AI Face Live

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  • NER model

    NER model

    NER is one of several formulas for accessing live subtitles in television broadcasts and events that are produced using speech recognition. The three letters stand for number, edit error and recognition error. It has been promoted as an alternative to Word error rate (Word Error Rate) which is a more objective measure. The overall score is calculated as follows: Firstly, the number of edit and recognition errors is deducted from the total number of words in the live subtitles. This number is then divided by the total number of words in the live subtitles and finally multiplied by one hundred. N E R v a l u e = N − E − R N ∗ 100 {\displaystyle NERvalue={\frac {N-E-R}{N}}100} . The acronyms stand for the following: N (number) = total number of words in the live subtitles E (Edit error) = edit error R (Recognition error) = recognition error This measurement process has been used for public television broadcasts in European countries like Italy and Switzerland. One major drawback with NER is that it requires a human assessor to rate errors as either: 1 Minor edition or recognition errors 2 Normal edition or recognition errors 3 Serious errors which are then weighted in the assessment process. This is both subjective, time consuming and costly. Also, NER fails to account for words left out subtitles which is something that does not take account of the D/deaf audience who want verbatim subtitles. As a result, NER cannot accurately reflect the audience's experience of subtitles. Another problem is the inconsistency of human evaluation of subtitles, particularly with live subtitles, where there are differing opinions of the importance of subtitle errors. By way of contrast, Word error rate is an objective measure of subtitle errors, since it measures the textual discrepancy between the subtitles and the speech.

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  • EM algorithm and GMM model

    EM algorithm and GMM model

    In statistics, EM (expectation maximization) algorithm handles latent variables, while GMM is the Gaussian mixture model. == Background == In the picture below, are shown the red blood cell hemoglobin concentration and the red blood cell volume data of two groups of people, the Anemia group and the control group (i.e. the group of people without Anemia). As expected, people with Anemia have lower red blood cell volume and lower red blood cell hemoglobin concentration than those without Anemia. x {\displaystyle x} is a random vector such as x := ( red blood cell volume , red blood cell hemoglobin concentration ) {\displaystyle x:={\big (}{\text{red blood cell volume}},{\text{red blood cell hemoglobin concentration}}{\big )}} , and from medical studies it is known that x {\displaystyle x} are normally distributed in each group, i.e. x ∼ N ( μ , Σ ) {\displaystyle x\sim {\mathcal {N}}(\mu ,\Sigma )} . z {\displaystyle z} is denoted as the group where x {\displaystyle x} belongs, with z i = 0 {\displaystyle z_{i}=0} when x i {\displaystyle x_{i}} belongs to the Anemia group and z i = 1 {\displaystyle z_{i}=1} when x i {\displaystyle x_{i}} belongs to the control group. Also z ∼ Categorical ⁡ ( k , ϕ ) {\displaystyle z\sim \operatorname {Categorical} (k,\phi )} where k = 2 {\displaystyle k=2} , ϕ j ≥ 0 , {\displaystyle \phi _{j}\geq 0,} and ∑ j = 1 k ϕ j = 1 {\displaystyle \sum _{j=1}^{k}\phi _{j}=1} . See Categorical distribution. The following procedure can be used to estimate ϕ , μ , Σ {\displaystyle \phi ,\mu ,\Sigma } . A maximum likelihood estimation can be applied: ℓ ( ϕ , μ , Σ ) = ∑ i = 1 m log ⁡ ( p ( x ( i ) ; ϕ , μ , Σ ) ) = ∑ i = 1 m log ⁡ ∑ z ( i ) = 1 k p ( x ( i ) ∣ z ( i ) ; μ , Σ ) p ( z ( i ) ; ϕ ) {\displaystyle \ell (\phi ,\mu ,\Sigma )=\sum _{i=1}^{m}\log(p(x^{(i)};\phi ,\mu ,\Sigma ))=\sum _{i=1}^{m}\log \sum _{z^{(i)}=1}^{k}p\left(x^{(i)}\mid z^{(i)};\mu ,\Sigma \right)p(z^{(i)};\phi )} As the z i {\displaystyle z_{i}} for each x i {\displaystyle x_{i}} are known, the log likelihood function can be simplified as below: ℓ ( ϕ , μ , Σ ) = ∑ i = 1 m log ⁡ p ( x ( i ) ∣ z ( i ) ; μ , Σ ) + log ⁡ p ( z ( i ) ; ϕ ) {\displaystyle \ell (\phi ,\mu ,\Sigma )=\sum _{i=1}^{m}\log p\left(x^{(i)}\mid z^{(i)};\mu ,\Sigma \right)+\log p\left(z^{(i)};\phi \right)} Now the likelihood function can be maximized by making partial derivative over μ , Σ , ϕ {\displaystyle \mu ,\Sigma ,\phi } , obtaining: ϕ j = 1 m ∑ i = 1 m 1 { z ( i ) = j } {\displaystyle \phi _{j}={\frac {1}{m}}\sum _{i=1}^{m}1\{z^{(i)}=j\}} μ j = ∑ i = 1 m 1 { z ( i ) = j } x ( i ) ∑ i = 1 m 1 { z ( i ) = j } {\displaystyle \mu _{j}={\frac {\sum _{i=1}^{m}1\{z^{(i)}=j\}x^{(i)}}{\sum _{i=1}^{m}1\left\{z^{(i)}=j\right\}}}} Σ j = ∑ i = 1 m 1 { z ( i ) = j } ( x ( i ) − μ j ) ( x ( i ) − μ j ) T ∑ i = 1 m 1 { z ( i ) = j } {\displaystyle \Sigma _{j}={\frac {\sum _{i=1}^{m}1\{z^{(i)}=j\}(x^{(i)}-\mu _{j})(x^{(i)}-\mu _{j})^{T}}{\sum _{i=1}^{m}1\{z^{(i)}=j\}}}} If z i {\displaystyle z_{i}} is known, the estimation of the parameters results to be quite simple with maximum likelihood estimation. But if z i {\displaystyle z_{i}} is unknown it is much more complicated. Being z {\displaystyle z} a latent variable (i.e. not observed), with unlabeled scenario, the expectation maximization algorithm is needed to estimate z {\displaystyle z} as well as other parameters. Generally, this problem is set as a GMM since the data in each group is normally distributed. In machine learning, the latent variable z {\displaystyle z} is considered as a latent pattern lying under the data, which the observer is not able to see very directly. x i {\displaystyle x_{i}} is the known data, while ϕ , μ , Σ {\displaystyle \phi ,\mu ,\Sigma } are the parameter of the model. With the EM algorithm, some underlying pattern z {\displaystyle z} in the data x i {\displaystyle x_{i}} can be found, along with the estimation of the parameters. The wide application of this circumstance in machine learning is what makes EM algorithm so important. == EM algorithm in GMM == The EM algorithm consists of two steps: the E-step and the M-step. Firstly, the model parameters and the z ( i ) {\displaystyle z^{(i)}} can be randomly initialized. In the E-step, the algorithm tries to guess the value of z ( i ) {\displaystyle z^{(i)}} based on the parameters, while in the M-step, the algorithm updates the value of the model parameters based on the guess of z ( i ) {\displaystyle z^{(i)}} of the E-step. These two steps are repeated until convergence is reached. The algorithm in GMM is: Repeat until convergence: 1. (E-step) For each i , j {\displaystyle i,j} , set w j ( i ) := p ( z ( i ) = j | x ( i ) ; ϕ , μ , Σ ) {\displaystyle w_{j}^{(i)}:=p\left(z^{(i)}=j|x^{(i)};\phi ,\mu ,\Sigma \right)} 2. (M-step) Update the parameters ϕ j := 1 m ∑ i = 1 m w j ( i ) {\displaystyle \phi _{j}:={\frac {1}{m}}\sum _{i=1}^{m}w_{j}^{(i)}} μ j := ∑ i = 1 m w j ( i ) x ( i ) ∑ i = 1 m w j ( i ) {\displaystyle \mu _{j}:={\frac {\sum _{i=1}^{m}w_{j}^{(i)}x^{(i)}}{\sum _{i=1}^{m}w_{j}^{(i)}}}} Σ j := ∑ i = 1 m w j ( i ) ( x ( i ) − μ j ) ( x ( i ) − μ j ) T ∑ i = 1 m w j ( i ) {\displaystyle \Sigma _{j}:={\frac {\sum _{i=1}^{m}w_{j}^{(i)}\left(x^{(i)}-\mu _{j}\right)\left(x^{(i)}-\mu _{j}\right)^{T}}{\sum _{i=1}^{m}w_{j}^{(i)}}}} With Bayes' rule, the following result is obtained by the E-step: p ( z ( i ) = j | x ( i ) ; ϕ , μ , Σ ) = p ( x ( i ) | z ( i ) = j ; μ , Σ ) p ( z ( i ) = j ; ϕ ) ∑ l = 1 k p ( x ( i ) | z ( i ) = l ; μ , Σ ) p ( z ( i ) = l ; ϕ ) {\displaystyle p\left(z^{(i)}=j|x^{(i)};\phi ,\mu ,\Sigma \right)={\frac {p\left(x^{(i)}|z^{(i)}=j;\mu ,\Sigma \right)p\left(z^{(i)}=j;\phi \right)}{\sum _{l=1}^{k}p\left(x^{(i)}|z^{(i)}=l;\mu ,\Sigma \right)p\left(z^{(i)}=l;\phi \right)}}} According to GMM setting, these following formulas are obtained: p ( x ( i ) | z ( i ) = j ; μ , Σ ) = 1 ( 2 π ) n / 2 | Σ j | 1 / 2 exp ⁡ ( − 1 2 ( x ( i ) − μ j ) T Σ j − 1 ( x ( i ) − μ j ) ) {\displaystyle p\left(x^{(i)}|z^{(i)}=j;\mu ,\Sigma \right)={\frac {1}{(2\pi )^{n/2}\left|\Sigma _{j}\right|^{1/2}}}\exp \left(-{\frac {1}{2}}\left(x^{(i)}-\mu _{j}\right)^{T}\Sigma _{j}^{-1}\left(x^{(i)}-\mu _{j}\right)\right)} p ( z ( i ) = j ; ϕ ) = ϕ j {\displaystyle p\left(z^{(i)}=j;\phi \right)=\phi _{j}} In this way, a switch between the E-step and the M-step is possible, according to the randomly initialized parameters.

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  • AI nationalism

    AI nationalism

    AI nationalism is the idea that nations should develop and control their own artificial intelligence technologies to advance their own interests and ensure technological sovereignty. This concept is gaining traction globally, leading countries to implement new laws, form strategic alliances, and invest significantly in domestic AI capabilities. == Global trends and national strategies == In 2018, British technology investor Ian Hogarth published an influential essay titled AI Nationalism. He argued that as AI gains more power and its economic and military significance expands, governments will take measures to bolster their own domestic AI industries, and predicted that the advancement of machine learning systems would lead to what he termed "AI nationalism." He anticipated that this rise in AI would accelerate a global arms race, resulting in more closed economies, restrictions on foreign acquisitions, and limitations on the movement of talent. Hogarth predicted that AI policy would become a central focus of government agendas. He also criticized Britain’s approach to AI strategy, citing the sale of London-based DeepMind—one of the leading AI laboratories, acquired by Google for a relatively modest £400 million in 2014—as a significant misstep. AI nationalism is chiefly reflected in the escalating rhetoric of an artificial intelligence arms race, portraying AI development as a zero-sum game where the winner gains significant economic, political, and military advantages. This mindset, as highlighted in a 2017 Pentagon report, warns that sharing AI technology could erode technological supremacy and enhance rivals' capabilities. The winner-takes-all mentality of AI nationalism poses risks including unsafe AI development, increased geopolitical tension, and potential military aggression (such as cyberattacks or targeting AI professionals). Several countries, including Canada, France, and India, have formulated national strategies to advance their positions in AI. In the United States, a leading player in the global AI arena, trade policies have been enacted to restrict China's access to critical microchips, reflecting a strategic effort to maintain a technological edge. The United States’ National Security Commission on Artificial Intelligence (NSCAI) frames AI development as a critical aspect of a broader technology competition crucial for national success. It emphasizes the need to outpace China in AI to maintain strategic advantage, reflecting AI nationalism by linking geopolitical power directly to advancements in AI. France has seen notable governmental support for local AI startups, particularly those specializing in language technologies that cater to French and other non-English languages. In Saudi Arabia, Crown Prince Mohammed bin Salman is investing billions in AI research and development. The country has actively collaborated with major technology firms such as Amazon, IBM, and Microsoft to establish itself as a prominent AI hub. == Historical and cultural context == AI nationalism is seen as deeply connected to historical racism and imperialism. It is viewed not merely as a technological competition but as a contest over racial and civilizational superiority. Historically, technological achievements were often used to justify colonialism and racial hierarchies, with Western societies perceiving their advancements as evidence of superiority. In the context of AI, this historical context continues to shape views on intelligence and development. Some argue that AI nationalism reinforces the idea of fundamental civilizational divides, especially between the Western world and China. This perspective often frames China's progress in AI as a direct challenge to Western values, presenting the AI competition as a struggle over values. AI nationalism is said to draw from long-standing anti-Asian stereotypes, such as the "Yellow Peril," which portray Asian nations as threats to Western civilization. This viewpoint links Asian technological advances with dehumanization and artificiality, reflecting persistent anxieties about China's growing role in the global tech landscape. == Implications == AI nationalism is seen as a component of a broader trend towards the fragmentation of the internet, where digital services are increasingly influenced by local regulations and national interests. This shift is creating a new technological landscape in which the impact of artificial intelligence on individuals' lives can vary significantly depending on their geographic location. J. Paul Goode argues that AI nationalism may exacerbate existing societal divisions by promoting the development of systems that embed cultural biases, thereby privileging certain groups while disadvantaging others.

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  • Right to explanation

    Right to explanation

    In the regulation of algorithms, particularly artificial intelligence and its subfield of machine learning, a right to [an] explanation is a right to be given an explanation for an output of the algorithm. Such rights primarily refer to individual rights to be given an explanation for decisions that significantly affect an individual, particularly legally or financially. For example, a person who applies for a loan and is denied may ask for an explanation, which could be "Credit bureau X reports that you declared bankruptcy last year; this is the main factor in considering you too likely to default, and thus we will not give you the loan you applied for." Some such legal rights already exist, while the scope of a general "right to explanation" is a matter of ongoing debate. There have been arguments made that a "social right to explanation" is a crucial foundation for an information society, particularly as the institutions of that society will need to use digital technologies, artificial intelligence, machine learning. In other words, that the related automated decision making systems that use explainability would be more trustworthy and transparent. Without this right, which could be constituted both legally and through professional standards, the public will be left without much recourse to challenge the decisions of automated systems. == Examples == === Credit scoring in the United States === Under the Equal Credit Opportunity Act (Regulation B of the Code of Federal Regulations), Title 12, Chapter X, Part 1002, §1002.9, creditors are required to notify applicants who are denied credit with specific reasons for the detail. As detailed in §1002.9(b)(2): (2) Statement of specific reasons. The statement of reasons for adverse action required by paragraph (a)(2)(i) of this section must be specific and indicate the principal reason(s) for the adverse action. Statements that the adverse action was based on the creditor's internal standards or policies or that the applicant, joint applicant, or similar party failed to achieve a qualifying score on the creditor's credit scoring system are insufficient. The official interpretation of this section details what types of statements are acceptable. Creditors comply with this regulation by providing a list of reasons (generally at most 4, per interpretation of regulations), consisting of a numeric reason code (as identifier) and an associated explanation, identifying the main factors affecting a credit score. An example might be: 32: Balances on bankcard or revolving accounts too high compared to credit limits === European Union === The European Union General Data Protection Regulation (GDPR, enacted 2016, taking effect 2018) extends the automated decision-making rights in the 1995 Data Protection Directive to provide a legally disputed form of a right to an explanation, stated as such in Recital 71: "[the data subject should have] the right ... to obtain an explanation of the decision reached". In full: The data subject should have the right not to be subject to a decision, which may include a measure, evaluating personal aspects relating to him or her which is based solely on automated processing and which produces legal effects concerning him or her or similarly significantly affects him or her, such as automatic refusal of an online credit application or e-recruiting practices without any human intervention. ... In any case, such processing should be subject to suitable safeguards, which should include specific information to the data subject and the right to obtain human intervention, to express his or her point of view, to obtain an explanation of the decision reached after such assessment and to challenge the decision. However, the extent to which the regulations themselves provide a "right to explanation" is heavily debated. There are two main strands of criticism. There are significant legal issues with the right as found in Article 22 — as recitals are not binding, and the right to an explanation is not mentioned in the binding articles of the text, having been removed during the legislative process. In addition, there are significant restrictions on the types of automated decisions that are covered — which must be both "solely" based on automated processing, and have legal or similarly significant effects — which significantly limits the range of automated systems and decisions to which the right would apply. In particular, the right is unlikely to apply in many of the cases of algorithmic controversy that have been picked up in the media. The UK has also recently amended its implementation of Article 22. A second potential source of such a right has been pointed to in Article 15, the "right of access by the data subject". This restates a similar provision from the 1995 Data Protection Directive, allowing the data subject access to "meaningful information about the logic involved" in the same significant, solely automated decision-making, found in Article 22. Yet this too suffers from alleged challenges that relate to the timing of when this right can be drawn upon, as well as practical challenges that mean it may not be binding in many cases of public concern. Other EU legislative instruments contain explanation rights. The European Union's Artificial Intelligence Act provides in Article 86 a "[r]ight to explanation of individual decision-making" of certain high risk systems which produce significant, adverse effects to an individual's health, safety or fundamental rights. The right provides for "clear and meaningful explanations of the role of the AI system in the decision-making procedure and the main elements of the decision taken", although only applies to the extent other law does not provide such a right. The Digital Services Act in Article 27, and the Platform to Business Regulation in Article 5, both contain rights to have the main parameters of certain recommender systems to be made clear, although these provisions have been criticised as not matching the way that such systems work. The Platform Work Directive, which provides for regulation of automation in gig economy work as an extension of data protection law, further contains explanation provisions in Article 11, using the specific language of "explanation" in a binding article rather than a recital as is the case in the GDPR. Scholars note that remains uncertainty as to whether these provisions imply sufficiently tailored explanation in practice which will need to be resolved by courts. === France === In France the 2016 Loi pour une République numérique (Digital Republic Act or loi numérique) amends the country's administrative code to introduce a new provision for the explanation of decisions made by public sector bodies about individuals. It notes that where there is "a decision taken on the basis of an algorithmic treatment", the rules that define that treatment and its "principal characteristics" must be communicated to the citizen upon request, where there is not an exclusion (e.g. for national security or defence). These should include the following: the degree and the mode of contribution of the algorithmic processing to the decision- making; the data processed and its source; the treatment parameters, and where appropriate, their weighting, applied to the situation of the person concerned; the operations carried out by the treatment. Scholars have noted that this right, while limited to administrative decisions, goes beyond the GDPR right to explicitly apply to decision support rather than decisions "solely" based on automated processing, as well as provides a framework for explaining specific decisions. Indeed, the GDPR automated decision-making rights in the European Union, one of the places a "right to an explanation" has been sought within, find their origins in French law in the late 1970s. == Criticism == Some argue that a "right to explanation" is at best unnecessary, at worst harmful, and threatens to stifle innovation. Specific criticisms include: favoring human decisions over machine decisions, being redundant with existing laws, and focusing on process over outcome. Authors of study "Slave to the Algorithm? Why a 'Right to an Explanation' Is Probably Not the Remedy You Are Looking For" Lilian Edwards and Michael Veale argue that a right to explanation is not the solution to harms caused to stakeholders by algorithmic decisions. They also state that the right of explanation in the GDPR is narrowly defined, and is not compatible with how modern machine learning technologies are being developed. With these limitations, defining transparency within the context of algorithmic accountability remains a problem. For example, providing the source code of algorithms may not be sufficient and may create other problems in terms of privacy disclosures and the gaming of technical systems. To mitigate this issue, Edwards and Veale argue that an auditing system could be more effective, to allow auditors to loo

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  • Micro stuttering

    Micro stuttering

    Micro stuttering is a visual artifact in real-time computer graphics in which the time intervals between consecutively displayed frames are uneven, even though the average frame rate reported by benchmarking software appears adequate. Tools such as 3DMark typically compute frame rates over intervals of one second or more, which can conceal momentary drops in the instantaneous frame rate that the viewer perceives as hitching or jerking of on-screen motion. At low frame rates the effect is visible as a stutter in moving images, degrading the experience in interactive applications such as video games. In severe cases a lower but more consistent frame rate can appear smoother than a higher but more erratic one. The term gained prominence in the late 2000s in discussions of multi-GPU rendering (see History), but micro stuttering also affects single-GPU systems. Common causes on modern hardware include real-time shader compilation, asset streaming from storage, VRAM exhaustion, and driver bugs. == Causes == === Shader compilation === A common cause of micro stuttering on modern PCs is real-time shader compilation. Shaders are small programs that instruct the GPU on how to render visual effects such as lighting, shadows, and reflections. On consoles, developers can pre-compile all shaders for the known, fixed hardware. On PCs, the variety of GPU architectures means shaders must often be compiled at run time, either when the game launches or during gameplay itself. When the rendering engine encounters a shader that has not yet been compiled, the CPU must finish the compilation before the GPU can draw the affected object. This causes a spike in frame time that the player perceives as a hitch. The problem has been particularly associated with games built on Unreal Engine 4 running under DirectX 12, because DX12 shifts more shader management responsibility to the application. Several techniques exist to reduce shader compilation stutter. Pipeline State Object (PSO) pre-caching records the shader permutations used at runtime so that they can be compiled in advance on subsequent launches. Asynchronous shader compilation moves the work to background CPU threads to avoid blocking the main rendering thread. Platform-level services such as Steam's shader pre-caching distribute previously compiled shaders to users with matching GPU hardware. The Steam Deck, which contains a single fixed GPU, benefits from pre-compiled shader caches because all units share the same hardware configuration. === Other causes === Micro stuttering on single-GPU systems can have several additional causes. CPU bottlenecks or scheduling interruptions from background tasks can prevent the processor from preparing frames at regular intervals. Asset streaming during gameplay (loading textures, geometry, or audio from storage) can produce hitches sometimes called traversal stutter; the use of solid-state drives and technologies such as DirectStorage has reduced but not eliminated this. VRAM exhaustion forces data to be swapped between video memory and system memory over the PCI Express bus, which is slower. Graphics driver bugs can also introduce stutter; Nvidia released hotfix driver 551.46 in February 2024 to correct intermittent micro stuttering when V-Sync was enabled. == Measurement == Micro stuttering drew attention to the limitations of average frame rate as a performance metric. In 2013, Scott Wasson at The Tech Report published a series of articles advocating frame time analysis, in which the delivery time of every individual frame is recorded and plotted rather than collapsed into a single frames-per-second figure. This approach was adopted by other hardware review publications in the following years. GPU reviews now routinely report 1% low and 0.1% low frame rates alongside the average. The 1% low is the average frame rate of the slowest 1% of frames in a sample; it serves as an indicator of worst-case smoothness. A large gap between the average and the 1% low suggests poor frame pacing. Tools for capturing per-frame timing data include FRAPS, PresentMon, OCAT, CapFrameX, and MSI Afterburner with RivaTuner Statistics Server. == Mitigation == === Frame pacing === Frame pacing is a software technique that regulates the timing of frame delivery to produce even intervals between displayed frames. Game engines, GPU drivers, and platform libraries all implement frame pacing strategies to varying degrees. On mobile platforms, Google provides the Android Frame Pacing library (Swappy) as part of the Android Game Development Kit. In December 2025, the Khronos Group published the VK_EXT_present_timing Vulkan extension, giving developers explicit control over presentation timing in a cross-platform graphics API for the first time. === Variable refresh rate === Variable refresh rate (VRR) display technologies allow a monitor's refresh rate to change to match the GPU's frame output. Implementations include Nvidia G-Sync (2013), AMD FreeSync (2015), and the VESA Adaptive-Sync standard built into DisplayPort 1.2a and later. VRR eliminates the screen tearing that results from a mismatch between frame rate and refresh rate, and avoids the frame-holding behaviour of V-Sync that can itself cause stutter. It is effective at smoothing moderate frame rate fluctuations but cannot compensate for large sudden spikes in frame time such as those caused by shader compilation or heavy asset streaming. VRR support has become standard in gaming monitors, televisions (via HDMI 2.1), and the Xbox Series X/S and PlayStation 5 consoles. === Frame generation === Beginning with DLSS 3 on the GeForce RTX 40 series in 2022, Nvidia introduced AI-based frame generation, which uses dedicated optical flow hardware and a neural network to create new frames between traditionally rendered ones. AMD followed with FSR 3 in 2023, using an algorithmic approach, and the AI-based FSR 4 for the Radeon RX 9000 series in 2025. DLSS 4, released in January 2025 for the GeForce RTX 50 series, can generate up to three frames per rendered frame using a technique called Multi Frame Generation. Frame generation increases the displayed frame rate but introduces its own frame pacing concerns. If the underlying rendered frames are unevenly timed, the interpolated frames can make the unevenness more apparent rather than less. DLSS 4 addresses this with hardware-level flip metering on the GPU's display engine, which controls the timing of frame presentation more precisely than the CPU-based pacing used in DLSS 3. Both vendors pair frame generation with latency-reduction features (Nvidia Reflex and AMD Anti-Lag+) to offset the additional input latency that results from inserting synthetic frames into the pipeline. === Frame rate limiters === Capping the frame rate below the display's maximum refresh rate, using tools such as RivaTuner Statistics Server, in-game limiters, or driver-level settings, is a common way to improve frame pacing. Preventing the GPU from running ahead of the display reduces variability in frame delivery times and can produce a smoother result than an uncapped but more irregular frame rate. == History == === Multi-GPU configurations === Micro stuttering was first widely documented in the late 2000s as a side effect of multi-GPU configurations using Alternate Frame Rendering (AFR), in which consecutive frames are assigned to alternating GPUs. Because each GPU may take a different amount of time to complete its assigned frame — due to varying scene complexity, driver scheduling, or inter-GPU communication overhead — the resulting frame delivery is irregular even when the average frame rate is high. Both Nvidia SLI and AMD CrossFireX were affected, with dual-GPU setups exhibiting the worst frame pacing irregularities. In 2012 benchmarks using Battlefield 3, dual Radeon HD 7970 cards in CrossFire showed 85% variation in frame delivery times compared with 7% for a single card, while dual GeForce GTX 680 cards in SLI showed only 7% variation compared with 5% for a single card. Multi-GPU micro stuttering became a significant factor in the eventual decline and discontinuation of consumer multi-GPU gaming. Nvidia restricted SLI to a handful of enthusiast-class cards from the GeForce 10 series onward, then replaced it with NVLink on the GeForce RTX 20 series, which saw limited gaming adoption. AMD ceased active CrossFire development around 2017. By the mid-2020s, neither vendor's current consumer GPUs support multi-GPU rendering for games. Other factors that contributed to the decline include DirectX 12 placing multi-GPU support in the hands of game developers rather than driver authors, the incompatibility of temporal anti-aliasing and other temporal rendering techniques with AFR, and the increasing size, power draw, and cost of individual GPUs. The third-party utility RadeonPro could reduce CrossFire micro stuttering through dynamic V-Sync and frame pacing adjustments, and AMD later introduced a driver-level frame paci

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  • Purged cross-validation

    Purged cross-validation

    Purged cross-validation is a variant of k-fold cross-validation designed to prevent look-ahead bias in time series and other structured data, developed in 2017 by Marcos López de Prado at Guggenheim Partners and Cornell University. It is primarily used in financial machine learning to ensure the independence of training and testing samples when labels depend on future events. It provides an alternative to conventional cross-validation and walk-forward backtesting methods, which often yield overly optimistic performance estimates due to information leakage and overfitting. == Motivation == Standard cross-validation assumes that observations are independently and identically distributed (IID), which often does not hold in time series or financial datasets. If the label of a test sample overlaps in time with the features or labels in the training set, the result may be data leakage and overfitting. Purged cross-validation addresses this issue by removing overlapping observations and, optionally, adding a temporal buffer ("embargo") around the test set to further reduce the risk of leakage. The figure below illustrates standard 5 Fold Cross-Validation == Purging == Purging removes from the training set any observation whose timestamp falls within the time range of formation of a label in the test set. This can be the case for train set observations before and after the test set. Their removal ensures that the algorithm cannot learn during train time information that will be used to assess the performance of the algorithm. See the figure below for an illustration of purging. == Embargoing == Embargoing addresses a more subtle form of leakage: even if an observation does not directly overlap the test set, it may still be affected by test events due to market reaction lag or downstream dependencies. To guard against this, a percentage-based embargo is imposed after each test fold. For example, with a 5% embargo and 1000 observations, the 50 observations following each test fold are excluded from training. Unlike purging, embargoing can only occur after the test set. The figure below illustrates the application of embargo: == Applications == Purged and embargoed cross-validation has been useful in: Backtesting of trading strategies Validation of classifiers on labeled event-driven returns Any machine learning task with overlapping label horizons == Example == To illustrate the effect of purging and embargoing, consider the figures below. Both diagrams show the structure of 5-fold cross-validation over a 20-day period. In each row, blue squares indicate training samples and red squares denote test samples. Each label is defined based on the value of the next two observations, hence creating an overlap. If this overlap is left untreated, test set information leaks into the train set. The second figure applies the Purged CV procedure. Notice how purging removes overlapping observations from the training set and the embargo widens the gap between test and training data. This approach ensures that the evaluation more closely resembles a true out-of-sample test and reduces the risk of backtest overfitting. == Combinatorial Purged Cross-Validation == Walk-forward backtesting analysis, another common cross-validation technique in finance, preserves temporal order but evaluates the model on a single sequence of test sets. This leads to high variance in performance estimation, as results are contingent on a specific historical path. Combinatorial Purged Cross-Validation (CPCV) addresses this limitation by systematically constructing multiple train-test splits, purging overlapping samples, and enforcing an embargo period to prevent information leakage. The result is a distribution of out-of-sample performance estimates, enabling robust statistical inference and more realistic assessment of a model's predictive power. === Methodology === CPCV divides a time-series dataset into N sequential, non-overlapping groups. These groups preserve the temporal order of observations. Then, all combinations of k groups (where k < N) are selected as test sets, with the remaining N − k groups used for training. For each combination, the model is trained and evaluated under strict controls to prevent leakage. To eliminate potential contamination between training and test sets, CPCV introduces two additional mechanisms: Purging: Any training observations whose label horizon overlaps with the test period are excluded. This ensures that future information does not influence model training. Embargoing: After the end of each test period, a fixed number of observations (typically a small percentage) are removed from the training set. This prevents leakage due to delayed market reactions or auto-correlated features. Each data point appears in multiple test sets across different combinations. Because test groups are drawn combinatorially, this process produces multiple backtest "paths," each of which simulates a plausible market scenario. From these paths, practitioners can compute a distribution of performance statistics such as the Sharpe ratio, drawdown, or classification accuracy. === Formal definition === Let N be the number of sequential groups into which the dataset is divided, and let k be the number of groups selected as the test set for each split. Then: The number of unique train-test combinations is given by the binomial coefficient: ( N k ) {\displaystyle {\binom {N}{k}}} Each observation is used in k {\displaystyle k} test sets and contributes to φ [ N , k ] {\displaystyle \varphi [N,k]} unique backtest paths: φ [ N , k ] = k N ( N k ) {\displaystyle \varphi [N,k]={\frac {k}{N}}{\binom {N}{k}}} This yields a distribution of performance metrics rather than a single point estimate, making it possible to apply Monte Carlo-based or probabilistic techniques to assess model robustness. === Illustrative example === Consider the case where N = 6 and k = 2. The number of possible test set combinations is ( 6 2 ) = 15 {\displaystyle {\binom {6}{2}}=15} . Each of the six groups appears in five test splits. Consequently, five distinct backtest paths can be constructed, each incorporating one appearance from every group. ==== Test group assignment matrix ==== This table shows the 15 test combinations. An "x" indicates that the corresponding group is included in the test set for that split. ==== Backtest path assignment ==== Each group contributes to five different backtest paths. The number in each cell indicates the path to which the group's result is assigned for that split. === Advantages === Combinatorial Purged Cross-Validation offers several key benefits over conventional methods: It produces a distribution of performance metrics, enabling more rigorous statistical inference. The method systematically eliminates lookahead bias through purging and embargoing. By simulating multiple historical scenarios, it reduces the dependence on any single market regime or realization. It supports high-confidence comparisons between competing models or strategies. CPCV is commonly used in quantitative strategy research, especially for evaluating predictive models such as classifiers, regressors, and portfolio optimizers. It has been applied to estimate realistic Sharpe ratios, assess the risk of overfitting, and support the use of statistical tools such as the Deflated Sharpe Ratio (DSR). === Limitations === The main limitation of CPCV stems from its high computational cost. However, this cost can be managed by sampling a finite number of splits from the space of all possible combinations.

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  • AIOps

    AIOps

    AIOps (Artificial Intelligence for IT Operations) refers to the use of artificial intelligence, machine learning, and big data analytics to automate and enhance data center management. It helps organizations manage complex IT environments by detecting, diagnosing, and resolving issues more efficiently than traditional methods. == History == AIOps was first defined by Gartner in 2016, combining "artificial intelligence" and "IT operations" to describe the application of AI and machine learning to enhance IT operations. This concept was introduced to address the increasing complexity and data volume in IT environments, aiming to automate processes such as event correlation, anomaly detection, and causality determination. == Definition == AIOps refers to multi-layered, complex technology platforms that enhance and automate IT operations by using machine learning and analytics to analyze the large amounts of data collected from various DevOps devices and tools, automatically identifying and responding to issues in real-time. AIOps represents a shift from isolated IT data to aggregated observational data (e.g., job logs and monitoring systems) and interaction data (such as ticketing, events, or incident records) within a big data platform. AIOps applies machine learning and analytics to this data, resulting in continuous visibility that, when combined with automation, can lead to ongoing improvements. AIOps connects three IT disciplines (automation, service management, and performance management) to achieve continuous visibility and improvement. This new approach in modern, accelerated, and hyper-scaled IT environments leverages advances in machine learning and big data to overcome previous limitations. == Components == AIOps includes, but is not limited to, the following processes and techniques: Anomaly Detection Log Analysis Root Cause Analysis Cohort Analysis Event Correlation Predictive Analytics Hardware Failure Prediction Automated Remediation Performance Prediction Incident Management Causality Determination Queue Management Resource Scheduling and Optimization Predictive Capacity Management Resource Allocation Service Quality Monitoring Deployment and Integration Testing System Configuration Auto-diagnosis and Problem Localization Efficient ML Training and Inferencing Using LLMs for Cloud Ops Auto Service Healing Data Center Management Customer Support Security and Privacy in Cloud Operations == Comparison with DevOps == AIOps is increasingly compared with DevOps in terms of impact on operational efficiency. While DevOps focuses on collaboration between development and operations teams to accelerate software delivery, AIOps integrates artificial intelligence to enhance monitoring, automation, and predictive capabilities. Various industry analyses have explored the similarities and differences between the two approaches, including discussions on how organizations can combine them to improve incident management and resource optimization. == Results == AI optimizes IT operations in five ways: First, intelligent monitoring powered by AI helps identify potential issues before they cause outages, improving metrics like Mean Time to Detect (MTTD) by 15-20%. Second, performance data analysis and insights enable quick decision-making by ingesting and analyzing large data sets in real time. Third, AI-driven automated infrastructure optimization efficiently allocates resources and thereby reducing cloud costs. Fourth, enhanced IT service management reduces critical incidents by over 50% through AI-driven end-to-end service management. Lastly, intelligent task automation accelerates problem resolution and automates remedial actions with minimal human intervention. In 2025, Atera Networks was identified as a leader in AIOps by the software review platform G2. == AIOps vs. MLOps == AIOps tools use big data analytics, machine learning algorithms, and predictive analytics to detect anomalies, correlate events, and provide proactive insights. This automation reduces the burden on IT teams, allowing them to focus on strategic tasks rather than routine operational issues. AIOps is widely used by IT operations teams, DevOps, network administrators, and IT service management (ITSM) teams to enhance visibility and enable quicker incident resolution in hybrid cloud environments, data centers, and other IT infrastructures. In contrast to MLOps (Machine Learning Operations), which focuses on the lifecycle management and operational aspects of machine learning models, AIOps focuses on optimizing IT operations using a variety of analytics and AI-driven techniques. While both disciplines rely on AI and data-driven methods, AIOps primarily targets IT operations, whereas MLOps is concerned with the deployment, monitoring, and maintenance of ML models. == Conferences == There are several conferences that are specific to AIOps: AIOps Summit AI Dev Summit IBM Think conference

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  • Spreading activation

    Spreading activation

    Spreading activation is a method for searching associative networks, biological and artificial neural networks, or semantic networks. The search process is initiated by labeling a set of source nodes (e.g. concepts in a semantic network) with weights or "activation" and then iteratively propagating or "spreading" that activation out to other nodes linked to the source nodes. Most often these "weights" are real values that decay as activation propagates through the network. When the weights are discrete this process is often referred to as marker passing. Activation may originate from alternate paths, identified by distinct markers, and terminate when two alternate paths reach the same node. However brain studies show that several different brain areas play an important role in semantic processing. Spreading activation in semantic networks as a model were invented in cognitive psychology to model the fan out effect. Spreading activation can also be applied in information retrieval, by means of a network of nodes representing documents and terms contained in those documents. == Cognitive psychology == As it relates to cognitive psychology, spreading activation is the theory of how the brain iterates through a network of associated ideas to retrieve specific information. The spreading activation theory presents the array of concepts within our memory as cognitive units, each consisting of a node and its associated elements or characteristics, all connected together by edges. A spreading activation network can be represented schematically, in a sort of web diagram with shorter lines between two nodes meaning the ideas are more closely related and will typically be associated more quickly to the original concept. In memory psychology, the spreading activation model holds that people organize their knowledge of the world based on their personal experiences, which in turn form the network of ideas that is the person's knowledge of the world. When a word (the target) is preceded by an associated word (the prime) in word recognition tasks, participants seem to perform better in the amount of time that it takes them to respond. For instance, subjects respond faster to the word "doctor" when it is preceded by "nurse" than when it is preceded by an unrelated word like "carrot". This semantic priming effect with words that are close in meaning within the cognitive network has been seen in a wide range of tasks given by experimenters, ranging from sentence verification to lexical decision and naming. As another example, if the original concept is "red" and the concept "vehicles" is primed, they are much more likely to say "fire engine" instead of something unrelated to vehicles, such as "cherries". If instead "fruits" was primed, they would likely name "cherries" and continue on from there. The activation of pathways in the network has everything to do with how closely linked two concepts are by meaning, as well as how a subject is primed. == Algorithm == A directed graph is populated by Nodes[ 1...N ] each having an associated activation value A [ i ] which is a real number in the range [0.0 ... 1.0]. A Link[ i, j ] connects source node[ i ] with target node[ j ]. Each edge has an associated weight W [ i, j ] usually a real number in the range [0.0 ... 1.0]. Parameters: Firing threshold F, a real number in the range [0.0 ... 1.0] Decay factor D, a real number in the range [0.0 ... 1.0] Steps: Initialize the graph setting all activation values A [ i ] to zero. Set one or more origin nodes to an initial activation value greater than the firing threshold F. A typical initial value is 1.0. For each unfired node [ i ] in the graph having an activation value A [ i ] greater than the node firing threshold F: For each Link [ i, j ] connecting the source node [ i ] with target node [ j ], adjust A [ j ] = A [ j ] + (A [ i ] W [ i, j ] D) where D is the decay factor. If a target node receives an adjustment to its activation value so that it would exceed 1.0, then set its new activation value to 1.0. Likewise maintain 0.0 as a lower bound on the target node's activation value should it receive an adjustment to below 0.0. Once a node has fired it may not fire again, although variations of the basic algorithm permit repeated firings and loops through the graph. Nodes receiving a new activation value that exceeds the firing threshold F are marked for firing on the next spreading activation cycle. If activation originates from more than one node, a variation of the algorithm permits marker passing to distinguish the paths by which activation is spread over the graph The procedure terminates when either there are no more nodes to fire or in the case of marker passing from multiple origins, when a node is reached from more than one path. Variations of the algorithm that permit repeated node firings and activation loops in the graph, terminate after a steady activation state, with respect to some delta, is reached, or when a maximum number of iterations is exceeded. == Examples ==

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  • AI agent

    AI agent

    In the context of generative artificial intelligence, AI agents (also referred to as compound AI systems or agentic AI) are a class of intelligent agents that can pursue goals, use tools, and take actions with varying degrees of autonomy. In practice, they usually operate within human-defined objectives, constraints, and available tools. == Overview == AI agents possess several key attributes, including goal-directed behavior, natural language interfaces, the capacity to use external tools, and the ability to perform multi-step tasks. Their control flow is frequently driven by large language models (LLMs). Agent systems may also include memory components, planning logic, tool interfaces, and orchestration software for coordinating agent components. AI agents do not have a standard definition. NIST describes agentic AI as an emerging area requiring standards for secure operation, interoperability, and reliable interaction with external systems. A common application of AI agents is task automation: for example, booking travel plans based on a user's prompted request. Companies such as Google, Microsoft and Amazon Web Services have offered platforms for deploying pre-built AI agents. Several protocols have been proposed for standardizing inter-agent communication, with examples including the Model Context Protocol, Gibberlink, and many others. Some of these protocols are also used for connecting agents to external applications. In December 2025, Linux Foundation announced the formation of the Agentic AI Foundation (AAIF), with the goal of ensuring agentic AI evolves transparently and collaboratively. == History == AI agents have been traced back to research from the 1990s, with Harvard professor Milind Tambe noting that the definition of an AI agent was not clear at the time. Researcher Andrew Ng has been credited with spreading the term "agentic" to a wider audience in 2024. == Training and testing == Researchers have attempted to build world models and reinforcement learning environments to train or evaluate AI agents. For example, video games such as Minecraft and No Man's Sky as well as replicas of company websites, have also been used for training such agents. == Autonomous capabilities == The Financial Times compared the autonomy of AI agents to the SAE classification of self-driving cars, likening most applications to level 2 or level 3, with some achieving level 4 in highly specialized circumstances, and level 5 being theoretical. == Cognitive architecture == The following are some internal design options for reasoning within an agent: Retrieval-augmented generation ReAct (Reason + Act) pattern is an iterative process in which an AI agent alternates between reasoning and taking actions, receives observations from the environment or external tools, and integrates these observations into subsequent reasoning steps. Reflexion, which uses an LLM to create feedback on the agent's plan of action and stores that feedback in a memory cache. A tool/agent registry, for organizing software functions or other agents that the agent can use. One-shot model querying, which queries the model once to create the plan of action. === Reference architecture === Ken Huang proposed an AI agent reference architecture, which consists of seven interconnected layers, with each layer building on the functionality of the layers beneath it: Layer 1: Foundation models - provide the core AI engines to power agent capabilities. Layer 2: Data operations - manage the complex data infrastructure required for AI agent operations, including Vector database, data loaders, RAG. Layer 3: Agent frameworks - sophisticated software and tools that simplify the development and management of the AI agents. Layer 4: Deployment and infrastructure - provide the robust technical foundation for running AI agents. Layer 5: Evaluation and observability - focus on assessing the safety and performance of AI agents. Layer 6: Security and compliance - a crucial protective framework ensuring AI agents operate safely, securely, and conform to regulatory boundaries. At this layer security and compliance features embedded into all the AI agent stack layers are integrated together. Layer 7: Agent ecosystem - represents the AI agents' interface with real-world applications and users. == Orchestration patterns == To execute complex tasks, autonomous agents are often integrated with other agents or specialized tools. These configurations, known as orchestration patterns or workflows, include the following: Prompt chaining: A sequence where the output of one step serves as the input for the next. Routing: The classification of an input to direct it to a specialized downstream task or tool. Parallelization: The simultaneous execution of multiple tasks. Sequential processing: A fixed, linear progression of tasks through a predefined pipeline. Planner-critic: An iterative pattern where one agent generates a proposal and another evaluates it to provide feedback for refinement. == Multimodal AI agents == In addition to large language models (LLMs), vision-language models (VLMs) and multimodal foundation models can be used as the basis for agents. In September 2024, Allen Institute for AI released an open-source vision-language model. Nvidia released a framework for developers to use VLMs, LLMs and retrieval-augmented generation for building AI agents that can analyze images and videos, including video search and video summarization. Microsoft released a multimodal agent model – trained on images, video, software user interface interactions, and robotics data – that the company claimed can manipulate software and robots. == Applications == As of April 2025, per the Associated Press, there are few real-world applications of AI agents. As of June 2025, per Fortune, many companies are primarily experimenting with AI agents. The Information divided AI agents into seven archetypes: business-task agents, for acting within enterprise software; conversational agents, which act as chatbots for customer support; research agents, for querying and analyzing information (such as OpenAI Deep Research); analytics agents, for analyzing data to create reports; software developer or coding agents (such as Cursor); domain-specific agents, which include specific subject matter knowledge; and web browser agents (such as OpenAI Operator). By mid-2025, AI agents have been used in video game development, gambling (including sports betting), cryptocurrency wallets (including cryptocurrency trading and meme coins) and social media. In August 2025, New York Magazine described software development as the most definitive use case of AI agents. Likewise, by October 2025, noting a decline in expectations, The Information noted AI coding agents and customer support as the primary use cases by businesses. In November 2025, The Wall Street Journal reported that few companies that deployed AI agents have received a return on investment. === Applications in government === Several government bodies in the United States and United Kingdom have deployed or announced the deployment of agents, at the local and national level. The city of Kyle, Texas deployed an AI agent from Salesforce in March 2025 for 311 customer service. In November 2025, the Internal Revenue Service stated that it would use Agentforce, AI agents from Salesforce, for the Office of Chief Counsel, Taxpayer Advocate Services and the Office of Appeals. That same month, Staffordshire Police announced that they would trial Agentforce agents for handling non-emergency 101 calls in the United Kingdom starting in 2026. In December 2025, the Department of Neighborhoods in Detroit, Michigan, in partnership with a local business, deployed a pilot project in two Detroit districts for an AI agent to be used for customer service calls. In February 2025, Thomas Shedd, the director of the Technology Transformation Services, proposed using AI coding agents across the United States federal government. A recruiter for the Department of Government Efficiency proposed in April 2025 to use AI agents to automate the work of about 70,000 United States federal government employees, as part of a startup with funding from OpenAI and a partnership agreement with Palantir. This proposal was criticized by experts for its impracticality, if not impossibility, and the lack of corresponding widespread adoption by businesses. In December 2025, the Food and Drug Administration announced that it would offer "agentic AI capabilities" to its staff for "meeting management, pre-market reviews, review validation, post-market surveillance, inspections and compliance and administrative functions." That same month, the United States Department of Defense launched GenAI.mil, an internal platform for American military personnel to use generative AI-based applications based on Google Gemini, including "intelligent agentic workflows". Defense Secretary Pete Hegseth listed applications such as "[conducting] deep r

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  • Contrastive Language-Image Pre-training

    Contrastive Language-Image Pre-training

    Contrastive Language-Image Pre-training (CLIP) is a technique for training a pair of neural network models, one for image understanding and one for text understanding, using a contrastive objective. This method has enabled broad applications across multiple domains, including cross-modal retrieval, text-to-image generation, and aesthetic ranking. == Algorithm == The CLIP method trains a pair of models contrastively. One model takes in a piece of text as input and outputs a single vector representing its semantic content. The other model takes in an image and similarly outputs a single vector representing its visual content. The models are trained so that the vectors corresponding to semantically similar text-image pairs are close together in the shared vector space, while those corresponding to dissimilar pairs are far apart. To train a pair of CLIP models, one would start by preparing a large dataset of image-caption pairs. During training, the models are presented with batches of N {\displaystyle N} image-caption pairs. Let the outputs from the text and image models be respectively v 1 , . . . , v N , w 1 , . . . , w N {\displaystyle v_{1},...,v_{N},w_{1},...,w_{N}} . Two vectors are considered "similar" if their dot product is large. The loss incurred on this batch is the multi-class N-pair loss, which is a symmetric cross-entropy loss over similarity scores: − 1 N ∑ i ln ⁡ e v i ⋅ w i / T ∑ j e v i ⋅ w j / T − 1 N ∑ j ln ⁡ e v j ⋅ w j / T ∑ i e v i ⋅ w j / T {\displaystyle -{\frac {1}{N}}\sum _{i}\ln {\frac {e^{v_{i}\cdot w_{i}/T}}{\sum _{j}e^{v_{i}\cdot w_{j}/T}}}-{\frac {1}{N}}\sum _{j}\ln {\frac {e^{v_{j}\cdot w_{j}/T}}{\sum _{i}e^{v_{i}\cdot w_{j}/T}}}} In essence, this loss function encourages the dot product between matching image and text vectors ( v i ⋅ w i {\displaystyle v_{i}\cdot w_{i}} ) to be high, while discouraging high dot products between non-matching pairs. The parameter T > 0 {\displaystyle T>0} is the temperature, which is parameterized in the original CLIP model as T = e − τ {\displaystyle T=e^{-\tau }} where τ ∈ R {\displaystyle \tau \in \mathbb {R} } is a learned parameter. Other loss functions are possible. For example, Sigmoid CLIP (SigLIP) proposes the following loss function: L = 1 N ∑ i , j ∈ 1 : N f ( ( 2 δ i , j − 1 ) ( e τ w i ⋅ v j + b ) ) {\displaystyle L={\frac {1}{N}}\sum _{i,j\in 1:N}f((2\delta _{i,j}-1)(e^{\tau }w_{i}\cdot v_{j}+b))} where f ( x ) = ln ⁡ ( 1 + e − x ) {\displaystyle f(x)=\ln(1+e^{-x})} is the negative log sigmoid loss, and the Dirac delta symbol δ i , j {\displaystyle \delta _{i,j}} is 1 if i = j {\displaystyle i=j} else 0. == CLIP models == While the original model was developed by OpenAI, subsequent models have been trained by other organizations as well. === Image model === The image encoding models used in CLIP are typically vision transformers (ViT). The naming convention for these models often reflects the specific ViT architecture used. For instance, "ViT-L/14" means a "vision transformer large" (compared to other models in the same series) with a patch size of 14, meaning that the image is divided into 14-by-14 pixel patches before being processed by the transformer. The size indicator ranges from B, L, H, G (base, large, huge, giant), in that order. Other than ViT, the image model is typically a convolutional neural network, such as ResNet (in the original series by OpenAI), or ConvNeXt (in the OpenCLIP model series by LAION). Since the output vectors of the image model and the text model must have exactly the same length, both the image model and the text model have fixed-length vector outputs, which in the original report is called "embedding dimension". For example, in the original OpenAI model, the ResNet models have embedding dimensions ranging from 512 to 1024, and for the ViTs, from 512 to 768. Its implementation of ViT was the same as the original one, with one modification: after position embeddings are added to the initial patch embeddings, there is a LayerNorm. Its implementation of ResNet was the same as the original one, with 3 modifications: In the start of the CNN (the "stem"), they used three stacked 3x3 convolutions instead of a single 7x7 convolution, as suggested by. There is an average pooling of stride 2 at the start of each downsampling convolutional layer (they called it rect-2 blur pooling according to the terminology of ). This has the effect of blurring images before downsampling, for antialiasing. The final convolutional layer is followed by a multiheaded attention pooling. ALIGN a model with similar capabilities, trained by researchers from Google used EfficientNet, a kind of convolutional neural network. === Text model === The text encoding models used in CLIP are typically Transformers. In the original OpenAI report, they reported using a Transformer (63M-parameter, 12-layer, 512-wide, 8 attention heads) with lower-cased byte pair encoding (BPE) with 49152 vocabulary size. Context length was capped at 76 for efficiency. Like GPT, it was decoder-only, with only causally-masked self-attention. Its architecture is the same as GPT-2. Like BERT, the text sequence is bracketed by two special tokens [SOS] and [EOS] ("start of sequence" and "end of sequence"). Take the activations of the highest layer of the transformer on the [EOS], apply LayerNorm, then a final linear map. This is the text encoding of the input sequence. The final linear map has output dimension equal to the embedding dimension of whatever image encoder it is paired with. These models all had context length 77 and vocabulary size 49408. ALIGN used BERT of various sizes. == Dataset == === WebImageText === The CLIP models released by OpenAI were trained on a dataset called "WebImageText" (WIT) containing 400 million pairs of images and their corresponding captions scraped from the internet. The total number of words in this dataset is similar in scale to the WebText dataset used for training GPT-2, which contains about 40 gigabytes of text data. The dataset contains 500,000 text-queries, with up to 20,000 (image, text) pairs per query. The text-queries were generated by starting with all words occurring at least 100 times in English Wikipedia, then extended by bigrams with high mutual information, names of all Wikipedia articles above a certain search volume, and WordNet synsets. The dataset is private and has not been released to the public, and there is no further information on it. ==== Data preprocessing ==== For the CLIP image models, the input images are preprocessed by first dividing each of the R, G, B values of an image by the maximum possible value, so that these values fall between 0 and 1, then subtracting by [0.48145466, 0.4578275, 0.40821073], and dividing by [0.26862954, 0.26130258, 0.27577711]. The rationale was that these are the mean and standard deviations of the images in the WebImageText dataset, so this preprocessing step roughly whitens the image tensor. These numbers slightly differ from the standard preprocessing for ImageNet, which uses [0.485, 0.456, 0.406] and [0.229, 0.224, 0.225]. If the input image does not have the same resolution as the native resolution (224×224 for all except ViT-L/14@336px, which has 336×336 resolution), then the input image is first scaled by bicubic interpolation, so that its shorter side is the same as the native resolution, then the central square of the image is cropped out. === Others === ALIGN used over one billion image-text pairs, obtained by extracting images and their alt-tags from online crawling. The method was described as similar to how the Conceptual Captions dataset was constructed, but instead of complex filtering, they only applied a frequency-based filtering. Later models trained by other organizations had published datasets. For example, LAION trained OpenCLIP with published datasets LAION-400M, LAION-2B, and DataComp-1B. == Training == In the original OpenAI CLIP report, they reported training 5 ResNet and 3 ViT (ViT-B/32, ViT-B/16, ViT-L/14). Each was trained for 32 epochs. The largest ResNet model took 18 days to train on 592 V100 GPUs. The largest ViT model took 12 days on 256 V100 GPUs. All ViT models were trained on 224×224 image resolution. The ViT-L/14 was then boosted to 336×336 resolution by FixRes, resulting in a model. They found this was the best-performing model. In the OpenCLIP series, the ViT-L/14 model was trained on 384 A100 GPUs on the LAION-2B dataset, for 160 epochs for a total of 32B samples seen. == Applications == === Cross-modal retrieval === CLIP's cross-modal retrieval enables the alignment of visual and textual data in a shared latent space, allowing users to retrieve images based on text descriptions and vice versa, without the need for explicit image annotations. In text-to-image retrieval, users input descriptive text, and CLIP retrieves images with matching embeddings. In image-to-text retrieval, images are used to find related text content. CLIP’s ability to connect vis

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  • Learning to rank

    Learning to rank

    Learning to rank (LTR) or machine-learned ranking (MLR) is the application of machine learning, often supervised, semi-supervised or reinforcement learning, in the construction of ranking models for information retrieval and recommender systems. Training data may, for example, consist of lists of items with some partial order specified between items in each list. This order is typically induced by giving a numerical or ordinal score or a binary judgment (e.g. "relevant" or "not relevant") for each item. The goal of constructing the ranking model is to rank new, unseen lists in a similar way to rankings in the training data. == Applications == === In information retrieval === Ranking is a central part of many information retrieval problems, such as document retrieval, collaborative filtering, sentiment analysis, and online advertising. A possible architecture of a machine-learned search engine is shown in the accompanying figure. Training data consists of queries and documents matching them together with the relevance degree of each match. It may be prepared manually by human assessors (or raters, as Google calls them), who check results for some queries and determine relevance of each result. It is not feasible to check the relevance of all documents, and so typically a technique called pooling is used — only the top few documents, retrieved by some existing ranking models are checked. This technique may introduce selection bias. Alternatively, training data may be derived automatically by analyzing clickthrough logs (i.e. search results which got clicks from users), query chains, or such search engines' features as Google's (since-replaced) SearchWiki. Clickthrough logs can be biased by the tendency of users to click on the top search results on the assumption that they are already well-ranked. Training data is used by a learning algorithm to produce a ranking model which computes the relevance of documents for actual queries. Typically, users expect a search query to complete in a short time (such as a few hundred milliseconds for web search), which makes it impossible to evaluate a complex ranking model on each document in the corpus, and so a two-phase scheme is used. First, a small number of potentially relevant documents are identified using simpler retrieval models which permit fast query evaluation, such as the vector space model, Boolean model, weighted AND, or BM25. This phase is called top- k {\displaystyle k} document retrieval and many heuristics were proposed in the literature to accelerate it, such as using a document's static quality score and tiered indexes. In the second phase, a more accurate but computationally expensive machine-learned model is used to re-rank these documents. === In other areas === Learning to rank algorithms have been applied in areas other than information retrieval: In machine translation for ranking a set of hypothesized translations; In computational biology for ranking candidate 3-D structures in protein structure prediction problems; In recommender systems for identifying a ranked list of related news articles to recommend to a user after he or she has read a current news article. == Feature vectors == For the convenience of MLR algorithms, query-document pairs are usually represented by numerical vectors, which are called feature vectors. Such an approach is sometimes called bag of features and is analogous to the bag of words model and vector space model used in information retrieval for representation of documents. Components of such vectors are called features, factors or ranking signals. They may be divided into three groups (features from document retrieval are shown as examples): Query-independent or static features — those features, which depend only on the document, but not on the query. For example, PageRank or document's length. Such features can be precomputed in off-line mode during indexing. They may be used to compute document's static quality score (or static rank), which is often used to speed up search query evaluation. Query-dependent or dynamic features — those features, which depend both on the contents of the document and the query, such as TF-IDF score or other non-machine-learned ranking functions. Query-level features or query features, which depend only on the query. For example, the number of words in a query. Some examples of features, which were used in the well-known LETOR dataset: TF, TF-IDF, BM25, and language modeling scores of document's zones (title, body, anchors text, URL) for a given query; Lengths and IDF sums of document's zones; Document's PageRank, HITS ranks and their variants. Selecting and designing good features is an important area in machine learning, which is called feature engineering. == Evaluation measures == There are several measures (metrics) which are commonly used to judge how well an algorithm is doing on training data and to compare the performance of different MLR algorithms. Often a learning-to-rank problem is reformulated as an optimization problem with respect to one of these metrics. Examples of ranking quality measures: Mean average precision (MAP); DCG and NDCG; Precision@n, NDCG@n, where "@n" denotes that the metrics are evaluated only on top n documents; Mean reciprocal rank; Kendall's tau; Spearman's rho. DCG and its normalized variant NDCG are usually preferred in academic research when multiple levels of relevance are used. Other metrics such as MAP, MRR and precision, are defined only for binary judgments. Recently, there have been proposed several new evaluation metrics which claim to model user's satisfaction with search results better than the DCG metric: Expected reciprocal rank (ERR); Yandex's pfound. Both of these metrics are based on the assumption that the user is more likely to stop looking at search results after examining a more relevant document, than after a less relevant document. == Approaches == Learning to Rank approaches are often categorized using one of three approaches: pointwise (where individual documents are ranked), pairwise (where pairs of documents are ranked into a relative order), and listwise (where an entire list of documents are ordered). Tie-Yan Liu of Microsoft Research Asia has analyzed existing algorithms for learning to rank problems in his book Learning to Rank for Information Retrieval. He categorized them into three groups by their input spaces, output spaces, hypothesis spaces (the core function of the model) and loss functions: the pointwise, pairwise, and listwise approach. In practice, listwise approaches often outperform pairwise approaches and pointwise approaches. This statement was further supported by a large scale experiment on the performance of different learning-to-rank methods on a large collection of benchmark data sets. In this section, without further notice, x {\displaystyle x} denotes an object to be evaluated, for example, a document or an image, f ( x ) {\displaystyle f(x)} denotes a single-value hypothesis, h ( ⋅ ) {\displaystyle h(\cdot )} denotes a bi-variate or multi-variate function and L ( ⋅ ) {\displaystyle L(\cdot )} denotes the loss function. === Pointwise approach === In this case, it is assumed that each query-document pair in the training data has a numerical or ordinal score. Then the learning-to-rank problem can be approximated by a regression problem — given a single query-document pair, predict its score. Formally speaking, the pointwise approach aims at learning a function f ( x ) {\displaystyle f(x)} predicting the real-value or ordinal score of a document x {\displaystyle x} using the loss function L ( f ; x j , y j ) {\displaystyle L(f;x_{j},y_{j})} . A number of existing supervised machine learning algorithms can be readily used for this purpose. Ordinal regression and classification algorithms can also be used in pointwise approach when they are used to predict the score of a single query-document pair, and it takes a small, finite number of values. === Pairwise approach === In this case, the learning-to-rank problem is approximated by a classification problem — learning a binary classifier h ( x u , x v ) {\displaystyle h(x_{u},x_{v})} that can tell which document is better in a given pair of documents. The classifier shall take two documents as its input and the goal is to minimize a loss function L ( h ; x u , x v , y u , v ) {\displaystyle L(h;x_{u},x_{v},y_{u,v})} . The loss function typically reflects the number and magnitude of inversions in the induced ranking. In many cases, the binary classifier h ( x u , x v ) {\displaystyle h(x_{u},x_{v})} is implemented with a scoring function f ( x ) {\displaystyle f(x)} . As an example, RankNet adapts a probability model and defines h ( x u , x v ) {\displaystyle h(x_{u},x_{v})} as the estimated probability of the document x u {\displaystyle x_{u}} has higher quality than x v {\displaystyle x_{v}} : P u , v ( f ) = CDF ( f ( x u ) − f ( x v ) ) , {\displaystyle P_{u,v}(f)={\text{CDF}

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  • AI Security Institute

    AI Security Institute

    The AI Security Institute (AISI) is a research organisation under the Department for Science, Innovation and Technology, UK, that aims "to equip governments with a scientific understanding of the risks posed by advanced AI". It conducts research and develop and test mitigations. Previously, it was known as the AI Safety Institute. Its creation followed world's first major AI Safety Summit that was held in Bletchley Park in 2023. The institute's professed goal is "building the world's leading understanding of advanced AI risks and solutions, to inform governments so they can keep the public safe". It is designed like a startup in the government "combining the authority of government with the expertise and agility of the private sector". AISI has made access agreements with Anthropic, Google and OpenAI to test their models before release. It has an open source platform called Inspect that permits companies, governments and academics to run standardised safety tests for AI usage. Among the works AISI has done is the reported detection of multiple serious vulnerabilities that could enable development of biological weapons; the vulnerabilities were fixed before the model was launched. It conducts research on diverse fields of AI application. One study by AISI found that LLMs post-trained for political persuasiveness became systematically less accurate and up to 51% more persuasive on political issues. AISI has also worked on the usage of AI for emotional needs. It found that nearly 10 percent of UK citizens used systems like chatbots for emotional purposes on a weekly basis. It found that "systems are now outperforming PhD-level researchers on scientific knowledge tests and helping non-experts succeed at lab work that would previously have been out of reach" in a report published in December 2025. Former chief AI officer of GCHQ Adam Beaumont is the institution's interim director. UK prime minister's AI advisor Jade Leung is the chief technology officer.

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  • Rapid PHP Editor

    Rapid PHP Editor

    rapid PHP Editor is a PHP Editor that incorporates many functions such as AutoComplete, Syntax checker, debugger and many other tools for fast PHP development. Rapid PHP Editor also contain other development tools for helping on HTML, CSS, JavaScript and many other languages. Is part of a family of products covering most aspects of modern web development integrating as well many other capabilities used by developers. Some features: (X)HTML to HTML5 CSS to CSS3 Code intelligence Powerful search and replace Support for several frameworks Code beautifier FTP Explorer (FTP/SFTP/FTPS) File explorer Database explorer Code snippets Validators and Debuggers FAST, real fast Many other tools available (many more to describe all here) == History == Rapid PHP Editor was built using the Delphi programming language.

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  • Developmental robotics

    Developmental robotics

    Developmental robotics (DevRob), sometimes called epigenetic robotics, is a scientific field which aims at studying the developmental mechanisms, architectures and constraints that allow lifelong and open-ended learning of new skills and new knowledge in embodied machines. As in human children, learning is expected to be cumulative and of progressively increasing complexity, and to result from self-exploration of the world in combination with social interaction. The typical methodological approach consists in starting from theories of human and animal development elaborated in fields such as developmental psychology, neuroscience, developmental and evolutionary biology, and linguistics, then to formalize and implement them in robots, sometimes exploring extensions or variants of them. The experimentation of those models in robots allows researchers to confront them with reality, and as a consequence, developmental robotics also provides feedback and novel hypotheses on theories of human and animal development. Developmental robotics is related to but differs from evolutionary robotics (ER). ER uses populations of robots that evolve over time, whereas DevRob is interested in how the organization of a single robot's control system develops through experience, over time. DevRob is also related to work done in the domains of robotics and artificial life. == Background == Can a robot learn like a child? Can it learn a variety of new skills and new knowledge unspecified at design time and in a partially unknown and changing environment? How can it discover its body and its relationships with the physical and social environment? How can its cognitive capacities continuously develop without the intervention of an engineer once it is "out of the factory"? What can it learn through natural social interactions with humans? These are the questions at the center of developmental robotics. Alan Turing, as well as a number of other pioneers of cybernetics, already formulated those questions and the general approach in 1950, but it is only since the end of the 20th century that they began to be investigated systematically. Because the concept of adaptive intelligent machines is central to developmental robotics, it has relationships with fields such as artificial intelligence, machine learning, cognitive robotics or computational neuroscience. Yet, while it may reuse some of the techniques elaborated in these fields, it differs from them from many perspectives. It differs from classical artificial intelligence because it does not assume the capability of advanced symbolic reasoning and focuses on embodied and situated sensorimotor and social skills rather than on abstract symbolic problems. It differs from cognitive robotics because it focuses on the processes that allow the formation of cognitive capabilities rather than these capabilities themselves. It differs from computational neuroscience because it focuses on functional modeling of integrated architectures of development and learning. More generally, developmental robotics is uniquely characterized by the following three features: It targets task-independent architectures and learning mechanisms, i.e. the machine/robot has to be able to learn new tasks that are unknown by the engineer; It emphasizes open-ended development and lifelong learning, i.e. the capacity of an organism to acquire continuously novel skills. This should not be understood as a capacity for learning "anything" or even “everything”, but just that the set of skills that is acquired can be infinitely extended at least in some (not all) directions; The complexity of acquired knowledge and skills shall increase (and the increase be controlled) progressively. Developmental robotics emerged at the crossroads of several research communities including embodied artificial intelligence, enactive and dynamical systems cognitive science, connectionism. Starting from the essential idea that learning and development happen as the self-organized result of the dynamical interactions among brains, bodies and their physical and social environment, and trying to understand how this self-organization can be harnessed to provide task-independent lifelong learning of skills of increasing complexity, developmental robotics strongly interacts with fields such as developmental psychology, developmental and cognitive neuroscience, developmental biology (embryology), evolutionary biology, and cognitive linguistics. As many of the theories coming from these sciences are verbal and/or descriptive, this implies a crucial formalization and computational modeling activity in developmental robotics. These computational models are then not only used as ways to explore how to build more versatile and adaptive machines but also as a way to evaluate their coherence and possibly explore alternative explanations for understanding biological development. == Research directions == === Skill domains === Due to the general approach and methodology, developmental robotics projects typically focus on having robots develop the same types of skills as human infants. A first category that is important being investigated is the acquisition of sensorimotor skills. These include the discovery of one's own body, including its structure and dynamics such as hand-eye coordination, locomotion, and interaction with objects as well as tool use, with a particular focus on the discovery and learning of affordances. A second category of skills targeted by developmental robots are social and linguistic skills: the acquisition of simple social behavioural games such as turn-taking, coordinated interaction, lexicons, syntax and grammar, and the grounding of these linguistic skills into sensorimotor skills (sometimes referred as symbol grounding). In parallel, the acquisition of associated cognitive skills are being investigated such as the emergence of the self/non-self distinction, the development of attentional capabilities, of categorization systems and higher-level representations of affordances or social constructs, of the emergence of values, empathy, or theories of mind. === Mechanisms and constraints === The sensorimotor and social spaces in which humans and robot live are so large and complex that only a small part of potentially learnable skills can actually be explored and learnt within a life-time. Thus, mechanisms and constraints are necessary to guide developmental organisms in their development and control of the growth of complexity. There are several important families of these guiding mechanisms and constraints which are studied in developmental robotics, all inspired by human development: Motivational systems, generating internal reward signals that drive exploration and learning, which can be of two main types: extrinsic motivations push robots/organisms to maintain basic specific internal properties such as food and water level, physical integrity, or light (e.g. in phototropic systems); intrinsic motivations push robot to search for novelty, challenge, compression or learning progress per se, thus generating what is sometimes called curiosity-driven learning and exploration, or alternatively active learning and exploration; Social guidance: as humans learn a lot by interacting with their peers, developmental robotics investigates mechanisms that can allow robots to participate to human-like social interaction. By perceiving and interpreting social cues, this may allow robots both to learn from humans (through diverse means such as imitation, emulation, stimulus enhancement, demonstration, etc. ...) and to trigger natural human pedagogy. Thus, social acceptance of developmental robots is also investigated; Statistical inference biases and cumulative knowledge/skill reuse: biases characterizing both representations/encodings and inference mechanisms can typically allow considerable improvement of the efficiency of learning and are thus studied. Related to this, mechanisms allowing to infer new knowledge and acquire new skills by reusing previously learnt structures is also an essential field of study; The properties of embodiment, including geometry, materials, or innate motor primitives/synergies often encoded as dynamical systems, can considerably simplify the acquisition of sensorimotor or social skills, and is sometimes referred as morphological computation. The interaction of these constraints with other constraints is an important axis of investigation; Maturational constraints: In human infants, both the body and the neural system grow progressively, rather than being full-fledged already at birth. This implies, for example, that new degrees of freedom, as well as increases of the volume and resolution of available sensorimotor signals, may appear as learning and development unfold. Transposing these mechanisms in developmental robots, and understanding how it may hinder or on the contrary ease the acquisition of novel complex skills is a central questi

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  • And–or tree

    And–or tree

    An and–or tree is a graphical representation of the reduction of problems (or goals) to conjunctions and disjunctions of subproblems (or subgoals). == Example == The and–or tree: represents the search space for solving the problem P, using the goal-reduction methods: P if Q and R P if S Q if T Q if U == Definitions == Given an initial problem P0 and set of problem solving methods of the form: P if P1 and … and Pn the associated and–or tree is a set of labelled nodes such that: The root of the tree is a node labelled by P0. For every node N labelled by a problem or sub-problem P and for every method of the form P if P1 and ... and Pn, there exists a set of children nodes N1, ..., Nn of the node N, such that each node Ni is labelled by Pi. The nodes are conjoined by an arc, to distinguish them from children of N that might be associated with other methods. A node N, labelled by a problem P, is a success node if there is a method of the form P if nothing (i.e., P is a "fact"). The node is a failure node if there is no method for solving P. If all of the children of a node N, conjoined by the same arc, are success nodes, then the node N is also a success node. Otherwise the node is a failure node. == Search strategies == An and–or tree specifies only the search space for solving a problem. Different search strategies for searching the space are possible. These include searching the tree depth-first, breadth-first, or best-first using some measure of desirability of solutions. The search strategy can be sequential, searching or generating one node at a time, or parallel, searching or generating several nodes in parallel. == Relationship with logic programming == The methods used for generating and–or trees are propositional logic programs (without variables). In the case of logic programs containing variables, the solutions of conjoint sub-problems must be compatible. Subject to this complication, sequential and parallel search strategies for and–or trees provide a computational model for executing logic programs. == Relationship with two-player games == And–or trees can also be used to represent the search spaces for two-person games. The root node of such a tree represents the problem of one of the players winning the game, starting from the initial state of the game. Given a node N, labelled by the problem P of the player winning the game from a particular state of play, there exists a single set of conjoint children nodes, corresponding to all of the opponents responding moves. For each of these children nodes, there exists a set of non-conjoint children nodes, corresponding to all of the player's defending moves. For solving game trees with proof-number search family of algorithms, game trees are to be mapped to and–or trees. MAX-nodes (i.e. maximizing player to move) are represented as OR nodes, MIN-nodes map to AND nodes. The mapping is possible, when the search is done with only a binary goal, which usually is "player to move wins the game".

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