AI For Kids Course

AI For Kids Course — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Inverse consistency

    Inverse consistency

    In image registration, inverse consistency measures the consistency of mappings between images produced by a registration algorithm. The inverse consistency error, introduced by Christiansen and Johnson in 2001, quantifies the distance between the composition of the mappings from each image to the other, produced by the registration procedure, and the identity function, and is used as a regularisation constraint in the loss function of many registration algorithms to enforce consistent mappings. Inverse consistency is necessary for good image registration but it is not sufficient, since a mapping can be perfectly consistent but not register the images at all. == Definition == Image registration is the process of establishing a common coordinate system between two images, and given two images I 1 : Ω 1 → R I 2 : Ω 2 → R {\displaystyle {\begin{aligned}I_{1}:\Omega _{1}\to \mathbb {R} \\I_{2}:\Omega _{2}\to \mathbb {R} \end{aligned}}} registering a source image I 1 {\displaystyle I_{1}} to a target image I 2 {\displaystyle I_{2}} consists of determining a transformation f 1 : Ω 2 → Ω 1 {\displaystyle f_{1}:\Omega _{2}\to \Omega _{1}} that maps points from the target space to the source space. An ideal registration algorithm should not be sensitive to which image in the pair is used as source or target, and the registration operator should be antisymmetric such that the mappings f 1 : Ω 2 → Ω 1 f 2 : Ω 1 → Ω 2 {\displaystyle {\begin{aligned}f_{1}:\Omega _{2}\to \Omega _{1}\\f_{2}:\Omega _{1}\to \Omega _{2}\end{aligned}}} produced when registering I 1 {\displaystyle I_{1}} to I 2 {\displaystyle I_{2}} and I 2 {\displaystyle I_{2}} to I 1 {\displaystyle I_{1}} respectively should be the inverse of each other, i.e. f 2 = f 1 − 1 {\displaystyle f_{2}=f_{1}^{-1}} and f 1 = f 2 − 1 {\displaystyle f_{1}=f_{2}^{-1}} or, equivalently, f 2 ∘ f 1 = id Ω 2 {\displaystyle f_{2}\circ f_{1}=\operatorname {id} _{\Omega _{2}}} and f 1 ∘ f 2 = id Ω 1 {\displaystyle f_{1}\circ f_{2}=\operatorname {id} _{\Omega _{1}}} , where ∘ {\displaystyle \circ } denotes the function composition operator. Real algorithms are not perfect, and when swapping the role of source and target image in a registration problem the so obtained transformations are not the inverse of each other. Inverse consistency can be enforced by adding to the loss function of the registration a symmetric regularisation term that penalises inconsistent transformations ∫ Ω 2 ‖ f 2 ( f 1 ( x ) ) − x ‖ 2 d x + ∫ Ω 1 ‖ f 1 ( f 2 ( x ) ) − x ‖ 2 d x . {\displaystyle \int _{\Omega _{2}}\left\Vert f_{2}(f_{1}(x))-x\right\Vert ^{2}\mathrm {d} x+\int _{\Omega _{1}}\left\Vert f_{1}(f_{2}(x))-x\right\Vert ^{2}\mathrm {d} x.} Inverse consistency can be used as a quality metric to evaluate image registration results. The inverse consistency error ( I C E {\displaystyle ICE} ) measures the distance between the composition of the two transforms and the identity function, and it can be formulated in terms of both average ( I C E a {\displaystyle ICE_{a}} ) or maximum ( I C E m {\displaystyle ICE_{m}} ) over a region of interest Ω {\displaystyle \Omega } of the image: I C E a = 1 ∫ Ω d x ∫ Ω ‖ f 2 ( f 1 ( x ) ) − x ‖ d x I C E m = max x ∈ Ω ‖ f 2 ( f 1 ( x ) ) − x ‖ . {\displaystyle {\begin{aligned}ICE_{a}&={\frac {1}{\int _{\Omega }\mathrm {d} x}}\int _{\Omega }\left\Vert f_{2}(f_{1}(x))-x\right\Vert \mathrm {d} x\\ICE_{m}&=\max _{x\in \Omega }\left\Vert f_{2}(f_{1}(x))-x\right\Vert .\end{aligned}}} While inverse consistency is a necessary property of good registration algorithms, inverse consistency error alone is not a sufficient metric to evaluate the quality of image registration results, since a perfectly consistent mapping, with no other constraint, may be not even close to correctly register a pair of images.

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  • Deterministic blockmodeling

    Deterministic blockmodeling

    Deterministic blockmodeling is an approach in blockmodeling that does not assume a probabilistic model, and instead relies on the exact or approximate algorithms, which are used to find blockmodel(s). This approach typically minimizes some inconsistency that can occur with the ideal block structure. Such analysis is focused on clustering (grouping) of the network (or adjacency matrix) that is obtained with minimizing an objective function, which measures discrepancy from the ideal block structure. However, some indirect approaches (or methods between direct and indirect approaches, such as CONCOR) do not explicitly minimize inconsistencies or optimize some criterion function. This approach was popularized in the 1970s, due to the presence of two computer packages (CONCOR and STRUCTURE) that were used to "find a permutation of the rows and columns in the adjacency matrix leading to an approximate block structure". The opposite approach to deterministic blockmodeling is a stochastic blockmodeling approach.

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  • Optical character recognition

    Optical character recognition

    Optical character recognition (OCR) or optical character reader is the electronic or mechanical conversion of images of typed, handwritten or printed text into machine-encoded text, whether from a scanned document, a photo of a document, a scene photo (for example the text on signs and billboards in a landscape photo) or from subtitle text superimposed on an image (for example: from a television broadcast). Widely used as a form of data entry from printed paper data records – whether passport documents, invoices, bank statements, computerized receipts, business cards, mail, printed data, or any suitable documentation – it is a common method of digitizing printed texts so that they can be electronically edited, searched, stored more compactly, displayed online, and used in machine processes such as cognitive computing, machine translation, (extracted) text-to-speech, key data and text mining. OCR is a field of research in pattern recognition, artificial intelligence and computer vision. Early versions needed to be trained with images of each character, and worked on one font at a time. Advanced systems capable of producing a high degree of accuracy for most fonts are now common, and with support for a variety of image file format inputs. Some systems are capable of reproducing formatted output that closely approximates the original page including images, columns, and other non-textual components. == History == Early optical character recognition may be traced to technologies involving telegraphy and creating reading devices for the blind. In 1914, Emanuel Goldberg developed a machine that read characters and converted them into standard telegraph code. Concurrently, Edmund Fournier d'Albe developed the Optophone, a handheld scanner that when moved across a printed page, produced tones that corresponded to specific letters or characters. In the late 1920s and into the 1930s, Emanuel Goldberg developed what he called a "Statistical Machine" for searching microfilm archives using an optical code recognition system. In 1931, he was granted US Patent number 1,838,389 for the invention. The patent was acquired by IBM. === Visually impaired users === In 1974, Ray Kurzweil started the company Kurzweil Computer Products, Inc. and continued development of omni-font OCR, which could recognize text printed in virtually any font. (Kurzweil is often credited with inventing omni-font OCR, but it was in use by companies, including CompuScan, in the late 1960s and 1970s.) Kurzweil used the technology to create a reading machine for blind people to have a computer read text to them out loud. The device included a CCD-type flatbed scanner and a text-to-speech synthesizer. On January 13, 1976, the finished product was unveiled during a widely reported news conference headed by Kurzweil and the leaders of the National Federation of the Blind. In 1978, Kurzweil Computer Products began selling a commercial version of the optical character recognition computer program. LexisNexis was one of the first customers, and bought the program to upload legal paper and news documents onto its nascent online databases. Two years later, Kurzweil sold his company to Xerox, which eventually spun it off as Scansoft, which merged with Nuance Communications. In the 2000s, OCR was made available online as a service (WebOCR), in a cloud computing environment, and in mobile applications like real-time translation of foreign-language signs on a smartphone. With the advent of smartphones and smartglasses, OCR can be used in internet connected mobile device applications that extract text captured using the device's camera. These devices that do not have built-in OCR functionality will typically use an OCR API to extract the text from the image file captured by the device. The OCR API returns the extracted text, along with information about the location of the detected text in the original image back to the device app for further processing (such as text-to-speech) or display. Various commercial and open source OCR systems are available for most common writing systems, including Latin, Cyrillic, Arabic, Hebrew, Indic, Bengali (Bangla), Devanagari, Tamil, Chinese, Japanese, and Korean characters. == Applications == OCR engines have been developed into software applications specializing in various subjects such as receipts, invoices, checks, and legal billing documents. The software can be used for: Entering data for business documents, e.g. checks, passports, invoices, bank statements and receipts Automatic number-plate recognition Passport recognition and information extraction in airports Automatically extracting key information from insurance documents Traffic-sign recognition Extracting business card information into a contact list Creating textual versions of printed documents, e.g. book scanning for Project Gutenberg Making electronic images of printed documents searchable, e.g. Google Books Converting handwriting in real-time to control a computer (pen computing) Defeating or testing the robustness of CAPTCHA anti-bot systems, though these are specifically designed to prevent OCR. Assistive technology for blind and visually impaired users Writing instructions for vehicles by identifying CAD images in a database that are appropriate to the vehicle design as it changes in real time Making scanned documents searchable by converting them to PDFs == Types == Optical character recognition (OCR) – targets typewritten text, one glyph or character at a time. Optical word recognition – targets typewritten text, one word at a time (for languages that use a space as a word divider). Usually just called "OCR". Intelligent character recognition (ICR) – also targets handwritten printscript or cursive text one glyph or character at a time, usually involving machine learning. Intelligent word recognition (IWR) – also targets handwritten printscript or cursive text, one word at a time. This is especially useful for languages where glyphs are not separated in cursive script. OCR is generally an offline process, which analyses a static document. There are cloud based services which provide an online OCR API service. Handwriting movement analysis can be used as input to handwriting recognition. Instead of merely using the shapes of glyphs and words, this technique is able to capture motion, such as the order in which segments are drawn, the direction, and the pattern of putting the pen down and lifting it. This additional information can make the process more accurate. This technology is also known as "online character recognition", "dynamic character recognition", "real-time character recognition", and "intelligent character recognition". == Techniques == === Pre-processing === OCR software often pre-processes images to improve the chances of successful recognition. Techniques include: De-skewing – if the document was not aligned properly when scanned, it may need to be tilted a few degrees clockwise or counterclockwise in order to make lines of text perfectly horizontal or vertical. Despeckling – removal of positive and negative spots, smoothing edges Binarization – conversion of an image from color or greyscale to black-and-white (called a binary image because there are two colors). The task is performed as a simple way of separating the text (or any other desired image component) from the background. The task of binarization is necessary since most commercial recognition algorithms work only on binary images, as it is simpler to do so. In addition, the effectiveness of binarization influences to a significant extent the quality of character recognition, and careful decisions are made in the choice of the binarization employed for a given input image type; since the quality of the method used to obtain the binary result depends on the type of image (scanned document, scene text image, degraded historical document, etc.). Line removal – Cleaning up non-glyph boxes and lines Layout analysis or zoning – Identification of columns, paragraphs, captions, etc. as distinct blocks. Especially important in multi-column layouts and tables. Line and word detection – Establishment of a baseline for word and character shapes, separating words as necessary. Script recognition – In multilingual documents, the script may change at the level of the words and hence, identification of the script is necessary, before the right OCR can be invoked to handle the specific script. Character isolation or segmentation – For per-character OCR, multiple characters that are connected due to image artifacts must be separated; single characters that are broken into multiple pieces due to artifacts must be connected. Normalization of aspect ratio and scale Segmentation of fixed-pitch fonts is accomplished relatively simply by aligning the image to a uniform grid based on where vertical grid lines will least often intersect black areas. For proportional fonts, more sophisticated techniques are needed because whitespace bet

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  • Statistical classification

    Statistical classification

    When classification is performed by a computer, statistical methods are normally used to develop the algorithm. Often, the individual observations are analyzed into a set of quantifiable properties, known variously as explanatory variables or features. These properties may variously be categorical (e.g. "A", "B", "AB" or "O", for blood type), ordinal (e.g. "large", "medium" or "small"), integer-valued (e.g. the number of occurrences of a particular word in an email) or real-valued (e.g. a measurement of blood pressure). Other classifiers work by comparing observations to previous observations by means of a similarity or distance function. An algorithm that implements classification, especially in a concrete implementation, is known as a classifier. The term "classifier" sometimes also refers to the mathematical function, implemented by a classification algorithm, that maps input data to a category. Terminology across fields is quite varied. In statistics, where classification is often done with logistic regression or a similar procedure, the properties of observations are termed explanatory variables (or independent variables, regressors, etc.), and the categories to be predicted are known as outcomes, which are considered to be possible values of the dependent variable. In machine learning, the observations are often known as instances, the explanatory variables are termed features (grouped into a feature vector), and the possible categories to be predicted are classes. Other fields may use different terminology: e.g. in community ecology, the term "classification" normally refers to cluster analysis. == Relation to other problems == Classification and clustering are examples of the more general problem of pattern recognition, which is the assignment of some sort of output value to a given input value. Other examples are regression, which assigns a real-valued output to each input; sequence labeling, which assigns a class to each member of a sequence of values (for example, part of speech tagging, which assigns a part of speech to each word in an input sentence); parsing, which assigns a parse tree to an input sentence, describing the syntactic structure of the sentence; etc. A common subclass of classification is probabilistic classification. Algorithms of this nature use statistical inference to find the best class for a given instance. Unlike other algorithms, which simply output a "best" class, probabilistic algorithms output a probability of the instance being a member of each of the possible classes. The best class is normally then selected as the one with the highest probability. However, such an algorithm has numerous advantages over non-probabilistic classifiers: It can output a confidence value associated with its choice (in general, a classifier that can do this is known as a confidence-weighted classifier). Correspondingly, it can abstain when its confidence of choosing any particular output is too low. Because of the probabilities which are generated, probabilistic classifiers can be more effectively incorporated into larger machine-learning tasks, in a way that partially or completely avoids the problem of error propagation. == Frequentist procedures == Early work on statistical classification was undertaken by Fisher, in the context of two-group problems, leading to Fisher's linear discriminant function as the rule for assigning a group to a new observation. This early work assumed that data-values within each of the two groups had a multivariate normal distribution. The extension of this same context to more than two groups has also been considered with a restriction imposed that the classification rule should be linear. Later work for the multivariate normal distribution allowed the classifier to be nonlinear: several classification rules can be derived based on different adjustments of the Mahalanobis distance, with a new observation being assigned to the group whose centre has the lowest adjusted distance from the observation. == Bayesian procedures == Unlike frequentist procedures, Bayesian classification procedures provide a natural way of taking into account any available information about the relative sizes of the different groups within the overall population. Bayesian procedures tend to be computationally expensive and, in the days before Markov chain Monte Carlo computations were developed, approximations for Bayesian clustering rules were devised. Some Bayesian procedures involve the calculation of group-membership probabilities: these provide a more informative outcome than a simple attribution of a single group-label to each new observation. == Binary and multiclass classification == Classification can be thought of as two separate problems – binary classification and multiclass classification. In binary classification, a better understood task, only two classes are involved, whereas multiclass classification involves assigning an object to one of several classes. Since many classification methods have been developed specifically for binary classification, multiclass classification often requires the combined use of multiple binary classifiers. == Feature vectors == Most algorithms describe an individual instance whose category is to be predicted using a feature vector of individual, measurable properties of the instance. Each property is termed a feature, also known in statistics as an explanatory variable (or independent variable, although features may or may not be statistically independent). Features may variously be binary (e.g. "on" or "off"); categorical (e.g. "A", "B", "AB" or "O", for blood type); ordinal (e.g. "large", "medium" or "small"); integer-valued (e.g. the number of occurrences of a particular word in an email); or real-valued (e.g. a measurement of blood pressure). If the instance is an image, the feature values might correspond to the pixels of an image; if the instance is a piece of text, the feature values might be occurrence frequencies of different words. Some algorithms work only in terms of discrete data and require that real-valued or integer-valued data be discretized into groups (e.g. less than 5, between 5 and 10, or greater than 10). == Linear classifiers == A large number of algorithms for classification can be phrased in terms of a linear function that assigns a score to each possible category k by combining the feature vector of an instance with a vector of weights, using a dot product. The predicted category is the one with the highest score. This type of score function is known as a linear predictor function and has the following general form: score ⁡ ( X i , k ) = β k ⋅ X i , {\displaystyle \operatorname {score} (\mathbf {X} _{i},k)={\boldsymbol {\beta }}_{k}\cdot \mathbf {X} _{i},} where Xi is the feature vector for instance i, βk is the vector of weights corresponding to category k, and score(Xi, k) is the score associated with assigning instance i to category k. In discrete choice theory, where instances represent people and categories represent choices, the score is considered the utility associated with person i choosing category k. Algorithms with this basic setup are known as linear classifiers. What distinguishes them is the procedure for determining (training) the optimal weights/coefficients and the way that the score is interpreted. Examples of such algorithms include Logistic regression – Statistical model for a binary dependent variable Multinomial logistic regression – Regression for more than two discrete outcomes Probit regression – Statistical regression where the dependent variable can take only two valuesPages displaying short descriptions of redirect targets The perceptron algorithm Support vector machine – Set of methods for supervised statistical learning Linear discriminant analysis – Method used in statistics, pattern recognition, and other fields == Algorithms == Since no single form of classification is appropriate for all data sets, a large toolkit of classification algorithms has been developed. The most commonly used include: Artificial neural networks – Computational model used in machine learningPages displaying short descriptions of redirect targets Boosting (machine learning) – Ensemble learning method Random forest – Tree-based ensemble machine learning methods Genetic programming – Evolving computer programs with techniques analogous to natural genetic processes Gene expression programming – Evolutionary algorithm Multi expression programming Linear genetic programming Kernel estimation – Concept in statisticsPages displaying short descriptions of redirect targets k-nearest neighbor – Non-parametric classification methodPages displaying short descriptions of redirect targets Learning vector quantization Linear classifier – Statistical classification in machine learning Fisher's linear discriminant – Method used in statistics, pattern recognition, and other fieldsPages displaying short descriptions of redirect targets Logistic r

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  • EnQuire

    EnQuire

    Enquire is a web-based software application used as a platform for project, contract and grant management, as well as reporting and planning. Initially designed for the specific business requirements of the Australian Government, Queensland Government and Queensland Regional Bodies to manage natural resource projects, Enquire has since seen adoption outside of this industry and user segment. The use of Enquire by Natural Resource Management bodies within Queensland has been cited as a reason for the improved efficiency, quantity and quality of reporting. Technically, Enquire is implemented as a Java application built on a MySQL database. Enquire is hosted and supported under the software as a service model by Tactiv Pty Ltd. == History == The system was first released in 2005 under the name ViSTA NRM Online, proactively changing its name to Enquire in 2007 to avoid possible confusion with Windows Vista, which was being released at the time. In 2012, the Enquire project and support team was commercialized as its own company called Tactiv Pty Ltd. Tactiv is based predominantly in Brisbane, Australia. Tactiv has continued to develop and grow the Enquire Grant, Contract and Project management solution, releasing a new platform in 2017. Since commercialization, Tactiv has grown its client base to include government and non-government organizations such as foundations and not-for-profit organizations. == Functionality == The functionality of Enquire can be broken down into 5 key lifecycle solutions, all fully integrated and supported by over 40 feature rich and configurable modules: Grant Management Contract Management Project Portfolio Management Procurement Management Relationship Management The system provides its platform to meet the needs of "off the shelf" customers looking for a ready to use best practice option as well as a fully configurable option for specific requirements. The system offers a client supplier portal for external applicants or suppliers, a management portal for internal team usage and an administration portal for clients to manage access, roles, information, and other configurations. Key functional modules include: Online authoring and publishing for forms and applications Workflows Project Tracking Performance Reporting Financial Reporting Stakeholder Communication Budget management Document Management Milestone tracking Payments and Variations Management KPI tracking and Impact reporting The Enquire system is used to report against the Queensland Government's Q2 Coast and Country Program and parts of the Australian Government's Caring for our Country program. There is also a strategic planning module, which provides functionality to manage core-business administration and reporting requirements, whilst providing visibility of key activities and their alignment against organizational goals and strategic objectives. The systems architecture supports a range of implementation models with the capacity to manage one-to-one, one-to-many and many-to-many relationships between investors and investees. Under the usage model within Queensland, Regional Bodies use Enquire to load project contracts and report against these online. The regional bodies also record output, target and financial information in Enquire, which can then be used for operational purposes including financial, performance and target reporting. == External Audit == The Australian National Audit Office Audit Report No.21 2007–08 undertook a case study on Enquire. It noted: "The Queensland Department of Environment and Resource Management has developed the first integrated web-based system [Enquire] to manage performance information about Natural Resource Management activities in Queensland." Four of Queensland's 14 regional bodies commented on Enquire through the ANAO's survey. These four regional bodies indicated that Enquire offers a means of consistent reporting at the State level.

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  • Multi-surface method

    Multi-surface method

    The multi-surface method (MSM) is a form of decision making using the concept of piecewise-linear separability of datasets to categorize data. == Introduction == Two datasets are linearly separable if their convex hulls do not intersect. The method may be formulated as a feedforward neural network with weights that are trained via linear programming. Comparisons between neural networks trained with the MSM versus backpropagation show MSM is better able to classify data. The decision problem associated linear program for the MSM is NP-complete. == Mathematical formulation == Given two finite disjoint point sets A , B ∈ R n {\displaystyle {\mathcal {A,B}}\in \mathbb {R} ^{n}} , find a discriminant, f : R n → R {\displaystyle f:\mathbb {R} ^{n}\to \mathbb {R} } such that f ( A ) > 0 , f ( B ) ≤ 0 {\displaystyle f({\mathcal {A}})>0,f({\mathcal {B}})\leq 0} . If the intersection of convex hulls of the two sets is the empty set, then it is possible to use a single linear program to obtain a linear discriminant of the form, f ( x ) = c x + γ {\displaystyle f(x)=cx+\gamma } . Usually, in real applications, the sets' convex hulls do intersect, and a (often non-convex) piecewise-linear discriminant can be used, through the use of several linear programs.

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  • Genetic representation

    Genetic representation

    In computer programming, genetic representation is a way of presenting solutions/individuals in evolutionary computation methods. The term encompasses both the concrete data structures and data types used to realize the genetic material of the candidate solutions in the form of a genome, and the relationships between search space and problem space. In the simplest case, the search space corresponds to the problem space (direct representation). The choice of problem representation is tied to the choice of genetic operators, both of which have a decisive effect on the efficiency of the optimization. Genetic representation can encode appearance, behavior, physical qualities of individuals. Difference in genetic representations is one of the major criteria drawing a line between known classes of evolutionary computation. Terminology is often analogous with natural genetics. The block of computer memory that represents one candidate solution is called an individual. The data in that block is called a chromosome. Each chromosome consists of genes. The possible values of a particular gene are called alleles. A programmer may represent all the individuals of a population using binary encoding, permutational encoding, encoding by tree, or any one of several other representations. == Representations in some popular evolutionary algorithms == Genetic algorithms (GAs) are typically linear representations; these are often, but not always, binary. Holland's original description of GA used arrays of bits. Arrays of other types and structures can be used in essentially the same way. The main property that makes these genetic representations convenient is that their parts are easily aligned due to their fixed size. This facilitates simple crossover operation. Depending on the application, variable-length representations have also been successfully used and tested in evolutionary algorithms (EA) in general and genetic algorithms in particular, although the implementation of crossover is more complex in this case. Evolution strategy uses linear real-valued representations, e.g., an array of real values. It uses mostly gaussian mutation and blending/averaging crossover. Genetic programming (GP) pioneered tree-like representations and developed genetic operators suitable for such representations. Tree-like representations are used in GP to represent and evolve functional programs with desired properties. Human-based genetic algorithm (HBGA) offers a way to avoid solving hard representation problems by outsourcing all genetic operators to outside agents, in this case, humans. The algorithm has no need for knowledge of a particular fixed genetic representation as long as there are enough external agents capable of handling those representations, allowing for free-form and evolving genetic representations. === Common genetic representations === binary array integer or real-valued array binary tree natural language parse tree directed graph == Distinction between search space and problem space == Analogous to biology, EAs distinguish between problem space (corresponds to phenotype) and search space (corresponds to genotype). The problem space contains concrete solutions to the problem being addressed, while the search space contains the encoded solutions. The mapping from search space to problem space is called genotype-phenotype mapping. The genetic operators are applied to elements of the search space, and for evaluation, elements of the search space are mapped to elements of the problem space via genotype-phenotype mapping. == Relationships between search space and problem space == The importance of an appropriate choice of search space for the success of an EA application was recognized early on. The following requirements can be placed on a suitable search space and thus on a suitable genotype-phenotype mapping: === Completeness === All possible admissible solutions must be contained in the search space. === Redundancy === When more possible genotypes exist than phenotypes, the genetic representation of the EA is called redundant. In nature, this is termed a degenerate genetic code. In the case of a redundant representation, neutral mutations are possible. These are mutations that change the genotype but do not affect the phenotype. Thus, depending on the use of the genetic operators, there may be phenotypically unchanged offspring, which can lead to unnecessary fitness determinations, among other things. Since the evaluation in real-world applications usually accounts for the lion's share of the computation time, it can slow down the optimization process. In addition, this can cause the population to have higher genotypic diversity than phenotypic diversity, which can also hinder evolutionary progress. In biology, the Neutral Theory of Molecular Evolution states that this effect plays a dominant role in natural evolution. This has motivated researchers in the EA community to examine whether neutral mutations can improve EA functioning by giving populations that have converged to a local optimum a way to escape that local optimum through genetic drift. This is discussed controversially and there are no conclusive results on neutrality in EAs. On the other hand, there are other proven measures to handle premature convergence. === Locality === The locality of a genetic representation corresponds to the degree to which distances in the search space are preserved in the problem space after genotype-phenotype mapping. That is, a representation has a high locality exactly when neighbors in the search space are also neighbors in the problem space. In order for successful schemata not to be destroyed by genotype-phenotype mapping after a minor mutation, the locality of a representation must be high. === Scaling === In genotype-phenotype mapping, the elements of the genotype can be scaled (weighted) differently. The simplest case is uniform scaling: all elements of the genotype are equally weighted in the phenotype. A common scaling is exponential. If integers are binary coded, the individual digits of the resulting binary number have exponentially different weights in representing the phenotype. Example: The number 90 is written in binary (i.e., in base two) as 1011010. If now one of the front digits is changed in the binary notation, this has a significantly greater effect on the coded number than any changes at the rear digits (the selection pressure has an exponentially greater effect on the front digits). For this reason, exponential scaling has the effect of randomly fixing the "posterior" locations in the genotype before the population gets close enough to the optimum to adjust for these subtleties. == Hybridization and repair in genotype-phenotype mapping == When mapping the genotype to the phenotype being evaluated, domain-specific knowledge can be used to improve the phenotype and/or ensure that constraints are met. This is a commonly used method to improve EA performance in terms of runtime and solution quality. It is illustrated below by two of the three examples. == Examples == === Example of a direct representation === An obvious and commonly used encoding for the traveling salesman problem and related tasks is to number the cities to be visited consecutively and store them as integers in the chromosome. The genetic operators must be suitably adapted so that they only change the order of the cities (genes) and do not cause deletions or duplications. Thus, the gene order corresponds to the city order and there is a simple one-to-one mapping. === Example of a complex genotype-phenotype mapping === In a scheduling task with heterogeneous and partially alternative resources to be assigned to a set of subtasks, the genome must contain all necessary information for the individual scheduling operations or it must be possible to derive them from it. In addition to the order of the subtasks to be executed, this includes information about the resource selection. A phenotype then consists of a list of subtasks with their start times and assigned resources. In order to be able to create this, as many allocation matrices must be created as resources can be allocated to one subtask at most. In the simplest case this is one resource, e.g., one machine, which can perform the subtask. An allocation matrix is a two-dimensional matrix, with one dimension being the available time units and the other being the resources to be allocated. Empty matrix cells indicate availability, while an entry indicates the number of the assigned subtask. The creation of allocation matrices ensures firstly that there are no inadmissible multiple allocations. Secondly, the start times of the subtasks can be read from it as well as the assigned resources. A common constraint when scheduling resources to subtasks is that a resource can only be allocated once per time unit and that the reservation must be for a contiguous period of time. To achieve this in a timely manner, which is a c

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  • Self-play

    Self-play

    Self-play is a technique for improving the performance of reinforcement learning agents. Intuitively, agents learn to improve their performance by playing "against themselves". == Definition and motivation == In multi-agent reinforcement learning experiments, researchers try to optimize the performance of a learning agent on a given task, in cooperation or competition with one or more agents. These agents learn by trial-and-error, and researchers may choose to have the learning algorithm play the role of two or more of the different agents. When successfully executed, this technique has a double advantage: It provides a straightforward way to determine the actions of the other agents, resulting in a meaningful challenge. It increases the amount of experience that can be used to improve the policy, by a factor of two or more, since the viewpoints of each of the different agents can be used for learning. Czarnecki et al argue that most of the games that people play for fun are "Games of Skill", meaning games whose space of all possible strategies looks like a spinning top. In more detail, we can partition the space of strategies into sets L 1 , L 2 , . . . , L n {\displaystyle L_{1},L_{2},...,L_{n}} , such that any i < j , π i ∈ L i , π j ∈ L j {\displaystyle i Read more →

  • Facebook Messenger

    Facebook Messenger

    Messenger (formerly known as Facebook Messenger) is an American proprietary instant messaging service developed by Meta Platforms, the company that operates Facebook. Originally developed as Facebook Chat in 2008, the client application of Messenger is currently available on iOS and Android mobile platforms, Windows and macOS desktop platforms, through the Messenger.com web application, and on the standalone Meta Portal hardware. Messenger is used to send messages and exchange photos, videos, stickers, audio, and files, and also react to other users' messages and interact with bots. The service also supports voice and video calling. The standalone apps support using multiple accounts, conversations with end-to-end encryption, and playing games. There are also group chats where you can connect with multiple people at once in a private space such as Panama Chat. With a monthly userbase of over 1 billion people, it is among the largest social media platforms. == History == Following tests of a new instant messaging platform on Facebook in March 2008, the feature, then-titled "Facebook Chat", was gradually released to users in April 2008. Facebook revamped its messaging platform in November 2010, and subsequently acquired group messaging service Beluga in March 2011, which the company used to launch its standalone iOS and Android mobile apps on August 9, 2011. Facebook later launched a BlackBerry version in October 2011. An app for Windows Phone, though lacking features including voice messaging and chat heads, was released in March 2014. In April 2014, Facebook announced that the messaging feature would be removed from the main Facebook app and users will be required to download the separate Messenger app. An iPad-optimized version of the iOS app was released in July 2014. On April 8, 2015, Facebook launched a website interface for Messenger. A Tizen app was released on July 13, 2015. Facebook launched Messenger for Windows 10 in April 2016. In October 2016, Facebook released Messenger Lite, a stripped-down version of Messenger with a reduced feature set. The app is aimed primarily at old Android phones and regions where high-speed Internet is not widely available. In April 2017, Messenger Lite was expanded to 132 more countries. In May 2017, Facebook revamped the design for Messenger on Android and iOS, bringing a new home screen with tabs and categorization of content and interactive media, red dots indicating new activity, and relocated sections. Facebook announced a Messenger program for Windows 7 in a limited beta test in November 2011. The following month, Israeli blog TechIT leaked a download link for the program, with Facebook subsequently confirming and officially releasing the program. The program was eventually discontinued in March 2014. A Firefox web browser add-on was released in December 2012, but was also discontinued in March 2014. In December 2017, Facebook announced Messenger Kids, a new app aimed for persons under 13 years of age. The app comes with some differences compared to the standard version. In 2019, Messenger announced to be the 2nd most downloaded mobile app of the decade, from 2011 to 2019. In December 2019, Messenger dropped support for users to sign in using only a mobile number, meaning that users must sign in to a Facebook account in order to use the service. In March 2020, Facebook started to ship its dedicated Messenger for macOS app through the Mac App Store. The app is currently live in regions including France, Australia, Mexico, Poland, and many others. In April 2020, Facebook began rolling out a new feature called Messenger Rooms, a video chat feature that allows users to chat with up to 50 people at a time. The feature rivals Zoom, an application that gained a lot of popularity during the COVID-19 pandemic. Privacy concerns arose since the feature uses the same data collection policies as mainstream Facebook. In July 2020, Facebook added a new feature in Messenger that lets iOS users to use Apple's Face ID or Touch ID to lock their chats. The feature is called App Lock and is a part of several changes in Messenger regarding privacy and security. The option to view only "Unread Threads" was removed from the inbox, requiring the account holder to scroll through the entire inbox to be certain every unread message has been seen. On October 13, 2020, the Messenger application introduced cross-app messaging with Instagram, which was launched in September 2021. In addition to the integrated messaging, the application announced the introduction of a new logo, which should be an amalgamation of the Messenger and Instagram logo. The desktop app of Messenger was shut down on December 15, 2025. Messaging services were moved to the Facebook website or Messenger's site for those without an account on the former. The Messenger site was discontinued on April 16, 2026. Messaging services were moved to the Facebook website on the morning of April 17, 2026 without an Messenger account on the former to use Facebook account. == Features == The following is a table of features available in Messenger, as well as their geographical coverage and what devices they are available on. In addition there is a vanishing message feature. In addition there is an audio recording feature which allows audio recordings of up to one minute which may or may not be vanishing: === Messenger Rooms === It is a video conferencing feature of Messenger. It allows users to add up to 50 people at a time. Messenger Rooms does not require a Facebook account. Messenger Rooms competes with other services such as Zoom. Back in 2014, Facebook introduced an unrelated, stand-alone application named Rooms, letting users create places for users with similar interests, with users being anonymous to others. This was shut down in December 2015. In April 2020, during the COVID-19 pandemic, Facebook revealed video conferencing features for Messenger called Messenger Rooms. This was seen as a response to the popularity of other video conferencing platforms such as Zoom and Skype in the midst of the COVID-19 pandemic. Messenger Rooms allows users to add up to 50 people per room, without restrictions on time. It does not require a Facebook account or a separate app from Messenger. When used, it only prompts the user for basic information. Users can add 360° virtual backgrounds, mood lighting, and other AR effects as well as share screens. To prevent unwanted participants from joining, users can lock rooms and remove participants. Some have voiced concerns in regards to Messenger Room's privacy and how its parent, Facebook, handles data. Messenger Rooms, unlike some of its competitors, does not use end-to-end encryption. In addition, there have been concerns over how Messenger Rooms collects user data. == Monetization == In January 2017, Facebook announced that it was testing showing advertisements in Messenger's home feed. At the time, the testing was limited to a "small number of users in Australia and Thailand", with the ad format being swipe-based carousel ads. In July, the company announced that they were expanding the testing to a global audience. Stan Chudnovsky, head of Messenger, told VentureBeat that "We'll start slow ... When the average user can be sure to see them we truly don't know because we're just going to be very data-driven and user feedback-driven on making that decision". Facebook told TechCrunch that the advertisements' placement in the inbox depends on factors such as thread count, phone screen size, and pixel density. In a TechCrunch editorial by Devin Coldewey, he described the ads as "huge" in the space they occupy, "intolerable" in the way they appear in the user interface, and "irrelevant" due to the lack of context. Coldewey finished by writing "Advertising is how things get paid for on the internet, including TechCrunch, so I'm not an advocate of eliminating it or blocking it altogether. But bad advertising experiences can spoil a perfectly good app like (for the purposes of argument) Messenger. Messaging is a personal, purposeful use case and these ads are a bad way to monetize it." == Reception == In November 2014, the Electronic Frontier Foundation (EFF) listed Messenger (Facebook chat) on its Secure Messaging Scorecard. It received a score of 2 out of 7 points on the scorecard. It received points for having communications encrypted in transit and for having recently completed an independent security audit. It missed points because the communications were not encrypted with keys the provider didn't have access to, users could not verify contacts' identities, past messages were not secure if the encryption keys were stolen, the source code was not open to independent review, and the security design was not properly documented. As stated by Facebook in its Help Center, there is no way to log out of the Messenger application. Instead, users can choose between different availability statuses, including "Appear as inactive", "S

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  • IDistance

    IDistance

    In pattern recognition, iDistance is an indexing and query processing technique for k-nearest neighbor queries on point data in multi-dimensional metric spaces. The kNN query is one of the hardest problems on multi-dimensional data, especially when the dimensionality of the data is high. iDistance is designed to process kNN queries in high-dimensional spaces efficiently and performs extremely well for skewed data distributions, which usually occur in real-life data sets. iDistance employs a two-phase search strategy involving an initial filtering of candidate regions and a subsequent refinement of results, an approach aligned with the Filter and Refine Principle (FRP). This means that the index first prunes the search space to eliminate unlikely candidates, then verifies the true nearest neighbors in a refinement step, following the general FRP paradigm used in database search algorithms. The iDistance index can also be augmented with machine learning models to learn data distributions for improved searching and storage of multi-dimensional data. == Indexing == Building the iDistance index has two steps: A number of reference points in the data space are chosen. There are various ways of choosing reference points. Using cluster centers as reference points is the most efficient way. The data points are partitioned into Voronoi cells based on well-chosen reference points. The distance between a data point and its closest reference point is calculated. This distance plus a scaling value is called the point's iDistance. By this means, points in a multi-dimensional space are mapped to one-dimensional values, and then a B+-tree can be adopted to index the points using the iDistance as the key. The figure on the right shows an example where three reference points (O1, O2, O3) are chosen. The data points are then mapped to a one-dimensional space and indexed in a B+-tree. Various extensions have been proposed to make the selection of reference points for effective query performance, including employing machine learning to learn the identification of reference points. == Query processing == To process a kNN query, the query is mapped to a number of one-dimensional range queries, which can be processed efficiently on a B+-tree. In the above figure, the query Q is mapped to a value in the B+-tree while the kNN search ``sphere" is mapped to a range in the B+-tree. The search sphere expands gradually until the k NNs are found. This corresponds to gradually expanding range searches in the B+-tree. The iDistance technique can be viewed as a way of accelerating the sequential scan. Instead of scanning records from the beginning to the end of the data file, the iDistance starts the scan from spots where the nearest neighbors can be obtained early with a very high probability. == Applications == The iDistance has been used in many applications including Image retrieval Video indexing Similarity search in P2P systems Mobile computing Recommender system == Historical background == The iDistance was first proposed by Cui Yu, Beng Chin Ooi, Kian-Lee Tan and H. V. Jagadish in 2001. Later, together with Rui Zhang, they improved the technique and performed a more comprehensive study on it in 2005.

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  • Teacher forcing

    Teacher forcing

    Teacher forcing is an algorithm for training the weights of recurrent neural networks (RNNs). It involves feeding observed sequence values (i.e. ground-truth samples) back into the RNN after each step, thus forcing the RNN to stay close to the ground-truth sequence. The term "teacher forcing" can be motivated by comparing the RNN to a human student taking a multi-part exam where the answer to each part (for example a mathematical calculation) depends on the answer to the preceding part. In this analogy, rather than grading every answer in the end, with the risk that the student fails every single part even though they only made a mistake in the first one, a teacher records the score for each individual part and then tells the student the correct answer, to be used in the next part. The use of an external teacher signal is in contrast to real-time recurrent learning (RTRL). Teacher signals are known from oscillator networks. The promise is, that teacher forcing helps to reduce the training time. The term "teacher forcing" was introduced in 1989 by Ronald J. Williams and David Zipser, who reported that the technique was already being "frequently used in dynamical supervised learning tasks" around that time. A NeurIPS 2016 paper introduced the related method of "professor forcing".

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  • Evolutionary programming

    Evolutionary programming

    Evolutionary programming is an evolutionary algorithm, where a share of new population is created by mutation of previous population without crossover. Evolutionary programming differs from evolution strategy ES( μ + λ {\displaystyle \mu +\lambda } ) in one detail. All individuals are selected for the new population, while in ES( μ + λ {\displaystyle \mu +\lambda } ), every individual has the same probability to be selected. It is one of the four major evolutionary algorithm paradigms. == History == It was first used by Lawrence J. Fogel in the US in 1960 in order to use simulated evolution as a learning process aiming to generate artificial intelligence. It was used to evolve finite-state machines as predictors.

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  • Continuous Function Chart

    Continuous Function Chart

    A Continuous Function Chart (CFC) is a graphic editor that can be used in conjunction with the STEP 7 software package or with other tools, such as CODESYS. It is used to create the entire software structure of the CPU from ready-made blocks. When working with the editor, you place blocks on function charts, assign parameters to them, and interconnect them. Interconnecting means, for example, that values are transferred from one output to one or more inputs during communication between the blocks. Continuous function charts are basically used for controlling continuous processes, where all the logic is executed and outputs are calculated in each PLC scan. Whereas in SFC, execution will be sequential as done is batch processes.

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  • Optimal discriminant analysis and classification tree analysis

    Optimal discriminant analysis and classification tree analysis

    Optimal Discriminant Analysis (ODA) and the related classification tree analysis (CTA) are exact statistical methods that maximize predictive accuracy. For any specific sample and exploratory or confirmatory hypothesis, optimal discriminant analysis (ODA) identifies the statistical model that yields maximum predictive accuracy, assesses the exact Type I error rate, and evaluates potential cross-generalizability. Optimal discriminant analysis may be applied to > 0 dimensions, with the one-dimensional case being referred to as UniODA and the multidimensional case being referred to as MultiODA. Optimal discriminant analysis is an alternative to ANOVA (analysis of variance) and regression analysis.

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  • Almeida–Pineda recurrent backpropagation

    Almeida–Pineda recurrent backpropagation

    Almeida–Pineda recurrent backpropagation is an extension to the backpropagation algorithm that is applicable to recurrent neural networks. It is a type of supervised learning. It was described somewhat cryptically in Richard Feynman's senior thesis, and rediscovered independently in the context of artificial neural networks by both Fernando Pineda and Luis B. Almeida. A recurrent neural network for this algorithm consists of some input units, some output units and eventually some hidden units. For a given set of (input, target) states, the network is trained to settle into a stable activation state with the output units in the target state, based on a given input state clamped on the input units.

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