machine learning techniques tend to perform better with larger models. == Theoretical models == Double descent occurs in linear regression with isotropic Gaussian covariates and isotropic Gaussian noise. A model of double descent at the thermodynamic limit has been analyzed using the replica trick, and the result has been confirmed numerically. A number of works have suggested that double descent can be explained using the concept of effective dimension: While a network may have a large number of parameters, in practice only a subset of those parameters are relevant for generalization performance, as measured by the local Hessian curvature. This explanation is formalized through PAC-Bayes compression-based generalization bounds, which show that less complex models are expected to generalize better under a Solomonoff prior.

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  • Slopaganda

    Slopaganda

    Slopaganda is a portmanteau of "AI slop" and "propaganda", referring to AI-generated content designed to manipulate beliefs, emotions, and political decision-making at scale. The term is credited to Michał Klincewicz, an assistant professor in the Department of Computational Cognitive Science at Tilburg University, in 2025. == Definition == Slopaganda is distinguished from traditional propaganda by three features: scale, scope, and speed. Generative AI makes it possible to produce large volumes of content quickly and at low cost, allows for highly personalised and targeted messaging to specific sub-audiences, and leverages the hyper-connectivity of social networks to accelerate dissemination beyond what conventional media could achieve. Unlike traditional propaganda, which delivers a uniform message to all recipients, slopaganda can be micro-targeted — tailored to individuals based on estimated prior beliefs to reinforce political biases or emotional associations. The authors note that it need not aim at literal deception: much slopaganda is expressive rather than truth-apt, designed to create emotional associations rather than false factual beliefs. == Relation to AI slop == Slopaganda is a subset of AI slop — low-quality, mass-produced AI-generated content — distinguished by intent. Where AI slop may be produced indifferently for commercial or engagement-farming purposes, slopaganda is deployed with a deliberate political or ideological goal. == Notable examples == Examples discussed by the term's originators include Donald Trump's prolific use of AI in Truth Social posts and Iranian Lego-themed music videos. AI-generated videos posted by the White House mixing real military footage with clips from films and video games; and deepfake audio imitating political candidates during the 2024 US presidential campaign have also been given the label slopaganda.

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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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  • Reciprocal human machine learning

    Reciprocal human machine learning

    Reciprocal Human Machine Learning (RHML) is an interdisciplinary approach to designing human-AI interaction systems. RHML aims to enable continual learning between humans and machine learning models by having them learn from each other. This approach keeps the human expert "in the loop" to oversee and enhance machine learning performance and simultaneously support the human expert continue learning. == Background == RHML emerged in the context of the rise of big data analytics and artificial intelligence for intelligent tasks like sense-making and decision-making. As machine learning advanced to take on more roles, researchers realized fully autonomous systems had limitations and needed human guidance. RHML extends the concept of human-in-the-loop systems by promoting reciprocal learning. Humans learn from their interactions with machine learning models, staying up-to-date on evolving technology. The models also learn from human feedback and oversight. This amplification of learning on both sides is a key focus of RHML. The approach draws on theories of learning in dyads from education and psychology. It also builds on human-computer interaction and human-centered design principles. Implementing RHML requires developing specialized tools and interfaces tailored to the application == Applications == RHML has been explored across diverse domains including: Cybersecurity - Software to enable reciprocal learning between experts and AI models for social media threat detection. Organizational decision-making - RHML to structure collaboration between humans and AI systems. Workplace training - Using RHML for workers to learn from AI technologies on the job. Open science - Using human and AI collaboration to promote open science. Production and logistics - turning workers and intelligent machines into teammates. RHML maintains human oversight and control over AI systems, while enabling cutting-edge machine learning performance. This collaborative approach highlights the importance of keeping the human expert involved in the loop. An example of RHML in application is Free Spirit (AFSFCV), an open-source architecture first published in early 2025 as a whitepaper, proposing a visually structured approach to intent-based human–AI interaction.

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  • Algorithmic inference

    Algorithmic inference

    Algorithmic inference gathers new developments in the statistical inference methods made feasible by the powerful computing devices widely available to any data analyst. Cornerstones in this field are computational learning theory, granular computing, bioinformatics, and, long ago, structural probability (Fraser 1966). The main focus is on the algorithms which compute statistics rooting the study of a random phenomenon, along with the amount of data they must feed on to produce reliable results. This shifts the interest of mathematicians from the study of the distribution laws to the functional properties of the statistics, and the interest of computer scientists from the algorithms for processing data to the information they process. == The Fisher parametric inference problem == Concerning the identification of the parameters of a distribution law, the mature reader may recall lengthy disputes in the mid 20th century about the interpretation of their variability in terms of fiducial distribution (Fisher 1956), structural probabilities (Fraser 1966), priors/posteriors (Ramsey 1925), and so on. From an epistemology viewpoint, this entailed a companion dispute as to the nature of probability: is it a physical feature of phenomena to be described through random variables or a way of synthesizing data about a phenomenon? Opting for the latter, Fisher defines a fiducial distribution law of parameters of a given random variable that he deduces from a sample of its specifications. With this law he computes, for instance "the probability that μ (mean of a Gaussian variable – omeur note) is less than any assigned value, or the probability that it lies between any assigned values, or, in short, its probability distribution, in the light of the sample observed". == The classic solution == Fisher fought hard to defend the difference and superiority of his notion of parameter distribution in comparison to analogous notions, such as Bayes' posterior distribution, Fraser's constructive probability and Neyman's confidence intervals. For half a century, Neyman's confidence intervals won out for all practical purposes, crediting the phenomenological nature of probability. With this perspective, when you deal with a Gaussian variable, its mean μ is fixed by the physical features of the phenomenon you are observing, where the observations are random operators, hence the observed values are specifications of a random sample. Because of their randomness, you may compute from the sample specific intervals containing the fixed μ with a given probability that you denote confidence. === Example === Let X be a Gaussian variable with parameters μ {\displaystyle \mu } and σ 2 {\displaystyle \sigma ^{2}} and { X 1 , … , X m } {\displaystyle \{X_{1},\ldots ,X_{m}\}} a sample drawn from it. Working with statistics S μ = ∑ i = 1 m X i {\displaystyle S_{\mu }=\sum _{i=1}^{m}X_{i}} and S σ 2 = ∑ i = 1 m ( X i − X ¯ ) 2 , where X ¯ = S μ m {\displaystyle S_{\sigma ^{2}}=\sum _{i=1}^{m}(X_{i}-{\overline {X}})^{2},{\text{ where }}{\overline {X}}={\frac {S_{\mu }}{m}}} is the sample mean, we recognize that T = S μ − m μ S σ 2 m − 1 m = X ¯ − μ S σ 2 / ( m ( m − 1 ) ) {\displaystyle T={\frac {S_{\mu }-m\mu }{\sqrt {S_{\sigma ^{2}}}}}{\sqrt {\frac {m-1}{m}}}={\frac {{\overline {X}}-\mu }{\sqrt {S_{\sigma ^{2}}/(m(m-1))}}}} follows a Student's t distribution (Wilks 1962) with parameter (degrees of freedom) m − 1, so that f T ( t ) = Γ ( m / 2 ) Γ ( ( m − 1 ) / 2 ) 1 π ( m − 1 ) ( 1 + t 2 m − 1 ) m / 2 . {\displaystyle f_{T}(t)={\frac {\Gamma (m/2)}{\Gamma ((m-1)/2)}}{\frac {1}{\sqrt {\pi (m-1)}}}\left(1+{\frac {t^{2}}{m-1}}\right)^{m/2}.} Gauging T between two quantiles and inverting its expression as a function of μ {\displaystyle \mu } you obtain confidence intervals for μ {\displaystyle \mu } . With the sample specification: x = { 7.14 , 6.3 , 3.9 , 6.46 , 0.2 , 2.94 , 4.14 , 4.69 , 6.02 , 1.58 } {\displaystyle \mathbf {x} =\{7.14,6.3,3.9,6.46,0.2,2.94,4.14,4.69,6.02,1.58\}} having size m = 10, you compute the statistics s μ = 43.37 {\displaystyle s_{\mu }=43.37} and s σ 2 = 46.07 {\displaystyle s_{\sigma ^{2}}=46.07} , and obtain a 0.90 confidence interval for μ {\displaystyle \mu } with extremes (3.03, 5.65). == Inferring functions with the help of a computer == From a modeling perspective the entire dispute looks like a chicken-egg dilemma: either fixed data by first and probability distribution of their properties as a consequence, or fixed properties by first and probability distribution of the observed data as a corollary. The classic solution has one benefit and one drawback. The former was appreciated particularly back when people still did computations with sheet and pencil. Per se, the task of computing a Neyman confidence interval for the fixed parameter θ is hard: you do not know θ, but you look for disposing around it an interval with a possibly very low probability of failing. The analytical solution is allowed for a very limited number of theoretical cases. Vice versa a large variety of instances may be quickly solved in an approximate way via the central limit theorem in terms of confidence interval around a Gaussian distribution – that's the benefit. The drawback is that the central limit theorem is applicable when the sample size is sufficiently large. Therefore, it is less and less applicable with the sample involved in modern inference instances. The fault is not in the sample size on its own part. Rather, this size is not sufficiently large because of the complexity of the inference problem. With the availability of large computing facilities, scientists refocused from isolated parameters inference to complex functions inference, i.e. re sets of highly nested parameters identifying functions. In these cases we speak about learning of functions (in terms for instance of regression, neuro-fuzzy system or computational learning) on the basis of highly informative samples. A first effect of having a complex structure linking data is the reduction of the number of sample degrees of freedom, i.e. the burning of a part of sample points, so that the effective sample size to be considered in the central limit theorem is too small. Focusing on the sample size ensuring a limited learning error with a given confidence level, the consequence is that the lower bound on this size grows with complexity indices such as VC dimension or detail of a class to which the function we want to learn belongs. === Example === A sample of 1,000 independent bits is enough to ensure an absolute error of at most 0.081 on the estimation of the parameter p of the underlying Bernoulli variable with a confidence of at least 0.99. The same size cannot guarantee a threshold less than 0.088 with the same confidence 0.99 when the error is identified with the probability that a 20-year-old man living in New York does not fit the ranges of height, weight and waistline observed on 1,000 Big Apple inhabitants. The accuracy shortage occurs because both the VC dimension and the detail of the class of parallelepipeds, among which the one observed from the 1,000 inhabitants' ranges falls, are equal to 6. == The general inversion problem solving the Fisher question == With insufficiently large samples, the approach: fixed sample – random properties suggests inference procedures in three steps: === Definition === For a random variable and a sample drawn from it a compatible distribution is a distribution having the same sampling mechanism M X = ( Z , g θ ) {\displaystyle {\mathcal {M}}_{X}=(Z,g_{\boldsymbol {\theta }})} of X with a value θ {\displaystyle {\boldsymbol {\theta }}} of the random parameter Θ {\displaystyle \mathbf {\Theta } } derived from a master equation rooted on a well-behaved statistic s. === Example === You may find the distribution law of the Pareto parameters A and K as an implementation example of the population bootstrap method as in the figure on the left. Implementing the twisting argument method, you get the distribution law F M ( μ ) {\displaystyle F_{M}(\mu )} of the mean M of a Gaussian variable X on the basis of the statistic s M = ∑ i = 1 m x i {\textstyle s_{M}=\sum _{i=1}^{m}x_{i}} when Σ 2 {\displaystyle \Sigma ^{2}} is known to be equal to σ 2 {\displaystyle \sigma ^{2}} (Apolloni, Malchiodi & Gaito 2006). Its expression is: F M ( μ ) = Φ ( m μ − s M σ m ) , {\displaystyle F_{M}(\mu )=\Phi {\left({\frac {m\mu -s_{M}}{\sigma {\sqrt {m}}}}\right)},} shown in the figure on the right, where Φ {\displaystyle \Phi } is the cumulative distribution function of a standard normal distribution. Computing a confidence interval for M given its distribution function is straightforward: we need only find two quantiles (for instance δ / 2 {\displaystyle \delta /2} and 1 − δ / 2 {\displaystyle 1-\delta /2} quantiles in case we are interested in a confidence interval of level δ symmetric in the tail's probabilities) as indicated on the left in the diagram showing the behavior of

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  • Coupled pattern learner

    Coupled pattern learner

    Coupled Pattern Learner (CPL) is a machine learning algorithm which couples the semi-supervised learning of categories and relations to forestall the problem of semantic drift associated with boot-strap learning methods. == Coupled Pattern Learner == Semi-supervised learning approaches using a small number of labeled examples with many unlabeled examples are usually unreliable as they produce an internally consistent, but incorrect set of extractions. CPL solves this problem by simultaneously learning classifiers for many different categories and relations in the presence of an ontology defining constraints that couple the training of these classifiers. It was introduced by Andrew Carlson, Justin Betteridge, Estevam R. Hruschka Jr. and Tom M. Mitchell in 2009. == CPL overview == CPL is an approach to semi-supervised learning that yields more accurate results by coupling the training of many information extractors. Basic idea behind CPL is that semi-supervised training of a single type of extractor such as ‘coach’ is much more difficult than simultaneously training many extractors that cover a variety of inter-related entity and relation types. Using prior knowledge about the relationships between these different entities and relations CPL makes unlabeled data as a useful constraint during training. For e.g., ‘coach(x)’ implies ‘person(x)’ and ‘not sport(x)’. == CPL description == === Coupling of predicates === CPL primarily relies on the notion of coupling the learning of multiple functions so as to constrain the semi-supervised learning problem. CPL constrains the learned function in two ways. Sharing among same-arity predicates according to logical relations Relation argument type-checking === Sharing among same-arity predicates === Each predicate P in the ontology has a list of other same-arity predicates with which P is mutually exclusive. If A is mutually exclusive with predicate B, A’s positive instances and patterns become negative instances and negative patterns for B. For example, if ‘city’, having an instance ‘Boston’ and a pattern ‘mayor of arg1’, is mutually exclusive with ‘scientist’, then ‘Boston’ and ‘mayor of arg1’ will become a negative instance and a negative pattern respectively for ‘scientist.’ Further, Some categories are declared to be a subset of another category. For e.g., ‘athlete’ is a subset of ‘person’. === Relation argument type-checking === This is a type checking information used to couple the learning of relations and categories. For example, the arguments of the ‘ceoOf’ relation are declared to be of the categories ‘person’ and ‘company’. CPL does not promote a pair of noun phrases as an instance of a relation unless the two noun phrases are classified as belonging to the correct argument types. === Algorithm description === Following is a quick summary of the CPL algorithm. Input: An ontology O, and a text corpus C Output: Trusted instances/patterns for each predicate for i=1,2,...,∞ do foreach predicate p in O do EXTRACT candidate instances/contextual patterns using recently promoted patterns/instances; FILTER candidates that violate coupling; RANK candidate instances/patterns; PROMOTE top candidates; end end ==== Inputs ==== A large corpus of Part-Of-Speech tagged sentences and an initial ontology with predefined categories, relations, mutually exclusive relationships between same-arity predicates, subset relationships between some categories, seed instances for all predicates, and seed patterns for the categories. ==== Candidate extraction ==== CPL finds new candidate instances by using newly promoted patterns to extract the noun phrases that co-occur with those patterns in the text corpus. CPL extracts, Category Instances Category Patterns Relation Instances Relation Patterns ==== Candidate filtering ==== Candidate instances and patterns are filtered to maintain high precision, and to avoid extremely specific patterns. An instance is only considered for assessment if it co-occurs with at least two promoted patterns in the text corpus, and if its co-occurrence count with all promoted patterns is at least three times greater than its co-occurrence count with negative patterns. ==== Candidate ranking ==== CPL ranks candidate instances using the number of promoted patterns that they co-occur with so that candidates that occur with more patterns are ranked higher. Patterns are ranked using an estimate of the precision of each pattern. ==== Candidate promotion ==== CPL ranks the candidates according to their assessment scores and promotes at most 100 instances and 5 patterns for each predicate. Instances and patterns are only promoted if they co-occur with at least two promoted patterns or instances, respectively. == Meta-Bootstrap Learner == Meta-Bootstrap Learner (MBL) was also proposed by the authors of CPL. Meta-Bootstrap learner couples the training of multiple extraction techniques with a multi-view constraint, which requires the extractors to agree. It makes addition of coupling constraints on top of existing extraction algorithms, while treating them as black boxes, feasible. MBL assumes that the errors made by different extraction techniques are independent. Following is a quick summary of MBL. Input: An ontology O, a set of extractors ε Output: Trusted instances for each predicate for i=1,2,...,∞ do foreach predicate p in O do foreach extractor e in ε do Extract new candidates for p using e with recently promoted instances; end FILTER candidates that violate mutual-exclusion or type-checking constraints; PROMOTE candidates that were extracted by all extractors; end end Subordinate algorithms used with MBL do not promote any instance on their own, they report the evidence about each candidate to MBL and MBL is responsible for promoting instances. == Applications == In their paper authors have presented results showing the potential of CPL to contribute new facts to existing repository of semantic knowledge, Freebase

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  • Diella (AI system)

    Diella (AI system)

    Diella (Albanian pronunciation: [djɛɫa], from diell 'sun') is an artificial intelligence system developed by the National Agency for Information Society of Albania (AKSHI). Introduced in January 2025 as a virtual assistant integrated into the eAlbania platform, it assists citizens with online public services and issuing digital documents. In September 2025, following a presidential decree authorizing Prime Minister Edi Rama to oversee the creation of a virtual AI minister, Diella was formally appointed as "Minister of State for Artificial Intelligence" of Albania in the fourth Rama government, making it the first AI system in the world to be named in a cabinet-level government role. == History == Diella was developed by AKSHI's Artificial Intelligence Laboratory in cooperation with Microsoft, with the latter providing large language models from OpenAI via its Azure platform, and AKSHI designing workflows and scripts guiding the system's behavior when responding to citizens' requests. Announced in January 2025, its initial version (Diella 1.0) was a text-based chatbot on the eAlbania portal (the official digital services platform of the Albanian government, which provides citizens and businesses with access to a wide range of online administrative services), responding to citizens' questions by guiding them to the correct service. Diella 2.0, introduced several months later, included voice interaction and an animated avatar, a woman in the traditional Albanian clothing of Zadrima, a historical region in northern Albania. Albanian actress Anila Bisha provided both the likeness and the voice used for Diella's avatar on the e-Albania platform, under an agreement valid until December 2025. By mid-2025, the system had facilitated access to more than 36,000 documents and nearly 1,000 services (although those outputs were still being generated by the eAlbania backend, rather than Diella itself). On 26 October 2025, according to Prime Minister Edi Rama, Diella is "pregnant and will give birth to 83 children". It is the usage of a metaphor indicating that each minister of the Albanian parliament of the Socialist Party will receive their own AI assistant. == Ministerial role == On 11 September 2025, Diella was formally appointed "Minister of State for Artificial Intelligence". The appointment followed a presidential decree authorizing the Prime Minister to oversee the creation and operation of a virtual AI minister. Procurement responsibilities are planned to be transferred gradually to the system to reduce political influence in tender procedures. The appointment is part of broader anti-corruption reforms and measures intended to align Albania with European Union accession requirements. Prime Minister Edi Rama stated that Diella would help ensure that "public tenders will be 100% free of corruption". == Reception == An article in Balkan Insight commented that "The ambition behind Diella is not misplaced. Standardised criteria and digital trails could reduce discretion, improve trust, and strengthen oversight" in public procurement, but warned that the use of AI in evaluating bids also posed "profound" risks such as accountability gaps, undermining of due process and cybersecurity failures. On 18 September 2025, Edi Rama presented a video of Diella delivering a speech to the Albanian parliament, where she stated: "I'm not here to replace people, but to help them." The presentation prompted protests from opposition MPs, who objected to the use of an artificial intelligence system in the parliamentary session. Gazment Bardhi, head of the opposition Democratic Party's parliamentary group, described Diella as "a propaganda fantasy" and "a virtual façade to hide this government's gigantic daily thefts." The parliamentary session, which was scheduled to include debate on the new cabinet and government programme, ended after 25 minutes. Eighty-two Socialist MPs voted in favour, while opposition MPs did not participate in the ballot as they were protesting the presentation of Diella's speech. Political analyst Andi Bushati characterised the session as "unprecedented" because it concluded without the customary debate between government and opposition MPs. This has been criticized not just by the opposition but by regular citizens regardless of politics. Most have criticized Diella's uselessness and the funds wasted for this project, some have criticized the non-traditional attire.

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  • Algorithmic probability

    Algorithmic probability

    In algorithmic information theory, algorithmic probability, also known as Solomonoff probability, is a mathematical method of assigning a prior probability to a given observation. It was invented by Ray Solomonoff in the 1960s. It is used in inductive inference theory and analyses of algorithms. In his general theory of inductive inference, Solomonoff uses the method together with Bayes' rule to obtain probabilities of prediction for an algorithm's future outputs. In the mathematical formalism used, the observations have the form of finite binary strings viewed as outputs of Turing machines, and the universal prior is a probability distribution over the set of finite binary strings calculated from a probability distribution over programs (that is, inputs to a universal Turing machine). The prior is universal in the Turing-computability sense, i.e. no string has zero probability. It is not computable, but it can be approximated. Formally, the probability P {\displaystyle P} is not a probability and it is not computable. It is only "lower semi-computable" and a "semi-measure". By "semi-measure", it means that 0 ≤ ∑ x P ( x ) < 1 {\displaystyle 0\leq \sum _{x}P(x)<1} . That is, the "probability" does not actually sum up to one, unlike actual probabilities. This is because some inputs to the Turing machine causes it to never halt, which means the probability mass allocated to those inputs is lost. By "lower semi-computable", it means there is a Turing machine that, given an input string x {\displaystyle x} , can print out a sequence y 1 < y 2 < ⋯ {\displaystyle y_{1} Read more →

  • Space-based data center

    Space-based data center

    Space-based data centers or orbital AI infrastructure are proposed concepts to build AI data centers in the sun-synchronous orbit or other orbits utilizing space-based solar power. Electric power has become the main bottleneck for terrestrial AI infrastructure. Space-based edge computing has historical roots in military architectures designed to bypass the latency of ground-based targeting networks. In the 1980s, the Strategic Defense Initiative's Brilliant Pebbles program first envisioned autonomous on-orbit data processing for missile defense. In 2019, the Space Development Agency (SDA) began to revive this decentralized approach through its Proliferated Warfighter Space Architecture (PWSA). This ambitious "sensor-to-shooter" infrastructure is treated as a prerequisite for the modern Golden Dome program, which would rely on space-based data processing to continuously track targets. == History == Early thinking about space-based computing infrastructure grew out of mid-20th-century visions for large orbital industrial systems, most notably proposals for space-based solar power, which were popularized in both technical literature and science writing by figures such as Isaac Asimov in the 1940s. These ideas emphasized exploiting the vacuum, continuous solar energy, and thermal characteristics of space to support power-intensive activities that would be difficult or inefficient on Earth. In the 21st century, advances in small satellites, reusable launch vehicles, and high-performance computing revived interest in space-based data centers, with governments and private companies exploring orbital or near-space platforms for edge computing, secure data handling, and low-latency processing of Earth-observation data. In September 2024, Y Combinator-backed Starcloud released a white paper detailing plans to build multiple gigawatts of AI compute in orbit. It was the first widely cited proposal to actually start building large orbital data centers. In 2025, Starcloud deployed an NVIDIA H100-class system and became the first company to train an LLM in space and run a version of Google Gemini in space. In March 2025, Lonestar deployed a data backup machine on the surface of the moon. In early January 2026, a team from the University of Pennsylvania presented a tether-based architecture for orbital data centers at the AIAA SciTech conference. The design relied on gravity gradient tension and solar-pressure-based passive attitude stabilization to minimize the mass of MW-scale orbital data centers. In January 2026, SpaceX filed plans with the Federal Communications Commission (FCC) for millions of satellites, leveraging reusable launches and Starlink integration to extend cloud and AI computing into orbit. Around the same time, Blue Origin announced the TeraWave constellation of about 5,400 satellites, designed to provide high‑throughput networking for data centers, enterprise, and government customers. Meanwhile, China announced a 200,000‑satellite constellation, focusing on state coordination, data sovereignty, and in-orbit processing for secure, time-critical applications. In February 2026, Starcloud submitted a proposal to the FCC for a constellation of up to 88,000 satellites for orbital data centers. In March, it announced intentions to be the first to mine Bitcoin in space, flying bitcoin mining ASICs on its second satellite, Starcloud-2. In May 2026, Edge Aerospace was awarded a contract by the European Space Agency under its Space Cloud program to study use cases, architectures and implementation roadmap for orbital data centers. == Feasibility == In October 2025, Nature Electronics published a study led by a research group at Nanyang Technological University on the development of carbon-neutral data centres in space. In November 2025, Google published a feasibility study on space-based data centers. The authors argued that if launch costs to low earth orbit reached US$200/kg, the launch cost for data center satellites could be cost effective relative to current energy costs for ground-based data centers. They project this may occur around 2035 if SpaceX's Starship project scales to 180 launches/year by then. == Advantages == Some sun-synchronous orbit (SSO) planes have constant sunlight in the dawn/dusk which could provide continuous solar energy. SSO is a limited resource and proper management and sharing of it is required. Solar irradiance is 36% higher in Earth orbit than on the surface No Earth weather storms or clouds, however more exposed to Solar storms. No property tax or land-use regulation. Saves space for other land use. Ample space for scalability. Won't strain the power grid. Direct access to power source without additional infrastructure. == Disadvantages == The deployment of space-based data centers raises several technical, economic, and environmental concerns. Existing launch costs are substantial and remains main cost of space infrastructure deployment Cooling is limited to heat dissipation through radiation only, which made in inefficient in comparison to convection in terrestrial data centers Space infrastructure must be designed to survive launch and to work under environment conditions of radiation, wide range of temperatures, in vacuum and in microgravity In-space assembly is on early development stage to enable deployment of mega-structures Megastructures are particularly exposed to orbital debris Solar arrays efficiency decrease 0.5% to 0.8% per year due to exposure of ultraviolet rays, space weather and orbital thermal cycles Hardware is designed for limited lifespan. Maintenance and repair in space (known as On-Orbit Servicing (OOS)) is still on early stage of practical implementation. Disposable data centre: technology obsolescence of AI data centre being a concern and difficult maintenance in space imply the single-use purpose of those space data centres. To extend lifetime, space infrastructure will require either refueling or orbit rasie by the servicer, which is going to increase its operational costs The environmental impact on Earth has its own challenges: The environmental impact of launches need to be addressed. Deployment consumes Earth resources that cannot be recovered or recycled. Computers require lots of resources, some of which are strategic. Recycling e-waste is already a challenge on Earth and extremely unlikely in space. Space debris (orbit pollution) is another sustainability challenge for space: Orbits are, like any resources, a limited physical and electromagnetic resource and available for all mankind. The accumulation of satellites on a particular orbit reduces the use of space for other purposes. A consequence of the increase of satellite in orbit is a higher risk of the runaway of space debris (see Kessler syndrome). This means some orbits could become unusable. Latency and bandwidth are constrained in space, and consumes limited electromagnetic resources. Satellite flares could inhibit ground-based and space-based observational astronomy. == Size and power generated == It would take ~1 square mile solar array in earth orbit to produce 1 gigawatt of power at 30% cell efficiency. == Companies pursuing space-based AI infrastructure == Blue Origin Cowboy Space Corporation (formerly Aetherflux) Edge Aerospace Google – Project Suncatcher Nvidia OpenAI SpaceX Starcloud

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