AI For Business Strategy Mit

AI For Business Strategy Mit — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Webull

    Webull

    Webull Corporation, often stylized as simply Webull, is a U.S.-based financial services holding company headquartered in St. Petersburg, Florida. It owns and operates the Webull electronic trading platform for self-directed retail investors. Depending on jurisdiction, the Webull platform offers trading in stocks, exchange-traded funds (ETFs), options, margin, bonds, cryptocurrency and futures, as well as market-data tools. Webull began operations in 2016 under Hunan Fumi Information Technology, a China-based financial technology company founded by Wang Anquan. It launched U.S. brokerage services through Webull Financial LLC in 2018 and expanded during the retail-trading boom of 2020 and 2021. In April 2025, Webull became a publicly traded company on the Nasdaq through a merger with special-purpose acquisition company SK Growth Opportunities Corporation. The company's U.S. brokerage revenue relies substantially on payment for order flow, with options trading accounting for the larger share of its order-flow rebates in 2025. Webull has faced regulatory actions related to options customer approvals, complaint handling, suspicious activity reporting, social-media marketing and customer disclosures. It has also faced scrutiny from U.S. lawmakers and state officials over its historical and operational ties to China and the handling of U.S. customer data. == History == === Founding === Webull was founded in 2016 under Hunan Fumi Information Technology, a China-based financial technology company, by Wang Anquan, a former employee of Alibaba Group and Xiaomi. Hunan Fumi Information Technology received backing from Xiaomi, Shunwei Capital, and other investors in China. Fumi Technology was a Hunan-based fintech start-up incubated by Xiaomi and raised about CNY200 million (approximately US$30 million) in a Series B financing round in 2018. On May 24, 2017, Webull Financial LLC was established as a Delaware limited liability company. It began offering brokerage services in the United States in May 2018. Wang hired Anthony Denier as CEO of the U.S. brokerage that year and the two mapped out their strategy on napkins at a Mexican restaurant in New York City. Webull Corporation was incorporated in the Cayman Islands in September 2019 as the group's holding company. === Retail trading boom === In May 2020, the company received SEC approval to launch a robo-advisor on its platform. By August 2020, the platform had over 11 million registered users, and in October 2020, it had 750,000 daily active users. Webull introduced options trading in 2020 and later added cryptocurrency trading through a separate digital-asset business. In November 2020, Webull began supporting cryptocurrency transactions. In December 2020, Webull launched trading services in Hong Kong. During the GameStop short squeeze in January 2021, Webull gained attention as some retail traders looked for alternatives to Robinhood. On January 27, 2021, Webull recorded its highest-ever number of active daily users, at 952,000, and the Webull app was downloaded across the Apple App and Google Play stores an estimated 100,000 times. That week, approximately 1.2 million people downloaded the Webull mobile app, which the company reported as a 1,548% week-over-week increase. On January 28, 2021, Webull was directed by its clearing house to temporarily halt buy orders for stocks affected by the GameStop short squeeze. In June 2021, Webull was reported to be considering a U.S. initial public offering that could raise up to $400 million. === Restructuring and expansion === Webull restructured its China-related corporate arrangements in 2022 and later stated that Hunan Fumi was no longer affiliated with the group. In 2022 and 2023, Webull expanded in several non-U.S. markets, including Singapore, Australia, South Africa, Japan, the United Kingdom and Indonesia. In June 2023, Webull moved cryptocurrency trading to a separate app called Webull Pay. By the end of 2023, Webull had 4.3 million funded accounts and US$8.2 billion in customer assets. In January 2024, Anthony Denier was promoted to group president of Webull Corporation. In November 2024, Webull launched overnight, or extended-hours, trading, expanding the trading window of U.S. stocks for users inside and outside the United States. === SPAC merger and Nasdaq listing === On February 28, 2024, Webull agreed to go public through a business combination with SK Growth Opportunities Corporation (NASDAQ: SKGR), a special-purpose acquisition company, in a deal that valued the company at approximately US$7.3 billion. The proposed valuation drew scrutiny because of Webull's limited financial disclosure at announcement, reliance on payment for order flow and small expected public float. SK Growth shareholders approved the business combination on March 30, 2025, and the transaction closed on April 10, 2025. Webull's Class A ordinary shares and warrants began trading on the Nasdaq on April 11, 2025 under the ticker symbols BULL and BULLW (incentive warrants traded under BULLZ until their redemption in June 2025). The merger brought Webull to the public market but generated little cash for the company: after shareholder redemptions, Webull disclosed net proceeds of US$430,066 from the transaction. After the listing, Webull's shares experienced extreme volatility, rising as much as 500% to US$79.56 on April 14, 2025, after closing at US$13.25 on the prior trading day. The initial post-listing surge increased the value of Webull holdings owned by earlier investors, including RIT Capital Partners, which had first invested in Webull in 2021. In April 2026, after Webull's shares had fallen about 70% over the previous year, the company authorized a US$100 million share repurchase program. == Business model and financials == Webull provides a self-directed electronic trading platform available through mobile, desktop and web applications. Depending on jurisdiction, the platform offers trading in stocks, exchange-traded funds, options, margin, futures, fixed income products, cryptocurrency, cash management features and market data tools. In the United States, Webull Financial LLC is a registered broker-dealer and member of FINRA and the Securities Investor Protection Corporation, while Webull operates in other markets through locally licensed brokerage subsidiaries. Webull operates a commission-free or low-cost brokerage model for self-directed retail investors. In the United States, a substantial part of its trading-related revenue comes from payment for order flow, while in some non-U.S. markets the company more commonly charges commissions directly to customers. The platform is aimed at more active retail investors, including users seeking options tools, extended-hours trading and real-time market data. For 2025, Webull reported total revenue of US$571.0 million, up from US$390.2 million in 2024. Equity and option order-flow rebates accounted for US$304.1 million, or 53.3% of revenue, making order-flow rebates the company's largest reported revenue category. Interest-related income accounted for US$154.3 million, handling charge income for US$87.3 million and other revenue for US$25.3 million. Options were the larger component of the company's order-flow rebates in 2025, generating US$210.0 million compared with US$94.2 million from equities. Webull also generates revenue from interest-related activities, including margin financing, customer bank deposits, stock lending and corporate bank deposits. The company has stated that its interest-related income is affected by interest rates, customer cash balances, margin balances and demand for stock lending. The company had approximately 20 million registered users worldwide as of February 2024. As of December 31, 2025, it reported 26.8 million registered users, 5.0 million funded accounts and US$24.6 billion in customer assets. As of March 2025, Webull operated in Hong Kong, Singapore, Australia, South Africa, Japan, the United Kingdom, the United States, Indonesia, Canada, Brazil, Thailand, Malaysia and Mexico. == Marketing and sponsorships == Webull has used paid digital advertising, referral incentives, free-stock promotions, affiliate marketing and sports sponsorships to acquire customers and promote its brand. In its 2025 annual filing, the company reported marketing and branding expenses of US$152.3 million in 2023, US$138.7 million in 2024 and US$135.9 million in 2025. Webull said most of its advertising and promotion costs were related to paid search and paid social advertising, and that it had reduced free-stock promotions while shifting toward deposit- and asset-transfer-based incentives. In September 2021, BSE Global, the parent company of the Brooklyn Nets and New York Liberty, entered into a global multi-year agreement with Webull. Under the agreement, Webull became an official sponsor and online brokerage partner of the teams, with branding that included a jersey patch on Brooklyn Nets uniforms. Spo

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  • Concept drift

    Concept drift

    In predictive analytics, data science, machine learning and related fields, concept drift or drift is an evolution of data that invalidates the data model. It happens when the statistical properties of the target variable, which the model is trying to predict, change over time in unforeseen ways. This causes problems because the predictions become less accurate as time passes. Drift detection and drift adaptation are of paramount importance in the fields that involve dynamically changing data and data models. == Predictive model decay == In machine learning and predictive analytics this drift phenomenon is called concept drift. In machine learning, a common element of a data model are the statistical properties, such as probability distribution of the actual data. If they deviate from the statistical properties of the training data set, then the learned predictions may become invalid, if the drift is not addressed. == Data configuration decay == Another important area is software engineering, where three types of data drift affecting data fidelity may be recognized. Changes in the software environment ("infrastructure drift") may invalidate software infrastructure configuration. "Structural drift" happens when the data schema changes, which may invalidate databases. "Semantic drift" is changes in the meaning of data while the structure does not change. In many cases this may happen in complicated applications when many independent developers introduce changes without proper awareness of the effects of their changes in other areas of the software system. For many application systems, the nature of data on which they operate are subject to changes for various reasons, e.g., due to changes in business model, system updates, or switching the platform on which the system operates. In the case of cloud computing, infrastructure drift that may affect the applications running on cloud may be caused by the updates of cloud software. There are several types of detrimental effects of data drift on data fidelity. Data corrosion is passing the drifted data into the system undetected. Data loss happens when valid data are ignored due to non-conformance with the applied schema. Squandering is the phenomenon when new data fields are introduced upstream in the data processing pipeline, but somewhere downstream these data fields are absent. == Inconsistent data == "Data drift" may refer to the phenomenon when database records fail to match the real-world data due to the changes in the latter over time. This is a common problem with databases involving people, such as customers, employees, citizens, residents, etc. Human data drift may be caused by unrecorded changes in personal data, such as place of residence or name, as well as due to errors during data input. "Data drift" may also refer to inconsistency of data elements between several replicas of a database. The reasons can be difficult to identify. A simple drift detection is to run checksum regularly. However the remedy may be not so easy. == Examples == The behavior of the customers in an online shop may change over time. For example, if weekly merchandise sales are to be predicted, and a predictive model has been developed that works satisfactorily. The model may use inputs such as the amount of money spent on advertising, promotions being run, and other metrics that may affect sales. The model is likely to become less and less accurate over time – this is concept drift. In the merchandise sales application, one reason for concept drift may be seasonality, which means that shopping behavior changes seasonally. Perhaps there will be higher sales in the winter holiday season than during the summer, for example. Concept drift generally occurs when the covariates that comprise the data set begin to explain the variation of your target set less accurately — there may be some confounding variables that have emerged, and that one simply cannot account for, which renders the model accuracy to progressively decrease with time. Generally, it is advised to perform health checks as part of the post-production analysis and to re-train the model with new assumptions upon signs of concept drift. == Possible remedies == To prevent deterioration in prediction accuracy because of concept drift, reactive and tracking solutions can be adopted. Reactive solutions retrain the model in reaction to a triggering mechanism, such as a change-detection test or control charts from statistical process control, to explicitly detect concept drift as a change in the statistics of the data-generating process. When concept drift is detected, the current model is no longer up-to-date and must be replaced by a new one to restore prediction accuracy. A shortcoming of reactive approaches is that performance may decay until the change is detected. Tracking solutions seek to track the changes in the concept by continually updating the model. Methods for achieving this include online machine learning, frequent retraining on the most recently observed samples, and maintaining an ensemble of classifiers where one new classifier is trained on the most recent batch of examples and replaces the oldest classifier in the ensemble. Contextual information, when available, can be used to better explain the causes of the concept drift: for instance, in the sales prediction application, concept drift might be compensated by adding information about the season to the model. By providing information about the time of the year, the rate of deterioration of your model is likely to decrease, but concept drift is unlikely to be eliminated altogether. This is because actual shopping behavior does not follow any static, finite model. New factors may arise at any time that influence shopping behavior, the influence of the known factors or their interactions may change. Concept drift cannot be avoided for complex phenomena that are not governed by fixed laws of nature. All processes that arise from human activity, such as socioeconomic processes, and biological processes are likely to experience concept drift. Therefore, periodic retraining, also known as refreshing, of any model is necessary. === Remedy methods === DDM (Drift Detection Method): detects drift by monitoring the model's error rate over time. When the error rate passes a set threshold, it enters a warning phase, and if it passes another threshold, it enters a drift phase. EDDM (Early Drift Detection Method): improves DDM's detection rate by tracking the average distance between two errors instead of only the error rate. ADWIN (Adaptive Windowing): dynamically stores a window of recent data and warns the user if it detects a significant change between the statistics of the window's earlier data compared to more recent data. KSWIN (Kolmogorov–Smirnov Windowing): detects drift based on the Kolmogorov-Smirnov statistical test. DDM and EDDM: Concept Drift Detection online supervised methods that rely on sequential error monitoring to estimate the evolving error rate. ADWIN and KSWIN: Windowing maintain a "window", a subset of the most recent data, of the data stream, which it checks for statistical differences across the window. == Applications in security == Concept drift is a recurring issue in security analytics, especially in malware and intrusion detection. In these systems, models are often trained on past logs, binaries or network traces, but the behaviour of attackers changes over time as new malware families, obfuscation techniques and campaigns appear. When the data no longer resemble the training set, the decision boundaries learned by classifiers or anomaly detectors can become misaligned with the current threat landscape and detection performance can drop unless the models are updated or replaced. Several studies on Windows malware model detection as an evolving data stream and track how performance changes as time passes. They show that classifiers trained on a fixed time window can perform well on nearby data but deteriorate quickly when evaluated on samples collected months or years later, even when large amounts of training data are available. In order to keep up with this, security systems often use sliding or adaptive windows, which restrict training to the most recent portion of the data so that older, less relevant examples are gradually discarded. They also employ drift detectors such as ADWIN and KSWIN that monitor error rates or changes in the distribution of recent observations and signal when the statistics of the incoming stream differ significantly from the past, prompting retraining or model replacement. Related problems appear in spam filtering, fraud detection and intrusion detection, where adversaries change content, patterns of activity or network behavior to evade models trained on historical data. In these settings drift can be gradual, as new types of spam or fraud emerge, or abrupt, after a sudden shift in attack techniques. Common strategies to remain eff

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  • ELMo

    ELMo

    ELMo (embeddings from language model) is a word embedding method for representing a sequence of words as a corresponding sequence of vectors. It was created by researchers at the Allen Institute for Artificial Intelligence, and University of Washington and first released in February 2018. It is a bidirectional LSTM which takes character-level as inputs and produces word-level embeddings, trained on a corpus of about 30 million sentences and 1 billion words. The architecture of ELMo accomplishes a contextual understanding of tokens. Deep contextualized word representation is useful for many natural language processing tasks, such as coreference resolution and polysemy resolution. ELMo was historically important as a pioneer of self-supervised generative pretraining followed by fine-tuning, where a large model is trained to reproduce a large corpus, then the large model is augmented with additional task-specific weights and fine-tuned on supervised task data. It was an instrumental step in the evolution towards transformer-based language modelling. == Architecture == ELMo is a multilayered bidirectional LSTM on top of a token embedding layer. The output of all LSTMs concatenated together consists of the token embedding. The input text sequence is first mapped by an embedding layer into a sequence of vectors. Then two parts are run in parallel over it. The forward part is a 2-layered LSTM with 4096 units and 512 dimension projections, and a residual connection from the first to second layer. The backward part has the same architecture, but processes the sequence back-to-front. The outputs from all 5 components (embedding layer, two forward LSTM layers, and two backward LSTM layers) are concatenated and multiplied by a linear matrix ("projection matrix") to produce a 512-dimensional representation per input token. ELMo was pretrained on a text corpus of 1 billion words. The forward part is trained by repeatedly predicting the next token, and the backward part is trained by repeatedly predicting the previous token. After the ELMo model is pretrained, its parameters are frozen, except for the projection matrix, which can be fine-tuned to minimize loss on specific language tasks. This is an early example of the pretraining-fine-tune paradigm. The original paper demonstrated this by improving state of the art on six benchmark NLP tasks. === Contextual word representation === The architecture of ELMo accomplishes a contextual understanding of tokens. For example, the first forward LSTM of ELMo would process each input token in the context of all previous tokens, and the first backward LSTM would process each token in the context of all subsequent tokens. The second forward LSTM would then incorporate those to further contextualize each token. Deep contextualized word representation is useful for many natural language processing tasks, such as coreference resolution and polysemy resolution. For example, consider the sentenceShe went to the bank to withdraw money.In order to represent the token "bank", the model must resolve its polysemy in context. The first forward LSTM would process "bank" in the context of "She went to the", which would allow it to represent the word to be a location that the subject is going towards. The first backward LSTM would process "bank" in the context of "to withdraw money", which would allow it to disambiguate the word as referring to a financial institution. The second forward LSTM can then process "bank" using the representation vector provided by the first backward LSTM, thus allowing it to represent it to be a financial institution that the subject is going towards. == Historical context == ELMo is one link in a historical evolution of language modelling. Consider a simple problem of document classification, where we want to assign a label (e.g., "spam", "not spam", "politics", "sports") to a given piece of text. The simplest approach is the "bag of words" approach, where each word in the document is treated independently, and its frequency is used as a feature for classification. This was computationally cheap but ignored the order of words and their context within the sentence. GloVe and Word2Vec built upon this by learning fixed vector representations (embeddings) for words based on their co-occurrence patterns in large text corpora. Like BERT (but unlike "bag of words" such as Word2Vec and GloVe), ELMo word embeddings are context-sensitive, producing different representations for words that share the same spelling. It was trained on a corpus of about 30 million sentences and 1 billion words. Previously, bidirectional LSTM was used for contextualized word representation. ELMo applied the idea to a large scale, achieving state of the art performance. After the 2017 publication of Transformer architecture, the architecture of ELMo was changed from a multilayered bidirectional LSTM to a Transformer encoder, giving rise to BERT. BERT has a similar pretrain-fine-tune workflow, but uses a Transformer with implications for more parallelizable training.

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  • AI Overviews

    AI Overviews

    AI Overviews is an artificial intelligence (AI) feature integrated into Google Search that produces AI-generated summaries of search results. The feature has been criticized for its inaccuracy and for reducing website traffic. == History and development == AI Overviews were first introduced as part of Google's Search Generative Experience (SGE), which was unveiled at the Google I/O conference in May 2023. In May 2024 at Google I/O 2024, the feature was rebranded as AI Overviews and launched in the United States. The introduction of AI Overviews was seen as a strategic move to compete with other generative AI advancements, including OpenAI's ChatGPT. By August 2024, AI Overviews was rolled out to several other countries, including the United Kingdom, India, Japan, Brazil, Mexico, and Indonesia, with support for multiple languages. In October 2024, Google expanded the feature globally, making it available in over 100 countries. In December 2024, Botify x Demandsphere released findings stating that when AI Overviews and featured snippets appear together on the search engine results page, they take up approximately 67.1% of the screen on desktop and 75.7% on mobile. Even if content is ranking in the #1 position, it may not be visible to consumers if other visual elements on the results page are more prominent. In March 2025, Google started testing an "AI Mode", where the search results page is AI-generated. The company was also considering adding advertisements to the AI Mode, as they already exist in AI Overviews. As of May 2025, AI Overviews are available in over 200 countries and territories and in more than 40 languages. As of March 2026, Google AI Overviews appear on more than 48% of total Google Search queries, compared to just 6.49% in the previous year (58% year-over-year growth). == Functionality == The AI Overviews feature uses large language models to generate summaries from web content. The overviews are designed to be concise, providing a snapshot of relevant information about the queried topic. Google allows users to adjust the language complexity in summaries, offering both simplified and detailed options. The overviews also include links to sources. According to a June 2025 study by Semrush, the most cited source is Quora, followed by Reddit. == Reception == The feature has faced criticism for inaccuracies, including instances where erroneous or nonsensical content was generated. Depending on what is searched for, the overview may also consist of hallucinated content, such as when searching for idioms that do not exist. In May 2024, Google temporarily restricted the AI tool after it provided suggestions that were seen as nonsensical and harmful, such as telling users to eat rocks or apply glue on pizza. Concerns were also raised by content publishers, who feared a decline in web traffic as users relied on the summaries instead of visiting source websites. A Google patent from 2026 raised the concern of webmasters that Google could entirely replace the landing page of websites by an AI optimized copy of the website in its results. There is also apprehension about the ethical implications of AI-driven content aggregation, including its impact on intellectual property rights and the visibility of smaller content providers. The European Commission announced in December 2025 that they were investigating whether AI Overviews breached European competition law. In response, Google has stated its commitment to improve content validation and refine the algorithms used to filter unreliable information. Google implemented measures to prioritize link placement within AI Overviews, aiming to balance user convenience with the needs of content creators. In January 2026, Google restricted AI Overviews on certain health-related searches following an investigation by The Guardian. == Lawsuits == On February 24, 2025, Chegg sued Alphabet over the AI Overviews feature, claiming that it was leading to students preferring "low-quality, unverified AI summaries", thus violating antitrust law. Chegg also said it was considering either a sale or a take-private transaction. In September 2025, Penske Media Corporation, the publisher of Rolling Stone and The Hollywood Reporter, sued Google, claiming that AI Overviews illegally regurgitate content from their websites and drive off potential site visitors by always appearing on top of the search results while leaving little incentive to see the linked sources. The company stated that "the future of digital media and [...] its integrity [...] is threatened by Google's current actions", alleging that 20% of searches that link to Penske-owned websites show AI Overviews and that the figure is expected to rise. Google spokesperson José Castañeda called the claims "meritless" and stated that "AI Overviews send traffic to a greater diversity of sites." In 2026, Canadian musician Ashley MacIsaac filed a lawsuit against Google claiming that the AI Overview feature had wrongly stated that MacIsaac had been convicted of numerous criminal offences and was on the sex offender registry. He claims this incorrect information led to the cancellation of a December 2025 gig organized by the Sipekne'katik First Nation.

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  • Application software

    Application software

    Application software is software that is intended for end-user use – not operating, administering or programming a computer. It includes programs such as word processors, web browsers, media players, and mobile applications used in daily tasks. An application (app, application program, software application) is any program that can be categorized as application software. Application is a subjective classification that is often used to differentiate from system and utility software. Application software represents the user-facing layer of computing systems, designed to translate complex system capabilities into task-oriented, goal-driven workflows. Unlike system software, which focuses on hardware orchestration and resource management, application software is centered on problem abstraction, user interaction, and domain-specific functionality. The abbreviation app became popular with the 2008 introduction of the iOS App Store, to refer to applications for mobile devices such as smartphones and tablets. Later, with the release of the Mac App Store in 2010 and the Windows Store in 2011, it began to be used to refer to end-user software in general, regardless of platform. Applications may be bundled with the computer and its system software or published separately. Applications may be proprietary or open-source. == Terminology == === Meaning program and software === When used as an adjective, application can have a broader meaning than that described in this article. For example, concepts such as application programming interface (API), application server, application virtualization, application lifecycle management and portable application refer to programs and software in general. === Distinction between system and application software === The distinction between system and application software is subjective and has been the subject of controversy. For example, one of the key questions in the United States v. Microsoft Corp. antitrust trial was whether Microsoft's Internet Explorer web browser was part of its Windows operating system or a separate piece of application software. As another example, the GNU/Linux naming controversy is, in part, due to disagreement about the relationship between the Linux kernel and the operating systems built over this kernel. In some types of embedded systems, the application software and the operating system software may be indistinguishable by the user, as in the case of software used to control a VCR, DVD player, or microwave oven. The above definitions may exclude some applications that may exist on some computers in large organizations. For an alternative definition of an app: see Application Portfolio Management. === Killer application === A killer application (killer app, coined in the late 1980s) is an application that is so popular that it causes demand for its host platform to increase. For example, VisiCalc was the first modern spreadsheet software for the Apple II and helped sell the then-new personal computers into offices. For the BlackBerry, it was its email software. === Software suite === As software suite consists of multiple applications bundled together. They usually have related functions, features, and user interfaces, and may be able to interact with each other, e.g. open each other's files. Business applications often come in suites, e.g. Microsoft Office, LibreOffice and iWork, which bundle together a word processor, a spreadsheet, etc.; but suites exist for other purposes, e.g. graphics or music. == Ways to classify == As there so many applications and since their attributes vary so dramatically, there are many different ways to classify them. === By legal aspects === Proprietary software is protected under an exclusive copyright, and a software license grants limited usage rights. Such applications may allow add-ons from third parties. Free and open-source software (FOSS) can be run, distributed, sold, and extended for any purpose. FOSS software released under a free license may be perpetual and also royalty-free. Perhaps, the owner, the holder or third-party enforcer of any right (copyright, trademark, patent, or ius in re aliena) are entitled to add exceptions, limitations, time decays or expiring dates to the license terms of use. Public-domain software is a type of FOSS that is royalty-free and can be run, distributed, modified, reversed, republished, or created in derivative works without any copyright attribution and therefore revocation. It can even be sold, but without transferring the public domain property to other single subjects. Public-domain software can be released under a (un)licensing legal statement, which enforces those terms and conditions for an indefinite duration (for a lifetime, or forever). === By platform === An application can be categorized by the host platform on which it runs. Notable platforms include operating system (native), web browser, cloud computing and mobile. For example a web application runs in a web browser whereas a more traditional, native application runs in the environment of a computer's operating system. There has been a contentious debate regarding web applications replacing native applications for many purposes, especially on mobile devices such as smartphones and tablets. Web apps have indeed greatly increased in popularity for some uses, but the advantages of applications make them unlikely to disappear soon, if ever. Furthermore, the two can be complementary, and even integrated. === Horizontal vs. vertical === Application software can be seen as either horizontal or vertical. Horizontal applications are more popular and widespread, because they are general purpose, for example word processors or databases. Vertical applications are niche products, designed for a particular type of industry or business, or department within an organization. Integrated suites of software will try to handle every specific aspect possible of, for example, manufacturing or banking worker, accounting, or customer service. === By purpose === There are many types of application software: Enterprise Addresses the needs of an entire organization's processes and data flows, across several departments, often in a large distributed environment. Examples include enterprise resource planning systems, customer relationship management (CRM) systems, data replication engines, and supply chain management software. Departmental Software is a sub-type of enterprise software with a focus on smaller organizations or groups within a large organization. (Examples include travel expense management and IT Helpdesk.) Enterprise infrastructure Provides common capabilities needed to support enterprise software systems. (Examples include databases, email servers, and systems for managing networks and security.) Application platform as a service (aPaaS) A cloud computing service that offers development and deployment environments for application services. Knowledge worker Lets users create and manage information, often for and individual media editors may aid in multiple information worker tasks. Content access Used primarily to access content without editing, but may include software that allows for content editing. Such software addresses the needs of individuals and groups to consume digital entertainment and published digital content. (Examples include media players, web browsers, and help browsers.) Educational Related to content access software, but has the content or features adapted for use by educators or students. For example, it may deliver evaluations (tests), track progress through material, or include collaborative capabilities. Simulation Simulates physical or abstract systems for either research, training, or entertainment purposes. Media development Generates print and electronic media for others to consume, most often in a commercial or educational setting. This includes graphic-art software, desktop publishing software, multimedia development software, HTML editors, digital-animation editors, digital audio and video composition, and many others. Engineering Used in developing hardware and software products. This includes computer-aided design (CAD), computer-aided engineering (CAE), computer language editing and compiling tools, integrated development environments, and application programmer interfaces. Entertainment Refers to video games, screen savers, programs to display motion pictures or play recorded music, and other forms of entertainment which can be experienced through the use of a computing device. == Taxonomy == This section is a taxonomy of kinds of applications. This organization is but one of many different ways to organize them. A kind is included in only one category even if it logically fits in multiple. === General-purpose === Calculator Spreadsheet Web browser Web mapping E-commerce Social media === Communication === Chat Email Presentation software Phone Messages Networking software Web conferencing === Documentation === Desktop

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  • Smart object

    Smart object

    A smart object is an object that enhances the interaction with not only people but also with other smart objects. Also known as smart connected products or smart connected things (SCoT), they are products, assets and other things embedded with processors, sensors, software and connectivity that allow data to be exchanged between the product and its environment, manufacturer, operator/user, and other products and systems. Connectivity also enables some capabilities of the product to exist outside the physical device, in what is known as the product cloud. The data collected from these products can be then analysed to inform decision-making, enable operational efficiencies and continuously improve the performance of the product. It can not only refer to interaction with physical world objects but also to interaction with virtual (computing environment) objects. A smart physical object may be created either as an artifact or manufactured product or by embedding electronic tags such as RFID tags or sensors into non-smart physical objects. Smart virtual objects are created as software objects that are intrinsic when creating and operating a virtual or cyber world simulation or game. The concept of a smart object has several origins and uses, see History. There are also several overlapping terms, see also smart device, tangible object or tangible user interface and Thing as in the Internet of things. == History == In the early 1990s, Mark Weiser, from whom the term ubiquitous computing originated, referred to a vision "When almost every object either contains a computer or can have a tab attached to it, obtaining information will be trivial", Although Weiser did not specifically refer to an object as being smart, his early work did imply that smart physical objects are smart in the sense that they act as digital information sources. Hiroshi Ishii and Brygg Ullmer refer to tangible objects in terms of tangibles bits or tangible user interfaces that enable users to "grasp & manipulate" bits in the center of users' attention by coupling the bits with everyday physical objects and architectural surfaces. The smart object concept was introduced by Marcelo Kallman and Daniel Thalmann as an object that can describe its own possible interactions. The main focus here is to model interactions of smart virtual objects with virtual humans, agents, in virtual worlds. The opposite approach to smart objects is 'plain' objects that do not provide this information. The additional information provided by this concept enables far more general interaction schemes, and can greatly simplify the planner of an artificial intelligence agent. In contrast to smart virtual objects used in virtual worlds, Lev Manovich focuses on physical space filled with electronic and visual information. Here, "smart objects" are described as "objects connected to the Net; objects that can sense their users and display smart behaviour". More recently in the early 2010s, smart objects are being proposed as a key enabler for the vision of the Internet of things. The combination of the Internet and emerging technologies such as near field communications, real-time localization, and embedded sensors enables everyday objects to be transformed into smart objects that can understand and react to their environment. Such objects are building blocks for the Internet of things and enable novel computing applications. In 2018, one of the world's first smart houses was built in Klaukkala, Finland in the form of a five-floor apartment block, using the Kone Residential Flow solution created by KONE, allowing even a smartphone to act as a home key. == Characteristics == Although we can view interaction with physical smart object in the physical world as distinct from interaction with virtual smart objects in a virtual simulated world, these can be related. Poslad considers the progression of: how humans use models of smart objects situated in the physical world to enhance human to physical world interaction; versus how smart physical objects situated in the physical world can model human interaction in order to lessen the need for human to physical world interaction; versus how virtual smart objects by modelling both physical world objects and modelling humans as objects and their subsequent interactions can form a predominantly smart virtual object environment. === Smart physical objects === The concept smart for a smart physical object simply means that it is active, digital, networked, can operate to some extent autonomously, is reconfigurable and has local control of the resources it needs such as energy, data storage, etc. Note, a smart object does not necessarily need to be intelligent as in exhibiting a strong essence of artificial intelligence—although it can be designed to also be intelligent. Physical world smart objects can be described in terms of three properties: Awareness: is a smart object's ability to understand (that is, sense, interpret, and react to) events and human activities occurring in the physical world. Representation: refers to a smart object's application and programming model—in particular, programming abstractions. Interaction: denotes the object's ability to converse with the user in terms of input, output, control, and feedback. Based upon these properties, these have been classified into three types: Activity-Aware Smart Objects: Are objects that can record information about work activities and its own use. Policy-Aware Smart Objects: Are objects that are activity-aware Objects can interpret events and activities with respect to predefined organizational policies. Process-Aware Smart Objects: Processes play a fundamental role in industrial work management and operation. A process is a collection of related activities or tasks that are ordered according to their position in time and space. === Smart virtual objects === For the virtual object in a virtual world case, an object is called smart when it has the ability to describe its possible interactions. This focuses on constructing a virtual world using only virtual objects that contain their own interaction information. There are four basic elements to constructing such a smart virtual object framework. Object properties: physical properties and a text description Interaction information: position of handles, buttons, grips, and the like Object behavior: different behaviors based on state variables Agent behaviors: description of the behavior an agent should follow when using the object Some versions of smart objects also include animation information in the object information, but this is not considered to be an efficient approach, since this can make objects inappropriately oversized. === Categorization === The terms smart, connected product or smart product can be confusing as it is used to cover a broad range of different products, ranging from smart home appliances (e.g., smart bathroom scales or smart light bulbs) to smart cars (e.g., Tesla). While these products share certain similarities, they often differ substantially in their capabilities. Raff et al. developed a conceptual framework that distinguishes different smart products based on their capabilities, which features 4 types of smart product archetypes (in ascending order of "smartness"). Digital Connected Responsive Intelligent == Advantages == Smart, connected products have three primary components: Physical – made up of the product's mechanical and electrical parts. Smart – made up of sensors, microprocessors, data storage, controls, software, and an embedded operating system with enhanced user interface. Connectivity – made up of ports, antennae, and protocols enabling wired/wireless connections that serve two purposes, it allows data to be exchanged with the product and enables some functions of the product to exist outside the physical device. Each component expands the capabilities of one another resulting in "a virtuous cycle of value improvement". First, the smart components of a product amplify the value and capabilities of the physical components. Then, connectivity amplifies the value and capabilities of the smart components. These improvements include: Monitoring of the product's conditions, its external environment, and its operations and usage. Control of various product functions to better respond to changes in its environment, as well as to personalize the user experience. Optimization of the product's overall operations based on actual performance data, and reduction of downtimes through predictive maintenance and remote service. Autonomous product operation, including learning from their environment, adapting to users' preferences and self-diagnosing and service. === The Internet of things (IoT) === The Internet of things is the network of physical objects that contain embedded technology to communicate and sense or interact with their internal states or the external environment. The phrase "Internet of things" reflects the gro

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  • Apprenticeship learning

    Apprenticeship learning

    In artificial intelligence, apprenticeship learning (or learning from demonstration or imitation learning) is the process of learning by observing an expert. It can be viewed as a form of supervised learning, where the training dataset consists of task executions by a demonstration teacher. == Mapping function approach == Mapping methods try to mimic the expert by forming a direct mapping either from states to actions, or from states to reward values. For example, in 2002 researchers used such an approach to teach an AIBO robot basic soccer skills. === Inverse reinforcement learning approach === Inverse reinforcement learning (IRL) is the process of deriving a reward function from observed behavior. While ordinary "reinforcement learning" involves using rewards and punishments to learn behavior, in IRL the direction is reversed, and a robot observes a person's behavior to figure out what goal that behavior seems to be trying to achieve. The IRL problem can be defined as: Given 1) measurements of an agent's behaviour over time, in a variety of circumstances; 2) measurements of the sensory inputs to that agent; 3) a model of the physical environment (including the agent's body): Determine the reward function that the agent is optimizing. IRL researcher Stuart J. Russell proposes that IRL might be used to observe humans and attempt to codify their complex "ethical values", in an effort to create "ethical robots" that might someday know "not to cook your cat" without needing to be explicitly told. The scenario can be modeled as a "cooperative inverse reinforcement learning game", where a "person" player and a "robot" player cooperate to secure the person's implicit goals, despite these goals not being explicitly known by either the person nor the robot. In 2017, OpenAI and DeepMind applied deep learning to the cooperative inverse reinforcement learning in simple domains such as Atari games and straightforward robot tasks such as backflips. The human role was limited to answering queries from the robot as to which of two different actions were preferred. The researchers found evidence that the techniques may be economically scalable to modern systems. Apprenticeship via inverse reinforcement learning (AIRP) was developed by in 2004 Pieter Abbeel, Professor in Berkeley's EECS department, and Andrew Ng, Associate Professor in Stanford University's Computer Science Department. AIRP deals with "Markov decision process where we are not explicitly given a reward function, but where instead we can observe an expert demonstrating the task that we want to learn to perform". AIRP has been used to model reward functions of highly dynamic scenarios where there is no obvious reward function intuitively. Take the task of driving for example, there are many different objectives working simultaneously - such as maintaining safe following distance, a good speed, not changing lanes too often, etc. This task, may seem easy at first glance, but a trivial reward function may not converge to the policy wanted. One domain where AIRP has been used extensively is helicopter control. While simple trajectories can be intuitively derived, complicated tasks like aerobatics for shows has been successful. These include aerobatic maneuvers like - in-place flips, in-place rolls, loops, hurricanes and even auto-rotation landings. This work was developed by Pieter Abbeel, Adam Coates, and Andrew Ng - "Autonomous Helicopter Aerobatics through Apprenticeship Learning" === System model approach === System models try to mimic the expert by modeling world dynamics. == Plan approach == The system learns rules to associate preconditions and postconditions with each action. In one 1994 demonstration, a humanoid learns a generalized plan from only two demonstrations of a repetitive ball collection task. == Example == Learning from demonstration is often explained from a perspective that the working Robot-control-system is available and the human-demonstrator is using it. And indeed, if the software works, the Human operator takes the robot-arm, makes a move with it, and the robot will reproduce the action later. For example, he teaches the robot-arm how to put a cup under a coffeemaker and press the start-button. In the replay phase, the robot is imitating this behavior 1:1. But that is not how the system works internally; it is only what the audience can observe. In reality, Learning from demonstration is much more complex. One of the first works on learning by robot apprentices (anthropomorphic robots learning by imitation) was Adrian Stoica's PhD thesis in 1995. In 1997, robotics expert Stefan Schaal was working on the Sarcos robot-arm. The goal was simple: solve the pendulum swingup task. The robot itself can execute a movement, and as a result, the pendulum is moving. The problem is, that it is unclear what actions will result into which movement. It is an Optimal control-problem which can be described with mathematical formulas but is hard to solve. The idea from Schaal was, not to use a Brute-force solver but record the movements of a human-demonstration. The angle of the pendulum is logged over three seconds at the y-axis. This results into a diagram which produces a pattern. In computer animation, the principle is called spline animation. That means, on the x-axis the time is given, for example 0.5 seconds, 1.0 seconds, 1.5 seconds, while on the y-axis is the variable given. In most cases it's the position of an object. In the inverted pendulum it is the angle. The overall task consists of two parts: recording the angle over time and reproducing the recorded motion. The reproducing step is surprisingly simple. As an input we know, in which time step which angle the pendulum must have. Bringing the system to a state is called “Tracking control” or PID control. That means, we have a trajectory over time, and must find control actions to map the system to this trajectory. Other authors call the principle “steering behavior”, because the aim is to bring a robot to a given line.

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  • Three-factor learning

    Three-factor learning

    In neuroscience and machine learning, three-factor learning is the combination of Hebbian plasticity with a third modulatory factor to stabilise and enhance synaptic learning. This third factor can represent various signals such as reward, punishment, error, surprise, or novelty, often implemented through neuromodulators. == Description == Three-factor learning introduces the concept of eligibility traces, which flag synapses for potential modification pending the arrival of the third factor, and helps temporal credit assignement by bridging the gap between rapid neuronal firing and slower behavioral timescales, from which learning can be done. Biological basis for Three-factor learning rules have been supported by experimental evidence. This approach addresses the instability of classical Hebbian learning by minimizing autocorrelation and maximizing cross-correlation between inputs.

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  • Mastodon (social network)

    Mastodon (social network)

    Mastodon is a free and open-source software platform for decentralized social networking with microblogging features similar to Twitter. It operates as a federated network of independently managed servers that communicate using the ActivityPub protocol, allowing users to connect across different instances within the Fediverse. Each Mastodon instance establishes its own moderation policies and content guidelines, distinguishing it from centrally controlled social media platforms. First released in 2016 by Eugen Rochko, Mastodon has positioned itself as an alternative to mainstream social media, particularly for users seeking decentralized, community-driven spaces. The platform has experienced multiple surges in adoption, most notably following the Twitter acquisition by Elon Musk in 2022, as users sought alternatives to Twitter. It is part of a broader shift toward decentralized social networks, including Bluesky and Lemmy. Mastodon emphasizes user privacy and moderation flexibility, offering features such as granular post visibility controls, content warning options, and local community-driven moderation. The software is written in Ruby on Rails and Node.js, with a web interface built using React and Redux. It is interoperable with other ActivityPub-based platforms, such as Threads, and supports various third-party applications on desktop and mobile devices. == Functionality == Users post short-form status messages, historically known as "toots", for others to see and interact with. On a standard Mastodon instance, these messages can include up to 500 text-based characters, greater than Twitter's 280-character limit. Some instances support even longer messages. Images, audio files, videos or polls can also be added to a message. Users join a specific Mastodon server, rather than a single centralized website or application. The servers are connected as nodes in a network, and each server can administer its own rules, account privileges, and whether to share messages to and from other servers. Users can communicate and follow each other across connected Mastodon servers with usernames similar in format to full email addresses. Since version 2.9.0, Mastodon's web user interface has offered a single-column mode for new users by default. In advanced mode, the interface approximates the microblogging interface of TweetDeck. === Privacy === Mastodon includes a number of specific privacy features. Each message has a variety of privacy options available, and users can choose whether the message is public or private. Messages can display public on a global feed, known as a timeline, or can be shared only to the user's followers. Messages can also be marked as unlisted from timelines or direct between users. Users can also mark their accounts as completely private. In the timeline, messages can display with an optional content warning feature, which requires readers to click on the hidden main body of the message to reveal it. Mastodon servers have used this feature to hide spoilers, trigger warnings, and not safe for work (NSFW) content, though some accounts use the feature to hide links and thoughts others might not want to read. Mastodon aggregates messages in local and federated timelines in real time. The local timeline shows messages from users on a singular server, while the federated timeline shows messages across all participating Mastodon servers. === Content moderation === In early 2017, journalists like Sarah Jeong distinguished Mastodon from Twitter for its approach to combating harassment. Mastodon uses community-based moderation, in which each server can limit or filter out undesirable types of content, while Twitter uses a single, global policy on content moderation. Servers can choose to limit or filter out messages with disparaging content. The founder of Mastodon, Eugen Rochko, believes that small, closely related communities deal with unwanted behavior more effectively than a large company's small safety team. In Move Slowly and Build Bridges, Robert W. Gehl argues that predominantly white participation has shaped Mastodon in ways that affect how reports of racism are received and limit its ability to replicate Black Twitter on Twitter. Users can also block and report others to administrators, much like on Twitter. Instance administrators can block other instances from interacting with their own, an action called defederation. By posting toots hashtagged with #fediblock, some instance administrators and users alert others of issues requiring moderation. === Searching === Mastodon by default allows searching for hashtags and mentioned accounts in the Fediverse. Server administrators can optionally enable Elasticsearch to search the full-text of public posts that have opted in to being indexed. == Versions == In September 2018, with the release of version 2.5 with redesigned public profile pages, Mastodon marked its 100th release. Mastodon 2.6 was released in October 2018, introducing the possibilities of verified profiles and live, in-stream link previews for images and videos. Version 2.7, in January 2019, made it possible to search for multiple hashtags at once, instead of searching for just a single hashtag, with more robust moderation capabilities for server administrators and moderators, while accessibility, such as contrast for users with sight issues, was improved. The ability for users to create and vote in polls, as well as a new invitation system to manage registrations was integrated in April 2019. Mastodon 2.8.1, released in May 2019, made images with content warnings blurred instead of completely hidden. In version 2.9 in June 2019, an optional single-column view was added. This view became the default displayed to new users, with a user "preferences" option to switch to a multiple-column-based view. In August 2020, Mastodon 3.2 was released. It included a redesigned audio player with custom thumbnails and the ability to add personal notes to one's profile. In July 2021, an official client for iOS devices was released. According to the project's then CEO, Eugen Rochko, the release was part of an effort to attract new users. Mastodon 4.0 was released in November 2022, including language support for translating posts, editing posts and following hashtags. Mastodon 4.5 was released in November 2025. Among other features it introduced quote posts, which were previously rejected from being implemented due to concerns about toxicity and harassment. To mitigate these issues Mastodon's quote post feature has been designed in a way that lets users decide if and by whom their posts can be quoted. == Software == Mastodon is published as free and open-source software under the Affero GPL license, allowing anyone to use the software or modify it as they wish. Servers can be run by any individual or organization, and users can join these servers as they wish. The server software itself is powered by Ruby on Rails and Node.js, with its web client being written in React.js and Redux. The only database software supported is PostgreSQL, with Redis being used for job processing and various actions that Mastodon needs to process. The service is interoperable with the fediverse, a collection of social networking services which use the ActivityPub protocol for communication between each other, with previous versions containing support for OStatus. Client apps for interacting with the Mastodon API are available for desktop computer operating systems, including Windows, macOS and the Linux family of operating systems, as well as mobile phones running iOS and Android. The API is open for anyone to utilize, allowing clients to be built for any operating system that can connect to the internet. === Integration with Fediverse === Mastodon uses the ActivityPub protocol for federation; this allows users to communicate between independent Mastodon instances and other ActivityPub compatible services. Thus, Mastodon is generally considered to be a part of the Fediverse. Services utilizing the ActivityPub protocol exist which allow for searching all posts on all instances as long as users opt-in. For similar reasons, only hashtags can appear in a Mastodon instance's trending topics, not arbitrary popular words. Trending topics vary between instances, since individual instances are aware of different subsets of posts from the whole fediverse. === Security concerns === While Mastodon's decentralized structure is one of its most distinctive features, it also poses additional security challenges. Since many Mastodon instances are run by volunteers, some security experts are concerned about data security and responsiveness to new threats and vulnerabilities across the network, considering the difficulty of configuring and maintaining an instance as well as uneven skill levels among administrators. Administrators of an instance also have access to the private information of any users that are either registered with that instance or have federated

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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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  • Commonsense knowledge (artificial intelligence)

    Commonsense knowledge (artificial intelligence)

    In artificial intelligence research, commonsense knowledge consists of facts about the everyday world, such as "Lemons are sour" or "Cows say moo", that all humans are expected to know. It is currently an unsolved problem in artificial general intelligence. The first AI program to address common sense knowledge was Advice Taker in 1959 by John McCarthy. Commonsense knowledge can underpin a commonsense reasoning process, to attempt inferences such as "You might bake a cake because you want people to eat the cake." A natural language processing process can be attached to the commonsense knowledge base to allow the knowledge base to attempt to answer questions about the world. Common sense knowledge also helps to solve problems in the face of incomplete information. Using widely held beliefs about everyday objects, or common sense knowledge, AI systems make common sense assumptions or default assumptions about the unknown similar to the way people do. In an AI system or in English, this is expressed as "Normally P holds", "Usually P" or "Typically P so Assume P". For example, if we know the fact "Tweety is a bird", because we know the commonly held belief about birds, "typically birds fly," without knowing anything else about Tweety, we may reasonably assume the fact that "Tweety can fly." As more knowledge of the world is discovered or learned over time, the AI system can revise its assumptions about Tweety using a truth maintenance process. If we later learn that "Tweety is a penguin" then truth maintenance revises this assumption because we also know "penguins do not fly". == Commonsense reasoning == Commonsense reasoning simulates the human ability to use commonsense knowledge to make presumptions about the type and essence of ordinary situations they encounter every day, and to change their "minds" should new information come to light. This includes time, missing or incomplete information and cause and effect. The ability to explain cause and effect is an important aspect of explainable AI. Truth maintenance algorithms automatically provide an explanation facility because they create elaborate records of presumptions. Compared with humans, all existing computer programs that attempt human-level AI perform extremely poorly on modern "commonsense reasoning" benchmark tests such as the Winograd Schema Challenge. The problem of attaining human-level competency at "commonsense knowledge" tasks is considered to probably be "AI complete" (that is, solving it would require the ability to synthesize a fully human-level intelligence), although some oppose this notion and believe compassionate intelligence is also required for human-level AI. Common sense reasoning has been applied successfully in more limited domains such as natural language processing and automated diagnosis or analysis. == Commonsense knowledge base construction == Compiling comprehensive knowledge bases of commonsense assertions (CSKBs) is a long-standing challenge in AI research. From early expert-driven efforts like CYC and WordNet, significant advances were achieved via the crowdsourced OpenMind Commonsense project, which led to the crowdsourced ConceptNet KB. Several approaches have attempted to automate CSKB construction, most notably, via text mining (WebChild, Quasimodo, TransOMCS, Ascent), as well as harvesting these directly from pre-trained language models (AutoTOMIC). These resources are significantly larger than ConceptNet, though the automated construction mostly makes them of moderately lower quality. Challenges also remain on the representation of commonsense knowledge: Most CSKB projects follow a triple data model, which is not necessarily best suited for breaking more complex natural language assertions. A notable exception here is GenericsKB, which applies no further normalization to sentences, but retains them in full. == Applications == Around 2013, MIT researchers developed BullySpace, an extension of the commonsense knowledgebase ConceptNet, to catch taunting social media comments. BullySpace included over 200 semantic assertions based around stereotypes, to help the system infer that comments like "Put on a wig and lipstick and be who you really are" are more likely to be an insult if directed at a boy than a girl. ConceptNet has also been used by chatbots and by computers that compose original fiction. At Lawrence Livermore National Laboratory, common sense knowledge was used in an intelligent software agent to detect violations of a comprehensive nuclear test ban treaty. == Data == As an example, as of 2012 ConceptNet includes these 21 language-independent relations: IsA (An "RV" is a "vehicle" | X is an instance of a Y) UsedFor (a "cake tin" is used for "making cakes" | X is used for the purpose Y) HasA (A "rabbit" has a "tail" | X possesses Y element or feature) CapableOf (a "cook" is capable of "making baked goods" | X is capable of doing Y) Desires (a "child" desires "the aroma of baking" | X has a desire for Y) CreatedBy ("cake" is created by a "baker" | X is created by Y) PartOf (a "knife" is be part of a "knife set" | X is a part of Y) Causes ("Heat" causes "cooking"| X is what causes Y) LocatedNear (the "oven" is located near the "refrigerator" | X is located near Y) AtLocation (Somewhere a "Cook" can be at a "restaurant" | X is at the location of Y) DefinedAs (a "Cupcake" is defined as a "cake" that also has the qualities of being "small", "baked within a wrapper", and "containing only one area of frosting or icing" | X is defined as Y that also has the properties A, B & C) SymbolOf (a "heart" is a symbol of "affection" | X is a symbolic representation of Y) ReceivesAction ("cake" can receive the action of being "eaten" | X is capable of receiving action Y) HasPrerequisite ("baking" has the prerequisite of obtaining the "ingredients" | X cannot do Y unless A does B) MotivatedByGoal ("baking" is motivated by the goal of "consumption"/"eating" | X has the motivation of Y goal) CausesDesire ("baking" makesYou want to "follow recipe" | X causes the desire to do Y) MadeOf ("Cake" is made of "flour"/"eggs"/"sugar"/"oil"/etc | X is made of Y) HasFirstSubevent ("baking" has first subevent "make batter" | To do X the first thing that needs to be done is Y) HasSubevent ("eat" has subevent "swallow" | Doing X will lead to Y event following) HasLastSubevent ("sleeping" has last subevent of "waking" | Doing X ends with the event Y) == Commonsense knowledge bases == Cyc Open Mind Common Sense (data source) and ConceptNet (datastore and NLP engine) Evi Graphiq

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  • Energy-based model

    Energy-based model

    An energy-based model (EBM), also called Canonical Ensemble Learning (CEL) or Learning via Canonical Ensemble (LCE), is an application of canonical ensemble formulation from statistical physics for learning from data. The approach prominently appears in generative artificial intelligence. EBMs provide a unified framework for many probabilistic and non-probabilistic approaches to such learning, particularly for training graphical and other structured models. An EBM learns the characteristics of a target dataset and generates a similar but larger dataset. EBMs detect the latent variables of a dataset and generate new datasets with a similar distribution. Energy-based generative neural networks is a class of generative models, which aim to learn explicit probability distributions of data in the form of energy-based models, the energy functions of which are parameterized by modern deep neural networks. Boltzmann machines are a special form of energy-based models with a specific parametrization of the energy. == Description == For a given input x {\displaystyle x} , the model describes an energy E θ ( x ) {\displaystyle E_{\theta }(x)} such that the Boltzmann distribution P θ ( x ) = e − β E θ ( x ) Z ( θ ) {\displaystyle P_{\theta }(x)={e^{-\beta E_{\theta }(x)} \over Z(\theta )}} is a probability (density), and typically β = 1 {\displaystyle \beta =1} . Since the normalization constant: Z ( θ ) := ∫ x ∈ X e − β E θ ( x ) d x {\displaystyle Z(\theta ):=\int _{x\in X}e^{-\beta E_{\theta }(x)}dx} (also known as the partition function) depends on all the Boltzmann factors of all possible inputs x {\displaystyle x} , it cannot be easily computed or reliably estimated during training simply using standard maximum likelihood estimation. However, for maximizing the likelihood during training, the gradient of the log-likelihood of a single training example x {\displaystyle x} is given by using the chain rule: ∂ θ log ⁡ ( P θ ( x ) ) = E x ′ ∼ P θ [ ∂ θ E θ ( x ′ ) ] − ∂ θ E θ ( x ) ( ∗ ) {\displaystyle \partial _{\theta }\log \left(P_{\theta }(x)\right)=\mathbb {E} _{x'\sim P_{\theta }}[\partial _{\theta }E_{\theta }(x')]-\partial _{\theta }E_{\theta }(x)\,()} The expectation in the above formula for the gradient can be approximately estimated by drawing samples x ′ {\displaystyle x'} from the distribution P θ {\displaystyle P_{\theta }} using Markov chain Monte Carlo (MCMC). Early energy-based models, such as the 2003 Boltzmann machine by Hinton, estimated this expectation via blocked Gibbs sampling. Newer approaches make use of more efficient Stochastic Gradient Langevin Dynamics (LD), drawing samples using: x 0 ′ ∼ P 0 , x i + 1 ′ = x i ′ − α 2 ∂ E θ ( x i ′ ) ∂ x i ′ + ϵ {\displaystyle x_{0}'\sim P_{0},x_{i+1}'=x_{i}'-{\frac {\alpha }{2}}{\frac {\partial E_{\theta }(x_{i}')}{\partial x_{i}'}}+\epsilon } , where ϵ ∼ N ( 0 , α ) {\displaystyle \epsilon \sim {\mathcal {N}}(0,\alpha )} . A replay buffer of past values x i ′ {\displaystyle x_{i}'} is used with LD to initialize the optimization module. The parameters θ {\displaystyle \theta } of the neural network are therefore trained in a generative manner via MCMC-based maximum likelihood estimation: the learning process follows an "analysis by synthesis" scheme, where within each learning iteration, the algorithm samples the synthesized examples from the current model by a gradient-based MCMC method (e.g., Langevin dynamics or Hybrid Monte Carlo), and then updates the parameters θ {\displaystyle \theta } based on the difference between the training examples and the synthesized ones – see equation ( ∗ ) {\displaystyle ()} . This process can be interpreted as an alternating mode seeking and mode shifting process, and also has an adversarial interpretation. Essentially, the model learns a function E θ {\displaystyle E_{\theta }} that associates low energies to correct values, and higher energies to incorrect values. After training, given a converged energy model E θ {\displaystyle E_{\theta }} , the Metropolis–Hastings algorithm can be used to draw new samples. The acceptance probability is given by: P a c c ( x i → x ∗ ) = min ( 1 , P θ ( x ∗ ) P θ ( x i ) ) . {\displaystyle P_{acc}(x_{i}\to x^{})=\min \left(1,{\frac {P_{\theta }(x^{})}{P_{\theta }(x_{i})}}\right).} == History == The term "energy-based models" was first coined in a 2003 JMLR paper where the authors defined a generalisation of independent components analysis to the overcomplete setting using EBMs. Other early work on EBMs proposed models that represented energy as a composition of latent and observable variables. == Characteristics == EBMs demonstrate useful properties: Simplicity and stability. The EBM is the only object that needs to be designed and trained. Separate networks need not be trained to ensure balance. Adaptive computation time. An EBM can generate sharp, diverse samples or (more quickly) coarse, less diverse samples. Given infinite time, this procedure produces true samples. Flexibility. In Variational Autoencoders (VAE) and flow-based models, the generator learns a map from a continuous space to a (possibly) discontinuous space containing different data modes. EBMs can learn to assign low energies to disjoint regions (multiple modes). Adaptive generation. EBM generators are implicitly defined by the probability distribution, and automatically adapt as the distribution changes (without training), allowing EBMs to address domains where generator training is impractical, as well as minimizing mode collapse and avoiding spurious modes from out-of-distribution samples. Compositionality. Individual models are unnormalized probability distributions, allowing models to be combined through product of experts or other hierarchical techniques. == Experimental results == On image datasets such as CIFAR-10 and ImageNet 32x32, an EBM model generated high-quality images relatively quickly. It supported combining features learned from one type of image for generating other types of images. It was able to generalize using out-of-distribution datasets, outperforming flow-based and autoregressive models. EBM was relatively resistant to adversarial perturbations, behaving better than models explicitly trained against them with training for classification. == Applications == Target applications include natural language processing, robotics and computer vision. The first energy-based generative neural network is the generative ConvNet proposed in 2016 for image patterns, where the neural network is a convolutional neural network. The model has been generalized to various domains to learn distributions of videos, and 3D voxels. They are made more effective in their variants. They have proven useful for data generation (e.g., image synthesis, video synthesis, 3D shape synthesis, etc.), data recovery (e.g., recovering videos with missing pixels or image frames, 3D super-resolution, etc), data reconstruction (e.g., image reconstruction and linear interpolation ). == Alternatives == EBMs compete with techniques such as variational autoencoders (VAEs), generative adversarial networks (GANs) or normalizing flows. == Extensions == === Joint energy-based models === Joint energy-based models (JEM), proposed in 2020 by Grathwohl et al., allow any classifier with softmax output to be interpreted as energy-based model. The key observation is that such a classifier is trained to predict the conditional probability p θ ( y | x ) = e f → θ ( x ) [ y ] ∑ j = 1 K e f → θ ( x ) [ j ] for y = 1 , … , K and f → θ = ( f 1 , … , f K ) ∈ R K , {\displaystyle p_{\theta }(y|x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{\sum _{j=1}^{K}e^{{\vec {f}}_{\theta }(x)[j]}}}\ \ {\text{ for }}y=1,\dotsc ,K{\text{ and }}{\vec {f}}_{\theta }=(f_{1},\dotsc ,f_{K})\in \mathbb {R} ^{K},} where f → θ ( x ) [ y ] {\displaystyle {\vec {f}}_{\theta }(x)[y]} is the y-th index of the logits f → {\displaystyle {\vec {f}}} corresponding to class y. Without any change to the logits it was proposed to reinterpret the logits to describe a joint probability density: p θ ( y , x ) = e f → θ ( x ) [ y ] Z ( θ ) , {\displaystyle p_{\theta }(y,x)={\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}},} with unknown partition function Z ( θ ) {\displaystyle Z(\theta )} and energy E θ ( x , y ) = − f θ ( x ) [ y ] {\displaystyle E_{\theta }(x,y)=-f_{\theta }(x)[y]} . By marginalization, we obtain the unnormalized density p θ ( x ) = ∑ y p θ ( y , x ) = ∑ y e f → θ ( x ) [ y ] Z ( θ ) =: e − E θ ( x ) , {\displaystyle p_{\theta }(x)=\sum _{y}p_{\theta }(y,x)=\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}=:e^{-E_{\theta }(x)},} therefore, E θ ( x ) = − log ⁡ ( ∑ y e f → θ ( x ) [ y ] Z ( θ ) ) , {\displaystyle E_{\theta }(x)=-\log \left(\sum _{y}{\frac {e^{{\vec {f}}_{\theta }(x)[y]}}{Z(\theta )}}\right),} so that any classifier can be used to define an energy function E θ ( x ) {\displaystyle E_{\theta }(x)} .

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  • Eyes of Things

    Eyes of Things

    Eyes of Things (EoT) is the name of a project funded by the European Union’s Horizon 2020 Research and Innovation Programme under grant agreement number 643924. The purpose of the project, which is funded under the Smart Cyber-physical systems topic, is to develop a generic hardware-software platform for embedded, efficient (i.e. battery-operated, wearable, mobile), computer vision, including deep learning inference. On November 29, 2018, the European Space Agency announced that it was testing the suitability of the device for space applications in advance of a flight in a Cubesat. == Motivation == EoT is based on the following tenets: Future embedded systems will have more intelligence and cognitive functionality. Vision is paramount to such intelligent capacity Unlike other sensors, vision requires intensive processing. Power consumption must be optimized if vision is to be used in mobile and wearable applications Cloud processing of edge-captured images is not sustainable. The sheer amount of visual data generated cannot be transferred to the cloud. Bandwidth is not sufficient and cloud servers cannot cope with it. == Partners == VISILAB group at University of Castilla–La Mancha (Coordinator) Movidius Awaiba Thales Security Solutions & Systems DFKI Fluxguide Evercam nVISO == Awards == 2019 Electronic Component and Systems Innovation Award by the European Commission 2018 HiPEAC Tech Transfer Award 2018 EC Innovation Radar - highlighting excellent innovations Award 2018 Internet of Things (IoT) Technology Research Award Pilot by Google 2016 Semifinalist "THE VISION SHOW STARTUP COMPETITION", Global Association for Vision Information, Boston US

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  • Artificial psychology

    Artificial psychology

    Artificial psychology (AP) has had multiple meanings dating back to 19th century, with recent usage related to artificial intelligence (AI).Artificial psychology is a theoretical field related to artificial intelligence, cognitive science, and psychology, which explores how advanced AI systems may develop human-like decision-making processes. In 1999, Zhiliang Wang and Lun Xie presented a theory of artificial psychology based on artificial intelligence. They analyze human psychology using information science research methods and artificial intelligence research to probe deeper into the human mind. == Main Theory == Dan Curtis (b. 1963) proposed AP is a theoretical discipline. The theory considers the situation when an artificial intelligence approaches the level of complexity where the intelligence meets two conditions: Condition I A: Makes all of its decisions autonomously B: Is capable of making decisions based on information that is New Abstract Incomplete C: The artificial intelligence is capable of reprogramming itself based on the new data, allowing it to evolve. D: And is capable of resolving its own programming conflicts, even in the presence of incomplete data. This means that the intelligence autonomously makes value-based decisions, referring to values that the intelligence has created for itself. Condition II All four criteria are met in situations that are not part of the original operating program When both conditions are met, then, according to this theory, the possibility exists that the intelligence will reach irrational conclusions based on real or created information. At this point, the criteria are met for intervention which will not necessarily be resolved by simple re-coding of processes due to extraordinarily complex nature of the codebase itself; but rather a discussion with the intelligence in a format which more closely resembles classical (human) psychology. If the intelligence cannot be reprogrammed by directly inputting new code, but requires the intelligence to reprogram itself through a process of analysis and decision based on information provided by a human, in order for it to overcome behavior which is inconsistent with the machines purpose or ability to function normally, then artificial psychology is by definition, what is required. The level of complexity that is required before these thresholds are met is currently a subject of extensive debate. The theory of artificial psychology does not address the specifics of what those levels may be, but only that the level is sufficiently complex that the intelligence cannot simply be recoded by a software developer, and therefore dysfunctionality must be addressed through the same processes that humans must go through to address their own dysfunctionalities. Along the same lines, artificial psychology does not address the question of whether or not the intelligence is conscious. As of 2022, the level of artificial intelligence does not approach any threshold where any of the theories or principles of artificial psychology can even be tested, and therefore, artificial psychology remains a largely theoretical discipline. Even at a theoretical level, artificial psychology remains an advanced stage of artificial intelligence.

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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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