AI For Kids Course

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

  • Clean Email

    Clean Email

    Clean Email is an automated software as a service email management application which identifies and clears junk mail from inboxes. The service uses a subscription business model with a free trial for the first 1,000 emails. and is available on macOS, iOS, Android, and on the web. == History == Clean Email is a self-funded company headquartered in Los Angeles, California. Initially developed by the founder for personal use, the service was designed to address the growing issue of inbox clutter and privacy concerns. In 2017, John Gruber recognized Clean Email as a trustworthy alternative to Unroll.me after the latter was found to be selling user data. == Features == Clean Email uses algorithms to identify and categorize emails, enabling users to group, remove, label, and archive email messages in bulk. Its Unsubscriber tool consolidates all subscriptions and newsletters into a single view for quick management, allowing users to bulk unsubscribe or temporarily pause mail. Its Screener feature transforms the inbox into an "opt-in" system, enabling users to pre-approve mail from new senders. Cleaning Suggestions identifies frequently cleaned mail, recommending actions accordingly. Additional functionalities include automatic deletion of aging emails, delivery of messages to specified folders, and options to mute or block senders.

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  • Margin-infused relaxed algorithm

    Margin-infused relaxed algorithm

    Margin-infused relaxed algorithm (MIRA) is a machine learning and online algorithm for multiclass classification problems. It is designed to learn a set of parameters (vector or matrix) by processing all the given training examples one-by-one and updating the parameters according to each training example, so that the current training example is classified correctly with a margin against incorrect classifications at least as large as their loss. The change of the parameters is kept as small as possible. A two-class version called binary MIRA simplifies the algorithm by not requiring the solution of a quadratic programming problem (see below). When used in a one-vs-all configuration, binary MIRA can be extended to a multiclass learner that approximates full MIRA, but may be faster to train. The flow of the algorithm looks as follows: The update step is then formalized as a quadratic programming problem: Find m i n ‖ w ( i + 1 ) − w ( i ) ‖ {\displaystyle min\|w^{(i+1)}-w^{(i)}\|} , so that s c o r e ( x t , y t ) − s c o r e ( x t , y ′ ) ≥ L ( y t , y ′ ) ∀ y ′ {\displaystyle score(x_{t},y_{t})-score(x_{t},y')\geq L(y_{t},y')\ \forall y'} , i.e. the score of the current correct training y {\displaystyle y} must be greater than the score of any other possible y ′ {\displaystyle y'} by at least the loss (number of errors) of that y ′ {\displaystyle y'} in comparison to y {\displaystyle y} .

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  • Oja's rule

    Oja's rule

    Oja's learning rule, or simply Oja's rule, named after Finnish computer scientist Erkki Oja (Finnish pronunciation: [ˈojɑ], AW-yuh), is a model of how neurons in the brain or in artificial neural networks change connection strength, or learn, over time. It is a modification of the standard Hebb's Rule that, through multiplicative normalization, solves all stability problems and generates an algorithm for principal components analysis. This is a computational form of an effect which is believed to happen in biological neurons. == Theory == Oja's rule requires a number of simplifications to derive, but in its final form it is demonstrably stable, unlike Hebb's rule. It is a single-neuron special case of the Generalized Hebbian Algorithm. However, Oja's rule can also be generalized in other ways to varying degrees of stability and success. === Formula === Consider a simplified model of a neuron y {\displaystyle y} that returns a linear combination of its inputs x using presynaptic weights w: y ( x ) = ∑ j = 1 m x j w j {\displaystyle \,y(\mathbf {x} )~=~\sum _{j=1}^{m}x_{j}w_{j}} Oja's rule defines the change in presynaptic weights w given the output response y {\displaystyle y} of a neuron to its inputs x to be Δ w = w n + 1 − w n = η y n ( x n − y n w n ) , {\displaystyle \,\Delta \mathbf {w} ~=~\mathbf {w} _{n+1}-\mathbf {w} _{n}~=~\eta \,y_{n}(\mathbf {x} _{n}-y_{n}\mathbf {w} _{n}),} where η is the learning rate which can also change with time. Note that the bold symbols are vectors and n defines a discrete time iteration. The rule can also be made for continuous iterations as d w d t = η y ( t ) ( x ( t ) − y ( t ) w ( t ) ) . {\displaystyle \,{\frac {d\mathbf {w} }{dt}}~=~\eta \,y(t)(\mathbf {x} (t)-y(t)\mathbf {w} (t)).} === Derivation === The simplest learning rule known is Hebb's rule, which states in conceptual terms that neurons that fire together, wire together. In component form as a difference equation, it is written Δ w = η y ( x n ) x n {\displaystyle \,\Delta \mathbf {w} ~=~\eta \,y(\mathbf {x} _{n})\mathbf {x} _{n}} , or in scalar form with implicit n-dependence, w i ( n + 1 ) = w i ( n ) + η y ( x ) x i {\displaystyle \,w_{i}(n+1)~=~w_{i}(n)+\eta \,y(\mathbf {x} )x_{i}} , where y(xn) is again the output, this time explicitly dependent on its input vector x. Hebb's rule has synaptic weights approaching infinity with a positive learning rate. We can stop this by normalizing the weights so that each weight's magnitude is restricted between 0, corresponding to no weight, and 1, corresponding to being the only input neuron with any weight. We do this by normalizing the weight vector to be of length one: w i ( n + 1 ) = w i ( n ) + η y ( x ) x i ( ∑ j = 1 m [ w j ( n ) + η y ( x ) x j ] p ) 1 / p {\displaystyle \,w_{i}(n+1)~=~{\frac {w_{i}(n)+\eta \,y(\mathbf {x} )x_{i}}{\left(\sum _{j=1}^{m}[w_{j}(n)+\eta \,y(\mathbf {x} )x_{j}]^{p}\right)^{1/p}}}} . Note that in Oja's original paper, p=2, corresponding to quadrature (root sum of squares), which is the familiar Cartesian normalization rule. However, any type of normalization, even linear, will give the same result without loss of generality. For a small learning rate | η | ≪ 1 {\displaystyle |\eta |\ll 1} the equation can be expanded as a Power series in η {\displaystyle \eta } . w i ( n + 1 ) = w i ( n ) ( ∑ j w j p ( n ) ) 1 / p + η ( y x i ( ∑ j w j p ( n ) ) 1 / p − w i ( n ) ∑ j y x j w j p − 1 ( n ) ( ∑ j w j p ( n ) ) ( 1 + 1 / p ) ) + O ( η 2 ) {\displaystyle \,w_{i}(n+1)~=~{\frac {w_{i}(n)}{\left(\sum _{j}w_{j}^{p}(n)\right)^{1/p}}}~+~\eta \left({\frac {yx_{i}}{\left(\sum _{j}w_{j}^{p}(n)\right)^{1/p}}}-{\frac {w_{i}(n)\sum _{j}yx_{j}w_{j}^{p-1}(n)}{\left(\sum _{j}w_{j}^{p}(n)\right)^{(1+1/p)}}}\right)~+~O(\eta ^{2})} . For small η, our higher-order terms O(η2) go to zero. We again make the specification of a linear neuron, that is, the output of the neuron is equal to the sum of the product of each input and its synaptic weight to the power of p-1, which in the case of p=2 is synaptic weight itself, or y ( x ) = ∑ j = 1 m x j w j p − 1 {\displaystyle \,y(\mathbf {x} )~=~\sum _{j=1}^{m}x_{j}w_{j}^{p-1}} . We also specify that our weights normalize to 1, which will be a necessary condition for stability, so | w | = ( ∑ j = 1 m w j p ) 1 / p = 1 {\displaystyle \,|\mathbf {w} |~=~\left(\sum _{j=1}^{m}w_{j}^{p}\right)^{1/p}~=~1} , which, when substituted into our expansion, gives Oja's rule, or w i ( n + 1 ) = w i ( n ) + η y ( x i − w i ( n ) y ) {\displaystyle \,w_{i}(n+1)~=~w_{i}(n)+\eta \,y(x_{i}-w_{i}(n)y)} . === Stability and PCA === In analyzing the convergence of a single neuron evolving by Oja's rule, one extracts the first principal component, or feature, of a data set. Furthermore, with extensions using the Generalized Hebbian Algorithm, one can create a multi-Oja neural network that can extract as many features as desired, allowing for principal components analysis. A principal component aj is extracted from a dataset x through some associated vector qj, or aj = qj⋅x, and we can restore our original dataset by taking x = ∑ j a j q j {\displaystyle \mathbf {x} ~=~\sum _{j}a_{j}\mathbf {q} _{j}} . In the case of a single neuron trained by Oja's rule, we find the weight vector converges to q1, or the first principal component, as time or number of iterations approaches infinity. We can also define, given a set of input vectors Xi, that its correlation matrix Rij = XiXj has an associated eigenvector given by qj with eigenvalue λj. The variance of outputs of our Oja neuron σ2(n) = ⟨y2(n)⟩ then converges with time iterations to the principal eigenvalue, or lim n → ∞ σ 2 ( n ) = λ 1 {\displaystyle \lim _{n\rightarrow \infty }\sigma ^{2}(n)~=~\lambda _{1}} . These results are derived using Lyapunov function analysis, and they show that Oja's neuron necessarily converges on strictly the first principal component if certain conditions are met in our original learning rule. Most importantly, our learning rate η is allowed to vary with time, but only such that its sum is divergent but its power sum is convergent, that is ∑ n = 1 ∞ η ( n ) = ∞ , ∑ n = 1 ∞ η ( n ) p < ∞ , p > 1 {\displaystyle \sum _{n=1}^{\infty }\eta (n)=\infty ,~~~\sum _{n=1}^{\infty }\eta (n)^{p}<\infty ,~~~p>1} . Our output activation function y(x(n)) is also allowed to be nonlinear and nonstatic, but it must be continuously differentiable in both x and w and have derivatives bounded in time. == Applications == Oja's rule was originally described in Oja's 1982 paper, but the principle of self-organization to which it is applied is first attributed to Alan Turing in 1952. PCA has also had a long history of use before Oja's rule formalized its use in network computation in 1989. The model can thus be applied to any problem of self-organizing mapping, in particular those in which feature extraction is of primary interest. Therefore, Oja's rule has an important place in image and speech processing. It is also useful as it expands easily to higher dimensions of processing, thus being able to integrate multiple outputs quickly. A canonical example is its use in binocular vision. === Biology and Oja's subspace rule === There is clear evidence for both long-term potentiation and long-term depression in biological neural networks, along with a normalization effect in both input weights and neuron outputs. However, while there is no direct experimental evidence yet of Oja's rule active in a biological neural network, a biophysical derivation of a generalization of the rule is possible. Such a derivation requires retrograde signalling from the postsynaptic neuron, which is biologically plausible (see neural backpropagation), and takes the form of Δ w i j ∝ ⟨ x i y j ⟩ − ϵ ⟨ ( c p r e ∗ ∑ k w i k y k ) ⋅ ( c p o s t ∗ y j ) ⟩ , {\displaystyle \Delta w_{ij}~\propto ~\langle x_{i}y_{j}\rangle -\epsilon \left\langle \left(c_{\mathrm {pre} }\sum _{k}w_{ik}y_{k}\right)\cdot \left(c_{\mathrm {post} }y_{j}\right)\right\rangle ,} where as before wij is the synaptic weight between the ith input and jth output neurons, x is the input, y is the postsynaptic output, and we define ε to be a constant analogous the learning rate, and cpre and cpost are presynaptic and postsynaptic functions that model the weakening of signals over time. Note that the angle brackets denote the average and the ∗ operator is a convolution. By taking the pre- and post-synaptic functions into frequency space and combining integration terms with the convolution, we find that this gives an arbitrary-dimensional generalization of Oja's rule known as Oja's Subspace, namely Δ w = C x ⋅ w − w ⋅ C y . {\displaystyle \Delta w~=~Cx\cdot w-w\cdot Cy.}

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  • Determining the number of clusters in a data set

    Determining the number of clusters in a data set

    Determining the number of clusters in a data set, a quantity often labelled k as in the k-means algorithm, is a frequent problem in data clustering, and is a distinct issue from the process of actually solving the clustering problem. For a certain class of clustering algorithms (in particular k-means, k-medoids and expectation–maximization algorithm), there is a parameter commonly referred to as k that specifies the number of clusters to detect. Other algorithms such as DBSCAN and OPTICS algorithm do not require the specification of this parameter; hierarchical clustering avoids the problem altogether. The correct choice of k is often ambiguous, with interpretations depending on the shape and scale of the distribution of points in a data set and the desired clustering resolution of the user. In addition, increasing k without penalty will always reduce the amount of error in the resulting clustering, to the extreme case of zero error if each data point is considered its own cluster (i.e., when k equals the number of data points, n). Intuitively then, the optimal choice of k will strike a balance between maximum compression of the data using a single cluster, and maximum accuracy by assigning each data point to its own cluster. If an appropriate value of k is not apparent from prior knowledge of the properties of the data set, it must be chosen somehow. There are several categories of methods for making this decision. == Elbow method == The elbow method looks at the percentage of explained variance as a function of the number of clusters: One should choose a number of clusters so that adding another cluster does not give much better modeling of the data. More precisely, if one plots the percentage of variance explained by the clusters against the number of clusters, the first clusters will add much information (explain a lot of variance), but at some point the marginal gain will drop, giving an angle in the graph. The number of clusters is chosen at this point, hence the "elbow criterion". In most datasets, this "elbow" is ambiguous, making this method subjective and unreliable. Because the scale of the axes is arbitrary, the concept of an angle is not well-defined, and even on uniform random data, the curve produces an "elbow", making the method rather unreliable. Percentage of variance explained is the ratio of the between-group variance to the total variance, also known as an F-test. A slight variation of this method plots the curvature of the within group variance. The method can be traced to speculation by Robert L. Thorndike in 1953. While the idea of the elbow method sounds simple and straightforward, other methods (as detailed below) give better results. == X-means clustering == In statistics and data mining, X-means clustering is a variation of k-means clustering that refines cluster assignments by repeatedly attempting subdivision, and keeping the best resulting splits, until a criterion such as the Akaike information criterion (AIC) or Bayesian information criterion (BIC) is reached. == Information criterion approach == Another set of methods for determining the number of clusters are information criteria, such as the Akaike information criterion (AIC), Bayesian information criterion (BIC), or the deviance information criterion (DIC) — if it is possible to make a likelihood function for the clustering model. For example: The k-means model is "almost" a Gaussian mixture model and one can construct a likelihood for the Gaussian mixture model and thus also determine information criterion values. == Information–theoretic approach == Rate distortion theory has been applied to choosing k called the "jump" method, which determines the number of clusters that maximizes efficiency while minimizing error by information-theoretic standards. The strategy of the algorithm is to generate a distortion curve for the input data by running a standard clustering algorithm such as k-means for all values of k between 1 and n, and computing the distortion (described below) of the resulting clustering. The distortion curve is then transformed by a negative power chosen based on the dimensionality of the data. Jumps in the resulting values then signify reasonable choices for k, with the largest jump representing the best choice. The distortion of a clustering of some input data is formally defined as follows: Let the data set be modeled as a p-dimensional random variable, X, consisting of a mixture distribution of G components with common covariance, Γ. If we let c 1 … c K {\displaystyle c_{1}\ldots c_{K}} be a set of K cluster centers, with c X {\displaystyle c_{X}} the closest center to a given sample of X, then the minimum average distortion per dimension when fitting the K centers to the data is: d K = 1 p min c 1 … c K E [ ( X − c X ) T Γ − 1 ( X − c X ) ] {\displaystyle d_{K}={\frac {1}{p}}\min _{c_{1}\ldots c_{K}}{E[(X-c_{X})^{T}\Gamma ^{-1}(X-c_{X})]}} This is also the average Mahalanobis distance per dimension between X and the closest cluster center c X {\displaystyle c_{X}} . Because the minimization over all possible sets of cluster centers is prohibitively complex, the distortion is computed in practice by generating a set of cluster centers using a standard clustering algorithm and computing the distortion using the result. The pseudo-code for the jump method with an input set of p-dimensional data points X is: JumpMethod(X): Let Y = (p/2) Init a list D, of size n+1 Let D[0] = 0 For k = 1 ... n: Cluster X with k clusters (e.g., with k-means) Let d = Distortion of the resulting clustering D[k] = d^(-Y) Define J(i) = D[i] - D[i-1] Return the k between 1 and n that maximizes J(k) The choice of the transform power Y = ( p / 2 ) {\displaystyle Y=(p/2)} is motivated by asymptotic reasoning using results from rate distortion theory. Let the data X have a single, arbitrarily p-dimensional Gaussian distribution, and let fixed K = ⌊ α p ⌋ {\displaystyle K=\lfloor \alpha ^{p}\rfloor } , for some α greater than zero. Then the distortion of a clustering of K clusters in the limit as p goes to infinity is α − 2 {\displaystyle \alpha ^{-2}} . It can be seen that asymptotically, the distortion of a clustering to the power ( − p / 2 ) {\displaystyle (-p/2)} is proportional to α p {\displaystyle \alpha ^{p}} , which by definition is approximately the number of clusters K. In other words, for a single Gaussian distribution, increasing K beyond the true number of clusters, which should be one, causes a linear growth in distortion. This behavior is important in the general case of a mixture of multiple distribution components. Let X be a mixture of G p-dimensional Gaussian distributions with common covariance. Then for any fixed K less than G, the distortion of a clustering as p goes to infinity is infinite. Intuitively, this means that a clustering of less than the correct number of clusters is unable to describe asymptotically high-dimensional data, causing the distortion to increase without limit. If, as described above, K is made an increasing function of p, namely, K = ⌊ α p ⌋ {\displaystyle K=\lfloor \alpha ^{p}\rfloor } , the same result as above is achieved, with the value of the distortion in the limit as p goes to infinity being equal to α − 2 {\displaystyle \alpha ^{-2}} . Correspondingly, there is the same proportional relationship between the transformed distortion and the number of clusters, K. Putting the results above together, it can be seen that for sufficiently high values of p, the transformed distortion d K − p / 2 {\displaystyle d_{K}^{-p/2}} is approximately zero for K < G, then jumps suddenly and begins increasing linearly for K ≥ G. The jump algorithm for choosing K makes use of these behaviors to identify the most likely value for the true number of clusters. Although the mathematical support for the method is given in terms of asymptotic results, the algorithm has been empirically verified to work well in a variety of data sets with reasonable dimensionality. In addition to the localized jump method described above, there exists a second algorithm for choosing K using the same transformed distortion values known as the broken line method. The broken line method identifies the jump point in the graph of the transformed distortion by doing a simple least squares error line fit of two line segments, which in theory will fall along the x-axis for K < G, and along the linearly increasing phase of the transformed distortion plot for K ≥ G. The broken line method is more robust than the jump method in that its decision is global rather than local, but it also relies on the assumption of Gaussian mixture components, whereas the jump method is fully non-parametric and has been shown to be viable for general mixture distributions. == Silhouette method == The average silhouette of the data is another useful criterion for assessing the natural number of clusters. The silhouette of a data instance is a measure of how closely it is match

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  • Hard sigmoid

    Hard sigmoid

    In artificial intelligence, especially computer vision and artificial neural networks, a hard sigmoid is non-smooth function used in place of a sigmoid function. These retain the basic shape of a sigmoid, rising from 0 to 1, but using simpler functions, especially piecewise linear functions or piecewise constant functions. These are preferred where speed of computation is more important than precision. == Examples == The most extreme examples are the sign function or Heaviside step function, which go from −1 to 1 or 0 to 1 (which to use depends on normalization) at 0. Other examples include the Theano library, which provides two approximations: ultra_fast_sigmoid, which is a multi-part piecewise approximation and hard_sigmoid, which is a 3-part piecewise linear approximation (output 0, line with slope 0.2, output 1).

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  • Language identification in the limit

    Language identification in the limit

    Language identification in the limit is a formal model for inductive inference of formal languages, mainly by computers (see machine learning and induction of regular languages). It was introduced by E. Mark Gold in a technical report and a journal article with the same title. In this model, a teacher provides to a learner some presentation (i.e. a sequence of strings) of some formal language. The learning is seen as an infinite process. Each time the learner reads an element of the presentation, it should provide a representation (e.g. a formal grammar) for the language. Gold defines that a learner can identify in the limit a class of languages if, given any presentation of any language in the class, the learner will produce only a finite number of wrong representations, and then stick with the correct representation. However, the learner need not be able to announce its correctness; and the teacher might present a counterexample to any representation arbitrarily long after. Gold defined two types of presentations: Text (positive information): an enumeration of all strings the language consists of. Complete presentation (positive and negative information): an enumeration of all possible strings, each with a label indicating if the string belongs to the language or not. == Learnability == This model is an early attempt to formally capture the notion of learnability. Gold's journal article introduces for contrast the stronger models Finite identification (where the learner has to announce correctness after a finite number of steps), and Fixed-time identification (where correctness has to be reached after an apriori-specified number of steps). A weaker formal model of learnability is the Probably approximately correct learning (PAC) model, introduced by Leslie Valiant in 1984. == Examples == It is instructive to look at concrete examples (in the tables) of learning sessions the definition of identification in the limit speaks about. A fictitious session to learn a regular language L over the alphabet {a,b} from text presentation:In each step, the teacher gives a string belonging to L, and the learner answers a guess for L, encoded as a regular expression. In step 3, the learner's guess is not consistent with the strings seen so far; in step 4, the teacher gives a string repeatedly. After step 6, the learner sticks to the regular expression (ab+ba). If this happens to be a description of the language L the teacher has in mind, it is said that the learner has learned that language.If a computer program for the learner's role would exist that was able to successfully learn each regular language, that class of languages would be identifiable in the limit. Gold has shown that this is not the case. A particular learning algorithm always guessing L to be just the union of all strings seen so far:If L is a finite language, the learner will eventually guess it correctly, however, without being able to tell when. Although the guess didn't change during step 3 to 6, the learner couldn't be sure to be correct.Gold has shown that the class of finite languages is identifiable in the limit, however, this class is neither finitely nor fixed-time identifiable. Learning from complete presentation by telling:In each step, the teacher gives a string and tells whether it belongs to L (green) or not (red, struck-out). Each possible string is eventually classified in this way by the teacher. Learning from complete presentation by request:The learner gives a query string, the teacher tells whether it belongs to L (yes) or not (no); the learner then gives a guess for L, followed by the next query string. In this example, the learner happens to query in each step just the same string as given by the teacher in example 3.In general, Gold has shown that each language class identifiable in the request-presentation setting is also identifiable in the telling-presentation setting, since the learner, instead of querying a string, just needs to wait until it is eventually given by the teacher. == Gold's theorem == More formally, a language L {\displaystyle L} is a nonempty set, and its elements are called sentences. a language family is a set of languages. a language-learning environment E {\displaystyle E} for a language L {\displaystyle L} is a stream of sentences from L {\displaystyle L} , such that each sentence in L {\displaystyle L} appears at least once. a language learner is a function f {\displaystyle f} that sends a list of sentences to a language. This is interpreted as saying that, after seeing sentences a 1 , a 2 . . . , a n {\displaystyle a_{1},a_{2}...,a_{n}} in that order, the language learner guesses that the language that produces the sentences should be f ( a 1 , . . . , a n ) {\displaystyle f(a_{1},...,a_{n})} . Note that the learner is not obliged to be correct — it could very well guess a language that does not even contain a 1 , . . . , a n {\displaystyle a_{1},...,a_{n}} . a language learner f {\displaystyle f} learns a language L {\displaystyle L} in environment E = ( a 1 , a 2 , . . . ) {\displaystyle E=(a_{1},a_{2},...)} if the learner always guesses L {\displaystyle L} after seeing enough examples from the environment. a language learner f {\displaystyle f} learns a language L {\displaystyle L} if it learns L {\displaystyle L} in any environment E {\displaystyle E} for L {\displaystyle L} . a language family is learnable if there exists a language learner that can learn all languages in the family. Notes: In the context of Gold's theorem, sentences need only be distinguishable. They need not be anything in particular, such as finite strings (as usual in formal linguistics). Learnability is not a concept for individual languages. Any individual language L {\displaystyle L} could be learned by a trivial learner that always guesses L {\displaystyle L} . Learnability is not a concept for individual learners. A language family is learnable if, and only if, there exists some learner that can learn the family. It does not matter how well the learner performs for learning languages outside the family. Gold's theorem is easily bypassed if negative examples are allowed. In particular, the language family { L 1 , L 2 , . . . , L ∞ } {\displaystyle \{L_{1},L_{2},...,L_{\infty }\}} can be learned by a learner that always guesses L ∞ {\displaystyle L_{\infty }} until it receives the first negative example ¬ a n {\displaystyle \neg a_{n}} , where a n ∈ L n + 1 ∖ L n {\displaystyle a_{n}\in L_{n+1}\setminus L_{n}} , at which point it always guesses L n {\displaystyle L_{n}} . == Learnability characterization == Dana Angluin gave the characterizations of learnability from text (positive information) in a 1980 paper. If a learner is required to be effective, then an indexed class of recursive languages is learnable in the limit if there is an effective procedure that uniformly enumerates tell-tales for each language in the class (Condition 1). It is not hard to see that if an ideal learner (i.e., an arbitrary function) is allowed, then an indexed class of languages is learnable in the limit if each language in the class has a tell-tale (Condition 2). == Language classes learnable in the limit == The table shows which language classes are identifiable in the limit in which learning model. On the right-hand side, each language class is a superclass of all lower classes. Each learning model (i.e. type of presentation) can identify in the limit all classes below it. In particular, the class of finite languages is identifiable in the limit by text presentation (cf. Example 2 above), while the class of regular languages is not. Pattern Languages, introduced by Dana Angluin in another 1980 paper, are also identifiable by normal text presentation; they are omitted in the table, since they are above the singleton and below the primitive recursive language class, but incomparable to the classes in between. == Sufficient conditions for learnability == Condition 1 in Angluin's paper is not always easy to verify. Therefore, people come up with various sufficient conditions for the learnability of a language class. See also Induction of regular languages for learnable subclasses of regular languages. === Finite thickness === A class of languages has finite thickness if every non-empty set of strings is contained in at most finitely many languages of the class. This is exactly Condition 3 in Angluin's paper. Angluin showed that if a class of recursive languages has finite thickness, then it is learnable in the limit. A class with finite thickness certainly satisfies MEF-condition and MFF-condition; in other words, finite thickness implies M-finite thickness. === Finite elasticity === A class of languages is said to have finite elasticity if for every infinite sequence of strings s 0 , s 1 , . . . {\displaystyle s_{0},s_{1},...} and every infinite sequence of languages in the class L 1 , L 2 , . . . {\displaystyle L_{1},L_{2},...} , there exists a finite number n such

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  • Taguchi loss function

    Taguchi loss function

    The Taguchi loss function is graphical depiction of loss developed by the Japanese business statistician Genichi Taguchi to describe a phenomenon affecting the value of products produced by a company. Praised by Dr. W. Edwards Deming (the business guru of the 1980s American quality movement), it made clear the concept that quality does not suddenly plummet when, for instance, a machinist exceeds a rigid blueprint tolerance. Instead 'loss' in value progressively increases as variation increases from the intended condition. This was considered a breakthrough in describing quality, and helped fuel the continuous improvement movement. The concept of Taguchi's quality loss function was in contrast with the American concept of quality, popularly known as goal post philosophy, the concept given by American quality guru Phil Crosby. Goal post philosophy emphasizes that if a product feature doesn't meet the designed specifications it is termed as a product of poor quality (rejected), irrespective of amount of deviation from the target value (mean value of tolerance zone). This concept has similarity with the concept of scoring a 'goal' in the game of football or hockey, because a goal is counted 'one' irrespective of the location of strike of the ball in the 'goal post', whether it is in the center or towards the corner. This means that if the product dimension goes out of the tolerance limit the quality of the product drops suddenly. Through his concept of the quality loss function, Taguchi explained that from the customer's point of view this drop of quality is not sudden. The customer experiences a loss of quality the moment product specification deviates from the 'target value'. This 'loss' is depicted by a quality loss function and it follows a parabolic curve mathematically given by L = k(y–m)2, where m is the theoretical 'target value' or 'mean value' and y is the actual size of the product, k is a constant and L is the loss. This means that if the difference between 'actual size' and 'target value' i.e. (y–m) is large, loss would be more, irrespective of tolerance specifications. In Taguchi's view tolerance specifications are given by engineers and not by customers; what the customer experiences is 'loss'. This equation is true for a single product; if 'loss' is to be calculated for multiple products the loss function is given by L = k[S2 + ( y ¯ {\displaystyle {\bar {y}}} – m)2], where S2 is the 'variance of product size' and y ¯ {\displaystyle {\bar {y}}} is the average product size. == Overview == The Taguchi loss function is important for a number of reasons—primarily, to help engineers better understand the importance of designing for variation.

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  • Multispectral pattern recognition

    Multispectral pattern recognition

    Multispectral remote sensing is the collection and analysis of reflected, emitted, or back-scattered energy from an object or an area of interest in multiple bands of regions of the electromagnetic spectrum (Jensen, 2005). Subcategories of multispectral remote sensing include hyperspectral, in which hundreds of bands are collected and analyzed, and ultraspectral remote sensing where many hundreds of bands are used (Logicon, 1997). The main purpose of multispectral imaging is the potential to classify the image using multispectral classification. This is a much faster method of image analysis than is possible by human interpretation. == Multispectral remote sensing systems == Remote sensing systems gather data via instruments typically carried on satellites in orbit around the Earth. The remote sensing scanner detects the energy that radiates from the object or area of interest. This energy is recorded as an analog electrical signal and converted into a digital value though an A-to-D conversion. There are several multispectral remote sensing systems that can be categorized in the following way: === Multispectral imaging using discrete detectors and scanning mirrors === Landsat Multispectral Scanner (MSS) Landsat Thematic Mapper (TM) NOAA Geostationary Operational Environmental Satellite (GOES) NOAA Advanced Very High Resolution Radiometer (AVHRR) NASA and ORBIMAGE, Inc., Sea-viewing Wide field-of-view Sensor (SeaWiFS) Daedalus, Inc., Aircraft Multispectral Scanner (AMS) NASA Airborne Terrestrial Applications Sensor (ATLAS) === Multispectral imaging using linear arrays === SPOT 1, 2, and 3 High Resolution Visible (HRV) sensors and Spot 4 and 5 High Resolution Visible Infrared (HRVIR) and vegetation sensor Indian Remote Sensing System (IRS) Linear Imaging Self-scanning Sensor (LISS) Space Imaging, Inc. (IKONOS) Digital Globe, Inc. (QuickBird) ORBIMAGE, Inc. (OrbView-3) ImageSat International, Inc. (EROS A1) NASA Terra Advanced Spaceborne Thermal Emission and Reflection Radiometer (ASTER) NASA Terra Multiangle Imaging Spectroradiometer (MISR) === Imaging spectrometry using linear and area arrays === NASA Jet Propulsion Laboratory Airborne Visible/Infrared Imaging Spectrometer (AVIRIS) Compact Airborne Spectrographic Imager 3 (CASI 3) NASA Terra Moderate Resolution Imaging Spectrometer (MODIS) NASA Earth Observer (EO-1) Advanced Land Imager (ALI), Hyperion, and LEISA Atmospheric Corrector (LAC) === Satellite analog and digital photographic systems === Russian SPIN-2 TK-350, and KVR-1000 NASA Space Shuttle and International Space Station Imagery == Multispectral classification methods == A variety of methods can be used for the multispectral classification of images: Algorithms based on parametric and nonparametric statistics that use ratio-and interval-scaled data and nonmetric methods that can also incorporate nominal scale data (Duda et al., 2001), Supervised or unsupervised classification logic, Hard or soft (fuzzy) set classification logic to create hard or fuzzy thematic output products, Per-pixel or object-oriented classification logic, and Hybrid approaches == Supervised classification == In this classification method, the identity and location of some of the land-cover types are obtained beforehand from a combination of fieldwork, interpretation of aerial photography, map analysis, and personal experience. The analyst would locate sites that have similar characteristics to the known land-cover types. These areas are known as training sites because the known characteristics of these sites are used to train the classification algorithm for eventual land-cover mapping of the remainder of the image. Multivariate statistical parameters (means, standard deviations, covariance matrices, correlation matrices, etc.) are calculated for each training site. All pixels inside and outside of the training sites are evaluated and allocated to the class with the more similar characteristics. === Classification scheme === The first step in the supervised classification method is to identify the land-cover and land-use classes to be used. Land-cover refers to the type of material present on the site (e.g. water, crops, forest, wet land, asphalt, and concrete). Land-use refers to the modifications made by people to the land cover (e.g. agriculture, commerce, settlement). All classes should be selected and defined carefully to properly classify remotely sensed data into the correct land-use and/or land-cover information. To achieve this purpose, it is necessary to use a classification system that contains taxonomically correct definitions of classes. If a hard classification is desired, the following classes should be used: Mutually exclusive: there is not any taxonomic overlap of any classes (i.e., rain forest and evergreen forest are distinct classes). Exhaustive: all land-covers in the area have been included. Hierarchical: sub-level classes (e.g., single-family residential, multiple-family residential) are created, allowing that these classes can be included in a higher category (e.g., residential). Some examples of hard classification schemes are: American Planning Association Land-Based Classification System United States Geological Survey Land-use/Land-cover Classification System for Use with Remote Sensor Data U.S. Department of the Interior Fish and Wildlife Service U.S. National Vegetation and Classification System International Geosphere-Biosphere Program IGBP Land Cover Classification System === Training sites === Once the classification scheme is adopted, the image analyst may select training sites in the image that are representative of the land-cover or land-use of interest. If the environment where the data was collected is relatively homogeneous, the training data can be used. If different conditions are found in the site, it would not be possible to extend the remote sensing training data to the site. To solve this problem, a geographical stratification should be done during the preliminary stages of the project. All differences should be recorded (e.g. soil type, water turbidity, crop species, etc.). These differences should be recorded on the imagery and the selection training sites made based on the geographical stratification of this data. The final classification map would be a composite of the individual stratum classifications. After the data are organized in different training sites, a measurement vector is created. This vector would contain the brightness values for each pixel in each band in each training class. The mean, standard deviation, variance-covariance matrix, and correlation matrix are calculated from the measurement vectors. Once the statistics from each training site are determined, the most effective bands for each class should be selected. The objective of this discrimination is to eliminate the bands that can provide redundant information. Graphical and statistical methods can be used to achieve this objective. Some of the graphic methods are: Bar graph spectral plots Cospectral mean vector plots Feature space plots Cospectral parallelepiped or ellipse plots === Classification algorithm === The last step in supervised classification is selecting an appropriate algorithm. The choice of a specific algorithm depends on the input data and the desired output. Parametric algorithms are based on the fact that the data is normally distributed. If the data is not normally distributed, nonparametric algorithms should be used. The more common nonparametric algorithms are: One-dimensional density slicing Parallelipiped Minimum distance Nearest-neighbor Expert system analysis Convolutional neural network == Unsupervised classification == Unsupervised classification (also known as clustering) is a method of partitioning remote sensor image data in multispectral feature space and extracting land-cover information. Unsupervised classification require less input information from the analyst compared to supervised classification because clustering does not require training data. This process consists in a series of numerical operations to search for the spectral properties of pixels. From this process, a map with m spectral classes is obtained. Using the map, the analyst tries to assign or transform the spectral classes into thematic information of interest (i.e. forest, agriculture, urban). This process may not be easy because some spectral clusters represent mixed classes of surface materials and may not be useful. The analyst has to understand the spectral characteristics of the terrain to be able to label clusters as a specific information class. There are hundreds of clustering algorithms. Two of the most conceptually simple algorithms are the chain method and the ISODATA method. === Chain method === The algorithm used in this method operates in a two-pass mode (it passes through the multispectral dataset two times. In the first pass, the program reads through the dataset and sequentially builds clusters (groups of p

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  • Mountain car problem

    Mountain car problem

    Mountain Car, a standard testing domain in Reinforcement learning, is a problem in which an under-powered car must drive up a steep hill. Since gravity is stronger than the car's engine, even at full throttle, the car cannot simply accelerate up the steep slope. The car is situated in a valley and must learn to leverage potential energy by driving up the opposite hill before the car is able to make it to the goal at the top of the rightmost hill. The domain has been used as a test bed in various reinforcement learning papers. == Introduction == The mountain car problem, although fairly simple, is commonly applied because it requires a reinforcement learning agent to learn on two continuous variables: position and velocity. For any given state (position and velocity) of the car, the agent is given the possibility of driving left, driving right, or not using the engine at all. In the standard version of the problem, the agent receives a negative reward at every time step when the goal is not reached; the agent has no information about the goal until an initial success. == History == The mountain car problem appeared first in Andrew Moore's PhD thesis (1990). It was later more strictly defined in Singh and Sutton's reinforcement learning paper with eligibility traces. The problem became more widely studied when Sutton and Barto added it to their book Reinforcement Learning: An Introduction (1998). Throughout the years many versions of the problem have been used, such as those which modify the reward function, termination condition, and the start state. == Techniques used to solve mountain car == Q-learning and similar techniques for mapping discrete states to discrete actions need to be extended to be able to deal with the continuous state space of the problem. Approaches often fall into one of two categories, state space discretization or function approximation. === Discretization === In this approach, two continuous state variables are pushed into discrete states by bucketing each continuous variable into multiple discrete states. This approach works with properly tuned parameters but a disadvantage is information gathered from one state is not used to evaluate another state. Tile coding can be used to improve discretization and involves continuous variables mapping into sets of buckets offset from one another. Each step of training has a wider impact on the value function approximation because when the offset grids are summed, the information is diffused. === Function approximation === Function approximation is another way to solve the mountain car. By choosing a set of basis functions beforehand, or by generating them as the car drives, the agent can approximate the value function at each state. Unlike the step-wise version of the value function created with discretization, function approximation can more cleanly estimate the true smooth function of the mountain car domain. === Eligibility traces === One aspect of the problem involves the delay of actual reward. The agent is not able to learn about the goal until a successful completion. Given a naive approach for each trial the car can only backup the reward of the goal slightly. This is a problem for naive discretization because each discrete state will only be backed up once, taking a larger number of episodes to learn the problem. This problem can be alleviated via the mechanism of eligibility traces, which will automatically backup the reward given to states before, dramatically increasing the speed of learning. Eligibility traces can be viewed as a bridge from temporal difference learning methods to Monte Carlo methods. == Technical details == The mountain car problem has undergone many iterations. This section focuses on the standard well-defined version from Sutton (2008). === State variables === Two-dimensional continuous state space. V e l o c i t y = ( − 0.07 , 0.07 ) {\displaystyle Velocity=(-0.07,0.07)} P o s i t i o n = ( − 1.2 , 0.6 ) {\displaystyle Position=(-1.2,0.6)} === Actions === One-dimensional discrete action space. m o t o r = ( l e f t , n e u t r a l , r i g h t ) {\displaystyle motor=(left,neutral,right)} === Reward === For every time step: r e w a r d = − 1 {\displaystyle reward=-1} === Update function === For every time step: A c t i o n = [ − 1 , 0 , 1 ] {\displaystyle Action=[-1,0,1]} V e l o c i t y = V e l o c i t y + ( A c t i o n ) ∗ 0.001 + cos ⁡ ( 3 ∗ P o s i t i o n ) ∗ ( − 0.0025 ) {\displaystyle Velocity=Velocity+(Action)0.001+\cos(3Position)(-0.0025)} P o s i t i o n = P o s i t i o n + V e l o c i t y {\displaystyle Position=Position+Velocity} === Starting condition === Optionally, many implementations include randomness in both parameters to show better generalized learning. P o s i t i o n = − 0.5 {\displaystyle Position=-0.5} V e l o c i t y = 0.0 {\displaystyle Velocity=0.0} === Termination condition === End the simulation when: P o s i t i o n ≥ 0.6 {\displaystyle Position\geq 0.6} == Variations == There are many versions of the mountain car which deviate in different ways from the standard model. Variables that vary include but are not limited to changing the constants (gravity and steepness) of the problem so specific tuning for specific policies become irrelevant and altering the reward function to affect the agent's ability to learn in a different manner. An example is changing the reward to be equal to the distance from the goal, or changing the reward to zero everywhere and one at the goal. Additionally, a 3D mountain car can be used, with a 4D continuous state space.

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  • Generalized blockmodeling of binary networks

    Generalized blockmodeling of binary networks

    Generalized blockmodeling of binary networks (also relational blockmodeling) is an approach of generalized blockmodeling, analysing the binary network(s). As most network analyses deal with binary networks, this approach is also considered as the fundamental approach of blockmodeling. This is especially noted, as the set of ideal blocks, when used for interpretation of blockmodels, have binary link patterns, which precludes them to be compared with valued empirical blocks. When analysing the binary networks, the criterion function is measuring block inconsistencies, while also reporting the possible errors. The ideal block in binary blockmodeling has only three types of conditions: "a certain cell must be (at least) 1, a certain cell must be 0 and the f {\displaystyle f} over each row (or column) must be at least 1". It is also used as a basis for developing the generalized blockmodeling of valued networks.

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  • Winner-take-all (computing)

    Winner-take-all (computing)

    Winner-take-all is a computational principle applied in computational models of neural networks by which neurons compete with each other for activation. In the classical form, only the neuron with the highest activation stays active while all other neurons shut down; however, other variations allow more than one neuron to be active, for example the soft winner take-all, by which a power function is applied to the neurons. == Neural networks == In the theory of artificial neural networks, winner-take-all networks are a case of competitive learning in recurrent neural networks. Output nodes in the network mutually inhibit each other, while simultaneously activating themselves through reflexive connections. After some time, only one node in the output layer will be active, namely the one corresponding to the strongest input. Thus the network uses nonlinear inhibition to pick out the largest of a set of inputs. Winner-take-all is a general computational primitive that can be implemented using different types of neural network models, including both continuous-time and spiking networks. Winner-take-all networks are commonly used in computational models of the brain, particularly for distributed decision-making or action selection in the cortex. Important examples include hierarchical models of vision, and models of selective attention and recognition. They are also common in artificial neural networks and neuromorphic analog VLSI circuits. It has been formally proven that the winner-take-all operation is computationally powerful compared to other nonlinear operations, such as thresholding. In many practical cases, there is not only one single neuron which becomes active but there are exactly k neurons which become active for a fixed number k. This principle is referred to as k-winners-take-all. === Example algorithm === Consider a single linear neuron, with inputs x 1 , … , x n {\displaystyle x_{1},\dots ,x_{n}} . Each input has weight w i {\displaystyle w_{i}} , and the output of the neuron is ∑ i w i x i {\displaystyle \sum _{i}w_{i}x_{i}} . In the Instar learning rule, on each input vector, the weight vectors are modified according to Δ w i = η ( x i − w i ) {\displaystyle \Delta w_{i}=\eta (x_{i}-w_{i})} where η {\displaystyle \eta } is the learning rate. This rule is unsupervised, since we need just the input vector, not a reference output. Now, consider multiple linear neurons y 1 , … , y m {\displaystyle y_{1},\dots ,y_{m}} . The output of each satisfies y i = ∑ j w i j x j {\displaystyle y_{i}=\sum _{j}w_{ij}x_{j}} . In the winner-take-all algorithm, the weights are modified as follows. Given an input vector x {\displaystyle x} , each output is computed. The neuron with the largest output is selected, and the weights going into that neuron are modified according to the Instar learning rule. All other weights remain unchanged. The k-winners-take-all rule is similar, except that the Instar learning rule is applied to the weights going into the k neurons with the largest outputs. == Circuit example == A simple, but popular CMOS winner-take-all circuit is shown on the right. This circuit was originally proposed by Lazzaro et al. (1989) using MOS transistors biased to operate in the weak-inversion or subthreshold regime. In the particular case shown there are only two inputs (IIN,1 and IIN,2), but the circuit can be easily extended to multiple inputs in a straightforward way. It operates on continuous-time input signals (currents) in parallel, using only two transistors per input. In addition, the bias current IBIAS is set by a single global transistor that is common to all the inputs. The largest of the input currents sets the common potential VC. As a result, the corresponding output carries almost all the bias current, while the other outputs have currents that are close to zero. Thus, the circuit selects the larger of the two input currents, i.e., if IIN,1 > IIN,2, we get IOUT,1 = IBIAS and IOUT,2 = 0. Similarly, if IIN,2 > IIN,1, we get IOUT,1 = 0 and IOUT,2 = IBIAS. A SPICE-based DC simulation of the CMOS winner-take-all circuit in the two-input case is shown on the right. As shown in the top subplot, the input IIN,1 was fixed at 6nA, while IIN,2 was linearly increased from 0 to 10nA. The bottom subplot shows the two output currents. As expected, the output corresponding to the larger of the two inputs carries the entire bias current (10nA in this case), forcing the other output current nearly to zero. == Other uses == In stereo matching algorithms, following the taxonomy proposed by Scharstein and Szelliski, winner-take-all is a local method for disparity computation. Adopting a winner-take-all strategy, the disparity associated with the minimum or maximum cost value is selected at each pixel. It is axiomatic that in the electronic commerce market, early dominant players such as AOL or Yahoo! get most of the rewards. By 1998, one study found the top 5% of all web sites garnered more than 74% of all traffic. The winner-take-all hypothesis in economics suggests that once a technology or a firm gets ahead, it will do better and better over time, whereas lagging technology and firms will fall further behind. See First-mover advantage.

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  • Self-organizing map

    Self-organizing map

    A self-organizing map (SOM) or self-organizing feature map (SOFM) is an unsupervised machine learning technique used to produce a low-dimensional (typically two-dimensional) representation of a higher-dimensional data set while preserving the topological structure of the data. For example, a data set with p {\displaystyle p} variables measured in n {\displaystyle n} observations could be represented as clusters of observations with similar values for the variables. These clusters then could be visualized as a two-dimensional "map" such that observations in proximal clusters have more similar values than observations in distal clusters. This can make high-dimensional data easier to visualize and analyze. A SOM is a type of artificial neural network but is trained using competitive learning rather than the error-correction learning (e.g., backpropagation with gradient descent) used by other artificial neural networks. The SOM was introduced by the Finnish professor Teuvo Kohonen in the 1980s and therefore is sometimes called a Kohonen map or Kohonen network. The Kohonen map or network is a computationally convenient abstraction building on biological models of neural systems from the 1970s and morphogenesis models dating back to Alan Turing in the 1950s. SOMs create internal representations reminiscent of the cortical homunculus, a distorted representation of the human body, based on a neurological "map" of the areas and proportions of the human brain dedicated to processing sensory functions, for different parts of the body. == Overview == Self-organizing maps, like most artificial neural networks, operate in two modes: training and mapping. First, training uses an input data set (the "input space") to generate a lower-dimensional representation of the input data (the "map space"). Second, mapping classifies additional input data using the generated map. The goal of training is to represent an input space with p dimensions as a map space with n dimensions, where p > n. Specifically, an input space with p variables is said to have p dimensions. A map space consists of components called "nodes" or "neurons", which are arranged as a hexagonal or rectangular grid with two dimensions. The number of nodes and their arrangement are specified beforehand based on the larger goals of the analysis and exploration of the data. Each node in the map space is associated with a "weight" vector, which is the position of the node in the input space. While nodes in the map space stay fixed, training consists in moving weight vectors toward the input data (reducing a distance metric such as Euclidean distance) without spoiling the topology induced from the map space. After training, the map can be used to classify additional observations for the input space by finding the node with the closest weight vector (smallest distance metric) to the input space vector. == Learning algorithm == The goal of learning in the self-organizing map is to cause different parts of the network to respond similarly to certain input patterns. This is partly motivated by how visual, auditory or other sensory information is handled in separate parts of the cerebral cortex in the human brain. The weights of the neurons are initialized either to small random values or sampled evenly from the subspace spanned by the two largest principal component eigenvectors. With the latter alternative, learning is much faster because the initial weights already give a good approximation of SOM weights. The network must be fed a large number of example vectors that represent, as close as possible, the kinds of vectors expected during mapping. The examples are usually administered several times as iterations. The training utilizes competitive learning. When a training example is fed to the network, its Euclidean distance to all weight vectors is computed. The neuron whose weight vector is most similar to the input is called the best matching unit (BMU). The weights of the BMU and neurons close to it in the SOM grid are adjusted towards the input vector. The magnitude of the change decreases with time and with the grid-distance from the BMU. The update formula for a neuron v with weight vector Wv(s) is W v ( s + 1 ) = W v ( s ) + θ ( u , v , s ) ⋅ α ( s ) ⋅ ( D ( t ) − W v ( s ) ) {\displaystyle W_{v}(s+1)=W_{v}(s)+\theta (u,v,s)\cdot \alpha (s)\cdot (D(t)-W_{v}(s))} , where s is the step index, t is an index into the training sample, u is the index of the BMU for the input vector D(t), α(s) is a monotonically decreasing learning coefficient; θ(u, v, s) is the neighborhood function which gives the distance between the neuron u and the neuron v in step s. Depending on the implementations, t can scan the training data set systematically (t is 0, 1, 2...T-1, then repeat, T being the training sample's size), be randomly drawn from the data set (bootstrap sampling), or implement some other sampling method (such as jackknifing). The neighborhood function θ(u, v, s) (also called function of lateral interaction) depends on the grid-distance between the BMU (neuron u) and neuron v. In the simplest form, it is 1 for all neurons close enough to BMU and 0 for others, but the Gaussian and Mexican-hat functions are common choices, too. Regardless of the functional form, the neighborhood function shrinks with time. At the beginning when the neighborhood is broad, the self-organizing takes place on the global scale. When the neighborhood has shrunk to just a couple of neurons, the weights are converging to local estimates. In some implementations, the learning coefficient α and the neighborhood function θ decrease steadily with increasing s, in others (in particular those where t scans the training data set) they decrease in step-wise fashion, once every T steps. This process is repeated for each input vector for a (usually large) number of cycles λ. The network winds up associating output nodes with groups or patterns in the input data set. If these patterns can be named, the names can be attached to the associated nodes in the trained net. During mapping, there will be one single winning neuron: the neuron whose weight vector lies closest to the input vector. This can be simply determined by calculating the Euclidean distance between input vector and weight vector. While representing input data as vectors has been emphasized in this article, any kind of object which can be represented digitally, which has an appropriate distance measure associated with it, and in which the necessary operations for training are possible can be used to construct a self-organizing map. This includes matrices, continuous functions or even other self-organizing maps. === Algorithm === Randomize the node weight vectors in a map For s = 0 , 1 , 2 , . . . , λ {\displaystyle s=0,1,2,...,\lambda } Randomly pick an input vector D ( t ) {\displaystyle {D}(t)} Find the node in the map closest to the input vector. This node is the best matching unit (BMU). Denote it by u {\displaystyle u} For each node v {\displaystyle v} , update its vector by pulling it closer to the input vector: W v ( s + 1 ) = W v ( s ) + θ ( u , v , s ) ⋅ α ( s ) ⋅ ( D ( t ) − W v ( s ) ) {\displaystyle W_{v}(s+1)=W_{v}(s)+\theta (u,v,s)\cdot \alpha (s)\cdot (D(t)-W_{v}(s))} The variable names mean the following, with vectors in bold, s {\displaystyle s} is the current iteration λ {\displaystyle \lambda } is the iteration limit t {\displaystyle t} is the index of the target input data vector in the input data set D {\displaystyle \mathbf {D} } D ( t ) {\displaystyle {D}(t)} is a target input data vector v {\displaystyle v} is the index of the node in the map W v {\displaystyle \mathbf {W} _{v}} is the current weight vector of node v {\displaystyle v} u {\displaystyle u} is the index of the best matching unit (BMU) in the map θ ( u , v , s ) {\displaystyle \theta (u,v,s)} is the neighbourhood function, α ( s ) {\displaystyle \alpha (s)} is the learning rate schedule. The key design choices are the shape of the SOM, the neighbourhood function, and the learning rate schedule. The idea of the neighborhood function is to make it such that the BMU is updated the most, its immediate neighbors are updated a little less, and so on. The idea of the learning rate schedule is to make it so that the map updates are large at the start, and gradually stop updating. For example, if we want to learn a SOM using a square grid, we can index it using ( i , j ) {\displaystyle (i,j)} where both i , j ∈ 1 : N {\displaystyle i,j\in 1:N} . The neighborhood function can make it so that the BMU updates in full, the nearest neighbors update in half, and their neighbors update in half again, etc. θ ( ( i , j ) , ( i ′ , j ′ ) , s ) = 1 2 | i − i ′ | + | j − j ′ | = { 1 if i = i ′ , j = j ′ 1 / 2 if | i − i ′ | + | j − j ′ | = 1 1 / 4 if | i − i ′ | + | j − j ′ | = 2 ⋯ ⋯ {\displaystyle \theta ((i,j),(i',j'),s)={\frac {1}{2^{|i-i'|+|j-j'|}}}={\begin{cases}1&{\text{if }}i=i',j=j'\\1/2&{\text{if

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  • Protocol Builder

    Protocol Builder

    Protocol Builder is a tool in programming languages to generate code to build protocols in a fast and reliable way. Network programming for all kinds of protocols (such as TCP, UDP, and SNMP) includes converting data to be transferred to raw bytes in the sending side and parsing these bytes in the receiving side. Protocol builders facilitate this stage, usually by automatically generating the code. Protocol Programming has many components to be developed, these are: server listener, server connection, client connection, packets, and loggers. Most protocol builders implement these components automatically so developers save time and money. Currently, there are two Protocol Builders in the market, one for C++ from UpRedSun which is for TCP and UDP protocols. The second one is for .Net languages which generates the code in C# for TCP Protocols, this tool is called .Net Protocol Builder.

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  • IBM Watsonx

    IBM Watsonx

    Watsonx is a platform by IBM for building and managing artificial intelligence (AI) applications for business use. Released on May 9, 2023, the platform provides software tools and infrastructure for companies to work with both IBM's own AI models and models from third-party sources. The platform consists of three main components: watsonx.ai, a studio for training, validating, and deploying AI models; watsonx.data, a system for storing and managing data used by the models; and watsonx.governance, a toolkit to ensure AI applications are compliant with company policies and regulations. A key feature of the platform is that it can be trained on a company's private data to perform specialized tasks, a process known as fine-tuning. IBM states that this client-specific data is not used to train its own models. == History == Watsonx was introduced on May 9, 2023, at the annual IBM Think conference, as a platform that includes multiple services. Just like Watson AI computer with the similar name, Watsonx was named after Thomas J. Watson, IBM's founder and first CEO. On February 13, 2024, Anaconda partnered with IBM to embed its open-source Python packages into Watsonx. Watsonx is used at ESPN's Fantasy Football App for managing players' performance, and by Italian telecommunications company Wind Tre. It was employed to generate editorial content around nominees during the 66th Annual Grammy Awards. In 2025, Wimbledon integrated IBM watsonx generative AI into its app and website. Integrated with IBM Safer Payments, IBM watsonx has been used in banking sector fraud detection and anti-money laundering (AML) systems. == Services == === watsonx.ai === Watsonx.ai is a platform that allows AI developers to leverage a wide range of LLMs under IBM's own Granite series and others such as Facebook's LLaMA-2, free and open-source model Mistral, and many others present in the Hugging Face community. These models come pre-trained and optimized for various natural language processing (NLP) applications.The platform also allows fine-tuning with its Tuning Studio. === watsonx.data === Watsonx.data is a platform designed to assist clients in addressing issues related to data volume, complexity, cost, and governance.. The platform facilitates seamless data access, whether stored in the cloud or on-premises, through a single entry point. === watsonx.governance === Watsonx.governance is a platform that utilizes IBM's AI capabilities to implement AI lifecycle governance. This helps them manage risks and maintain compliance with evolving AI and industry regulations, while reducing AI bias through automated oversight.

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  • Wolfram Mathematica

    Wolfram Mathematica

    Wolfram Mathematica (also known as Mathematica) is a software system with built-in libraries for several areas of technical computing that allows machine learning, statistics, symbolic computation, data manipulation, network analysis, time series analysis, NLP, optimization, plotting functions and various types of data, implementation of algorithms, creation of user interfaces, and interfacing with programs written in other programming languages. It was conceived by Stephen Wolfram, and is developed by Wolfram Research of Champaign, Illinois. The Wolfram Language is the programming language used in Mathematica. Mathematica 1.0 was released on June 23, 1988 in Champaign, Illinois and Santa Clara, California. Mathematica's Wolfram Language is fundamentally based on Lisp; for example, the Mathematica command Most is identically equal to the Lisp command butlast. == Notebook interface == Mathematica is split into two parts: the kernel and the front end. The kernel interprets expressions (Wolfram Language code) and returns result expressions, which can then be displayed by the front end. The original front end, designed by Theodore Gray in 1988, consists of a notebook interface and allows the creation and editing of notebook documents that can contain code, plaintext, images, and graphics. Code development is also supported through support in a range of standard integrated development environment (IDE) including Eclipse, IntelliJ IDEA, Atom, Vim, Visual Studio Code and Git. The Mathematica Kernel also includes a command line front end. Other interfaces include JMath, based on GNU Readline and WolframScript which runs self-contained Mathematica programs (with arguments) from the UNIX command line. == High-performance computing == Capabilities for high-performance computing were extended with the introduction of packed arrays in version 4 (1999) and sparse matrices (version 5, 2003), and by adopting the GNU Multiple Precision Arithmetic Library to evaluate high-precision arithmetic. Version 5.2 (2005) added automatic multi-threading when computations are performed on multi-core computers. This release included CPU-specific optimized libraries. In addition Mathematica is supported by third party specialist acceleration hardware such as ClearSpeed. In 2002, gridMathematica was introduced to allow user level parallel programming on heterogeneous clusters and multiprocessor systems and in 2008 parallel computing technology was included in all Mathematica licenses including support for grid technology such as Windows HPC Server 2008, Microsoft Compute Cluster Server and Sun Grid. Support for CUDA and OpenCL GPU hardware was added in 2010. == Extensions == As of Version 14, there are 6,602 built-in functions and symbols in the Wolfram Language. Stephen Wolfram announced the launch of the Wolfram Function Repository in June 2019 as a way for the public Wolfram community to contribute functionality to the Wolfram Language. There are currently more than 3000 functions contributed as Resource Functions. In addition to the Wolfram Function Repository, there is a Wolfram Data Repository with computable data and the Wolfram Neural Net Repository for machine learning. Wolfram Mathematica is the basis of the Combinatorica package, which adds discrete mathematics functionality in combinatorics and graph theory to the program. == Connections to other applications, programming languages, and services == Communication with other applications can be done using a protocol called Wolfram Symbolic Transfer Protocol (WSTP). It allows communication between the Wolfram Mathematica kernel and the front end and provides a general interface between the kernel and other applications. Wolfram Research freely distributes a developer kit for linking applications written in the programming language C to the Mathematica kernel through WSTP using J/Link., a Java program that can ask Mathematica to perform computations. Similar functionality is achieved with .NET /Link, but with .NET programs instead of Java programs. Other languages that connect to Mathematica include Haskell, AppleScript, Racket, Visual Basic, Python, and Clojure. Mathematica supports the generation and execution of Modelica models for systems modeling and connects with Wolfram System Modeler. Links are also available to many third-party software packages and APIs. Mathematica can also capture real-time data from a variety of sources and can read and write to public blockchains (Bitcoin, Ethereum, and ARK). It supports import and export of over 220 data, image, video, sound, computer-aided design (CAD), geographic information systems (GIS), document, and biomedical formats. In 2019, support was added for compiling Wolfram Language code to LLVM. Version 12.3 of the Wolfram Language added support for Arduino. == Computable data == Mathematica is also integrated with Wolfram Alpha, an online answer engine that provides additional data, some of which is kept updated in real time, for users who use Mathematica with an internet connection. Some of the data sets include astronomical, chemical, geopolitical, language, biomedical, airplane, and weather data, in addition to mathematical data (such as knots and polyhedra). == Reception == BYTE in 1989 listed Mathematica as among the "Distinction" winners of the BYTE Awards, stating that it "is another breakthrough Macintosh application ... it could enable you to absorb the algebra and calculus that seemed impossible to comprehend from a textbook". Mathematica has been criticized for being closed source. Wolfram Research claims keeping Mathematica closed source is central to its business model and the continuity of the software.

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