AI For School Students

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

  • NeoPaint

    NeoPaint

    NeoPaint is a raster graphics editor for Windows and MS-DOS. It supports several file formats including JPEG, GIF, BMP, PNG, and TIFF. The developer, NeoSoft, advertises NeoPaint as "being simple enough for use by children while remaining powerful enough for the purposes of advanced image editing". The first version, NeoPaint 1.0, was released in 1992 on floppy disks. It supported video modes ranging from 640x350 to 1024x768 and multiple fonts. NeoPaint 2.2 came out for MS-DOS 3.1 in 1993, with support of for 2, 16, or 256 color images in Hercules, EGA, VGA, and Super VGA modes. NeoPaint 3.1 was released in 1995 supporting 24-bit images and formats like PCX, TIFF and BMP. NeoPaint 3.2 was released in 1996. An updated version, NeoPaint 3.2a, supported the GIF file format. NeoPaint 3.2d was released in 1998. A Windows 95 version named NeoPaint for Windows v4.0 was released in 1999 supporting the PNG file format. On September 1, 2018 the program was rebranded as PixelNEO, becoming one of the VisualNEO software products. Formats such as JPEG 2000, ICO, CUR, PSD and RAW are supported.

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  • Tensor sketch

    Tensor sketch

    In statistics, machine learning and algorithms, a tensor sketch is a type of dimensionality reduction that is particularly efficient when applied to vectors that have tensor structure. Such a sketch can be used to speed up explicit kernel methods, bilinear pooling in neural networks and is a cornerstone in many numerical linear algebra algorithms. == Mathematical definition == Mathematically, a dimensionality reduction or sketching matrix is a matrix M ∈ R k × d {\displaystyle M\in \mathbb {R} ^{k\times d}} , where k < d {\displaystyle k Read more →

  • Count sketch

    Count sketch

    Count sketch is a type of dimensionality reduction that is particularly efficient in statistics, machine learning and algorithms. It was invented by Moses Charikar, Kevin Chen and Martin Farach-Colton in an effort to speed up the AMS Sketch by Alon, Matias and Szegedy for approximating the frequency moments of streams (these calculations require counting of the number of occurrences for the distinct elements of the stream). The sketch is nearly identical to the Feature hashing algorithm by John Moody, but differs in its use of hash functions with low dependence, which makes it more practical. In order to still have a high probability of success, the median trick is used to aggregate multiple count sketches, rather than the mean. These properties allow use for explicit kernel methods, bilinear pooling in neural networks and is a cornerstone in many numerical linear algebra algorithms. == Intuitive explanation == The inventors of this data structure offer the following iterative explanation of its operation: at the simplest level, the output of a single hash function s mapping stream elements q into {+1, -1} is feeding a single up/down counter C. After a single pass over the data, the frequency n ( q ) {\displaystyle n(q)} of a stream element q can be approximated, although extremely poorly, by the expected value E [ C ⋅ s ( q ) ] {\displaystyle {\mathbf {E}}[C\cdot s(q)]} ; a straightforward way to improve the variance of the previous estimate is to use an array of different hash functions s i {\displaystyle s_{i}} , each connected to its own counter C i {\displaystyle C_{i}} . For each i, the E [ C i ⋅ s i ( q ) ] = n ( q ) {\displaystyle {\mathbf {E}}[C_{i}\cdot s_{i}(q)]=n(q)} still holds, so averaging across the i range will tighten the approximation; the previous construct still has a major deficiency: if a lower-frequency-but-still-important output element a exhibits a hash collision with a high-frequency element even for one of the s i {\displaystyle s_{i}} hashes, n ( a ) {\displaystyle n(a)} estimate can be significantly affected. Avoiding this requires reducing the frequency of collision counter updates between any two distinct elements. This is achieved by replacing each C i {\displaystyle C_{i}} in the previous construct with an array of m counters (making the counter set into a two-dimensional matrix C i , j {\displaystyle C_{i,j}} ), with index j of a particular counter to be incremented/decremented selected via another set of hash functions h i {\displaystyle h_{i}} that map element q into the range {1..m}. Since E [ C i , h i ( q ) ⋅ s i ( q ) ] = n ( q ) {\displaystyle {\mathbf {E}}[C_{i,h_{i}(q)}\cdot s_{i}(q)]=n(q)} , averaging across all values of i will work. == Mathematical definition == 1. For constants w {\displaystyle w} and t {\displaystyle t} (to be defined later) independently choose d = 2 t + 1 {\displaystyle d=2t+1} random hash functions h 1 , … , h d {\displaystyle h_{1},\dots ,h_{d}} and s 1 , … , s d {\displaystyle s_{1},\dots ,s_{d}} such that h i : [ n ] → [ w ] {\displaystyle h_{i}:[n]\to [w]} and s i : [ n ] → { ± 1 } {\displaystyle s_{i}:[n]\to \{\pm 1\}} . It is necessary that the hash families from which h i {\displaystyle h_{i}} and s i {\displaystyle s_{i}} are chosen be pairwise independent. 2. For each item q i {\displaystyle q_{i}} in the stream, add s j ( q i ) {\displaystyle s_{j}(q_{i})} to the h j ( q i ) {\displaystyle h_{j}(q_{i})} th bucket of the j {\displaystyle j} th hash. At the end of this process, one has w d {\displaystyle wd} sums ( C i j ) {\displaystyle (C_{ij})} where C i , j = ∑ h i ( k ) = j s i ( k ) . {\displaystyle C_{i,j}=\sum _{h_{i}(k)=j}s_{i}(k).} To estimate the count of q {\displaystyle q} s one computes the following value: r q = median i = 1 d s i ( q ) ⋅ C i , h i ( q ) . {\displaystyle r_{q}={\text{median}}_{i=1}^{d}\,s_{i}(q)\cdot C_{i,h_{i}(q)}.} The values s i ( q ) ⋅ C i , h i ( q ) {\displaystyle s_{i}(q)\cdot C_{i,h_{i}(q)}} are unbiased estimates of how many times q {\displaystyle q} has appeared in the stream. The estimate r q {\displaystyle r_{q}} has variance O ( m i n { m 1 2 / w 2 , m 2 2 / w } ) {\displaystyle O(\mathrm {min} \{m_{1}^{2}/w^{2},m_{2}^{2}/w\})} , where m 1 {\displaystyle m_{1}} is the length of the stream and m 2 2 {\displaystyle m_{2}^{2}} is ∑ q ( ∑ i [ q i = q ] ) 2 {\displaystyle \sum _{q}(\sum _{i}[q_{i}=q])^{2}} . Furthermore, r q {\displaystyle r_{q}} is guaranteed to never be more than 2 m 2 / w {\displaystyle 2m_{2}/{\sqrt {w}}} off from the true value, with probability 1 − e − O ( t ) {\displaystyle 1-e^{-O(t)}} . === Vector formulation === Alternatively Count-Sketch can be seen as a linear mapping with a non-linear reconstruction function. Let M ( i ∈ [ d ] ) ∈ { − 1 , 0 , 1 } w × n {\displaystyle M^{(i\in [d])}\in \{-1,0,1\}^{w\times n}} , be a collection of d = 2 t + 1 {\displaystyle d=2t+1} matrices, defined by M h i ( j ) , j ( i ) = s i ( j ) {\displaystyle M_{h_{i}(j),j}^{(i)}=s_{i}(j)} for j ∈ [ w ] {\displaystyle j\in [w]} and 0 everywhere else. Then a vector v ∈ R n {\displaystyle v\in \mathbb {R} ^{n}} is sketched by C ( i ) = M ( i ) v ∈ R w {\displaystyle C^{(i)}=M^{(i)}v\in \mathbb {R} ^{w}} . To reconstruct v {\displaystyle v} we take v j ∗ = median i C j ( i ) s i ( j ) {\displaystyle v_{j}^{}={\text{median}}_{i}C_{j}^{(i)}s_{i}(j)} . This gives the same guarantees as stated above, if we take m 1 = ‖ v ‖ 1 {\displaystyle m_{1}=\|v\|_{1}} and m 2 = ‖ v ‖ 2 {\displaystyle m_{2}=\|v\|_{2}} . == Relation to Tensor sketch == The count sketch projection of the outer product of two vectors is equivalent to the convolution of two component count sketches. The count sketch computes a vector convolution C ( 1 ) x ∗ C ( 2 ) x T {\displaystyle C^{(1)}x\ast C^{(2)}x^{T}} , where C ( 1 ) {\displaystyle C^{(1)}} and C ( 2 ) {\displaystyle C^{(2)}} are independent count sketch matrices. Pham and Pagh show that this equals C ( x ⊗ x T ) {\displaystyle C(x\otimes x^{T})} – a count sketch C {\displaystyle C} of the outer product of vectors, where ⊗ {\displaystyle \otimes } denotes Kronecker product. The fast Fourier transform can be used to do fast convolution of count sketches. By using the face-splitting product such structures can be computed much faster than normal matrices.

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  • Proper generalized decomposition

    Proper generalized decomposition

    The proper generalized decomposition (PGD) is an iterative numerical method for solving boundary value problems (BVPs), that is, partial differential equations constrained by a set of boundary conditions, such as the Poisson's equation or the Laplace's equation. The PGD algorithm computes an approximation of the solution of the BVP by successive enrichment. This means that, in each iteration, a new component (or mode) is computed and added to the approximation. In principle, the more modes obtained, the closer the approximation is to its theoretical solution. Unlike POD principal components, PGD modes are not necessarily orthogonal to each other. By selecting only the most relevant PGD modes, a reduced order model of the solution is obtained. Because of this, PGD is considered a dimensionality reduction algorithm. == Description == The proper generalized decomposition is a method characterized by a variational formulation of the problem, a discretization of the domain in the style of the finite element method, the assumption that the solution can be approximated as a separate representation and a numerical greedy algorithm to find the solution. === Variational formulation === In the Proper Generalized Decomposition method, the variational formulation involves translating the problem into a format where the solution can be approximated by minimizing (or sometimes maximizing) a functional. A functional is a scalar quantity that depends on a function, which in this case, represents our problem. The most commonly implemented variational formulation in PGD is the Bubnov-Galerkin method. This method is chosen for its ability to provide an approximate solution to complex problems, such as those described by partial differential equations (PDEs). In the Bubnov-Galerkin approach, the idea is to project the problem onto a space spanned by a finite number of basis functions. These basis functions are chosen to approximate the solution space of the problem. In the Bubnov-Galerkin method, we seek an approximate solution that satisfies the integral form of the PDEs over the domain of the problem. This is different from directly solving the differential equations. By doing so, the method transforms the problem into finding the coefficients that best fit this integral equation in the chosen function space. While the Bubnov-Galerkin method is prevalent, other variational formulations are also used in PGD, depending on the specific requirements and characteristics of the problem, such as: Petrov-Galerkin Method: This method is similar to the Bubnov-Galerkin approach but differs in the choice of test functions. In the Petrov-Galerkin method, the test functions (used to project the residual of the differential equation) are different from the trial functions (used to approximate the solution). This can lead to improved stability and accuracy for certain types of problems. Collocation Method: In collocation methods, the differential equation is satisfied at a finite number of points in the domain, known as collocation points. This approach can be simpler and more direct than the integral-based methods like Galerkin's, but it may also be less stable for some problems. Least Squares Method: This approach involves minimizing the square of the residual of the differential equation over the domain. It is particularly useful when dealing with problems where traditional methods struggle with stability or convergence. Mixed Finite Element Method: In mixed methods, additional variables (such as fluxes or gradients) are introduced and approximated along with the primary variable of interest. This can lead to more accurate and stable solutions for certain problems, especially those involving incompressibility or conservation laws. Discontinuous Galerkin Method: This is a variant of the Galerkin method where the solution is allowed to be discontinuous across element boundaries. This method is particularly useful for problems with sharp gradients or discontinuities. === Domain discretization === The discretization of the domain is a well defined set of procedures that cover (a) the creation of finite element meshes, (b) the definition of basis function on reference elements (also called shape functions) and (c) the mapping of reference elements onto the elements of the mesh. === Separate representation === PGD assumes that the solution u of a (multidimensional) problem can be approximated as a separate representation of the form u ≈ u N ( x 1 , x 2 , … , x d ) = ∑ i = 1 N X 1 i ( x 1 ) ⋅ X 2 i ( x 2 ) ⋯ X d i ( x d ) , {\displaystyle \mathbf {u} \approx \mathbf {u} ^{N}(x_{1},x_{2},\ldots ,x_{d})=\sum _{i=1}^{N}\mathbf {X_{1}} _{i}(x_{1})\cdot \mathbf {X_{2}} _{i}(x_{2})\cdots \mathbf {X_{d}} _{i}(x_{d}),} where the number of addends N and the functional products X1(x1), X2(x2), ..., Xd(xd), each depending on a variable (or variables), are unknown beforehand. === Greedy algorithm === The solution is sought by applying a greedy algorithm, usually the fixed point algorithm, to the weak formulation of the problem. For each iteration i of the algorithm, a mode of the solution is computed. Each mode consists of a set of numerical values of the functional products X1(x1), ..., Xd(xd), which enrich the approximation of the solution. Due to the greedy nature of the algorithm, the term 'enrich' is used rather than 'improve', since some modes may actually worsen the approach. The number of computed modes required to obtain an approximation of the solution below a certain error threshold depends on the stopping criterion of the iterative algorithm. == Features == PGD is suitable for solving high-dimensional problems, since it overcomes the limitations of classical approaches. In particular, PGD avoids the curse of dimensionality, as solving decoupled problems is computationally much less expensive than solving multidimensional problems. Therefore, PGD enables to re-adapt parametric problems into a multidimensional framework by setting the parameters of the problem as extra coordinates: u ≈ u N ( x 1 , … , x d ; k 1 , … , k p ) = ∑ i = 1 N X 1 i ( x 1 ) ⋯ X d i ( x d ) ⋅ K 1 i ( k 1 ) ⋯ K p i ( k p ) , {\displaystyle \mathbf {u} \approx \mathbf {u} ^{N}(x_{1},\ldots ,x_{d};k_{1},\ldots ,k_{p})=\sum _{i=1}^{N}\mathbf {X_{1}} _{i}(x_{1})\cdots \mathbf {X_{d}} _{i}(x_{d})\cdot \mathbf {K_{1}} _{i}(k_{1})\cdots \mathbf {K_{p}} _{i}(k_{p}),} where a series of functional products K1(k1), K2(k2), ..., Kp(kp), each depending on a parameter (or parameters), has been incorporated to the equation. In this case, the obtained approximation of the solution is called computational vademecum: a general meta-model containing all the particular solutions for every possible value of the involved parameters. == Sparse Subspace Learning == The Sparse Subspace Learning (SSL) method leverages the use of hierarchical collocation to approximate the numerical solution of parametric models. With respect to traditional projection-based reduced order modeling, the use of a collocation enables non-intrusive approach based on sparse adaptive sampling of the parametric space. This allows to recover the lowdimensional structure of the parametric solution subspace while also learning the functional dependency from the parameters in explicit form. A sparse low-rank approximate tensor representation of the parametric solution can be built through an incremental strategy that only needs to have access to the output of a deterministic solver. Non-intrusiveness makes this approach straightforwardly applicable to challenging problems characterized by nonlinearity or non affine weak forms.

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  • H (company)

    H (company)

    H Company, also known simply as H, is a French artificial intelligence startup which develops "action-oriented" artificial intelligence agents for enterprise automation and productivity. In May 2024, H Company closed a record-setting $220 million seed round, at the time the largest AI raise in Europe. In 2026, H Company released Holo 3, the latest generation of its computer-use AI models. The update marked a major advance in agentic AI, enabling agents to navigate any user interface, interpret screens, and complete complex, multi-step tasks across enterprise systems—much like a human user. This breakthrough positioned H Company at the frontier of computer-use autonomy, accelerating the integration of AI in enterprise workflows. == History == H Company was founded in 2023 in Paris by Laurent Sifre, Charles Kantor, and three DeepMind veterans: Daan Wiestra, Karl Tuyls, Julien Perollat. In May 2024, the firm secured what was then the largest European AI seed round, totaling $220 million led by US investors including Eric Schmidt (former Google CEO), Amazon, and backed by Accel, Bpifrance, UiPath, Eurazeo, Xavier Niel, Yuri Milner, Bernard Arnault, Samsung and others. In August 2024, three cofounders (Wiestra, Tuyls, Perollat) left the company over operational disagreements. In November 2024, H launched Runner H, its first agentic-API platform, which combined a large language model (LLM) and a reduced, 2-billion parameter vision-language model (VLM). In May 2025, H Company acquired Mithril Security, and in June 2025 the company widened its offering for agentic models. In June 2025, Gautier Cloix (formerly CEO Palantir France) replaced Charles Kantor as CEO of H Company, aiming to pivot the company towards a "forward deployed engineers" model. In July 2025, H Company introduced Surfer-H-CLI, an open-source, web-native Chrome agent designed for browser-based automation—able to search, scroll, click, and type on behalf of users and controllable via any visual language model (VLM). When paired with its June 2025 open-sourced 3B-parameter Holo-1 model, Surfer-H-CLI achieved 92.2% WebVoyager benchmark accuracy. == Activity == H Company creates enterprise AI models and agents (agentic AI) to automate and optimize complex workflows. H Company specifically designs AI agents called computer use capable of autonomously interfacing with any software (local or cloud-based) to detect and automate repetitive operations. H Company is based in Paris, France, with international offices in London and New York. H Company raised $220 million since its inception. Gautier Cloix is president and CEO of the company. H Company client include the French national lottery FDJ United. In March 2026, H Company released Holo3, a family of artificial intelligence models designed to operate digital systems by interacting directly with user interfaces. Holo3 enables agents ("virtual humanoids") to understand what is displayed in front-end environments—such as web pages, desktop applications, and other graphical user interfaces—and perform actions such as clicking, typing, and navigating across them to complete multi-step tasks. On the OSWorld-Verified benchmark, Holo3 reportedly achieved about 78.9%, surpassing the scores of OpenAI’s GPT‑5.4 and Anthropic’s Claude Opus 4.6 on this specific test, at roughly one-tenth of the inference cost of these proprietary systems. The release has been presented as a significant step toward automating routine digital workflows, allowing organizations to offload repetitive on-screen work, such as data entry and reconciliation across multiple tools, to AI-based agents.

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  • Transkribus

    Transkribus

    Transkribus is a platform for the text recognition, image analysis and structure recognition of historical documents. The platform was created in the context of the two EU projects "tranScriptorium" (2013–2015) and "READ" (Recognition and Enrichment of Archival Documents – 2016–2019). It was developed by the University of Innsbruck. Since July 1, 2019 the platform has been directed and further developed by the READ-COOP, a non-profit cooperative. The platform integrates tools developed by research groups throughout Europe, including the Pattern Recognition and Human Language Technology (PRHLT) group of the Technical University of Valencia and the Computational Intelligence Technology Lab (CITlab) group of University of Rostock. Comparable programs that offer similar functions are eScriptorium and OCR4All.

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  • AdaBoost

    AdaBoost

    AdaBoost (short for Adaptive Boosting) is a statistical classification meta-algorithm formulated by Yoav Freund and Robert Schapire in 1995, who won the 2003 Gödel Prize for their work. It can be used in conjunction with many types of learning algorithm to improve performance. The output of multiple weak learners is combined into a weighted sum that represents the final output of the boosted classifier. Usually, AdaBoost is presented for binary classification, although it can be generalized to multiple classes or bounded intervals of real values. AdaBoost is adaptive in the sense that subsequent weak learners (models) are adjusted in favor of instances misclassified by previous models. In some problems, it can be less susceptible to overfitting than other learning algorithms. The individual learners can be weak, but as long as the performance of each one is slightly better than random guessing, the final model can be proven to converge to a strong learner. Although AdaBoost is typically used to combine weak base learners (such as decision stumps), it has been shown to also effectively combine strong base learners (such as deeper decision trees), producing an even more accurate model. Every learning algorithm tends to suit some problem types better than others, and typically has many different parameters and configurations to adjust before it achieves optimal performance on a dataset. AdaBoost (with decision trees as the weak learners) is often referred to as the best out-of-the-box classifier. When used with decision tree learning, information gathered at each stage of the AdaBoost algorithm about the relative 'hardness' of each training sample is fed into the tree-growing algorithm such that later trees tend to focus on harder-to-classify examples. == Training == AdaBoost refers to a particular method of training a boosted classifier. A boosted classifier is a classifier of the form F T ( x ) = ∑ t = 1 T f t ( x ) {\displaystyle F_{T}(x)=\sum _{t=1}^{T}f_{t}(x)} where each f t {\displaystyle f_{t}} is a weak learner that takes an object x {\displaystyle x} as input and returns a value indicating the class of the object. For example, in the two-class problem, the sign of the weak learner's output identifies the predicted object class and the absolute value gives the confidence in that classification. Each weak learner produces an output hypothesis h {\displaystyle h} which fixes a prediction h ( x i ) {\displaystyle h(x_{i})} for each sample in the training set. At each iteration t {\displaystyle t} , a weak learner is selected and assigned a coefficient α t {\displaystyle \alpha _{t}} such that the total training error E t {\displaystyle E_{t}} of the resulting t {\displaystyle t} -stage boosted classifier is minimized. E t = ∑ i E [ F t − 1 ( x i ) + α t h ( x i ) ] {\displaystyle E_{t}=\sum _{i}E[F_{t-1}(x_{i})+\alpha _{t}h(x_{i})]} Here F t − 1 ( x ) {\displaystyle F_{t-1}(x)} is the boosted classifier that has been built up to the previous stage of training and f t ( x ) = α t h ( x ) {\displaystyle f_{t}(x)=\alpha _{t}h(x)} is the weak learner that is being considered for addition to the final classifier. === Weighting === At each iteration of the training process, a weight w i , t {\displaystyle w_{i,t}} is assigned to each sample in the training set equal to the current error E ( F t − 1 ( x i ) ) {\displaystyle E(F_{t-1}(x_{i}))} on that sample. These weights can be used in the training of the weak learner. For instance, decision trees can be grown which favor the splitting of sets of samples with large weights. == Derivation == This derivation follows Rojas (2009): Suppose we have a data set { ( x 1 , y 1 ) , … , ( x N , y N ) } {\displaystyle \{(x_{1},y_{1}),\ldots ,(x_{N},y_{N})\}} where each item x i {\displaystyle x_{i}} has an associated class y i ∈ { − 1 , 1 } {\displaystyle y_{i}\in \{-1,1\}} , and a set of weak classifiers { k 1 , … , k L } {\displaystyle \{k_{1},\ldots ,k_{L}\}} each of which outputs a classification k j ( x i ) ∈ { − 1 , 1 } {\displaystyle k_{j}(x_{i})\in \{-1,1\}} for each item. After the ( m − 1 ) {\displaystyle (m-1)} -th iteration our boosted classifier is a linear combination of the weak classifiers of the form: C ( m − 1 ) ( x i ) = α 1 k 1 ( x i ) + ⋯ + α m − 1 k m − 1 ( x i ) , {\displaystyle C_{(m-1)}(x_{i})=\alpha _{1}k_{1}(x_{i})+\cdots +\alpha _{m-1}k_{m-1}(x_{i}),} where the class will be the sign of C ( m − 1 ) ( x i ) {\displaystyle C_{(m-1)}(x_{i})} . At the m {\displaystyle m} -th iteration we want to extend this to a better boosted classifier by adding another weak classifier k m {\displaystyle k_{m}} , with another weight α m {\displaystyle \alpha _{m}} : C m ( x i ) = C ( m − 1 ) ( x i ) + α m k m ( x i ) {\displaystyle C_{m}(x_{i})=C_{(m-1)}(x_{i})+\alpha _{m}k_{m}(x_{i})} So it remains to determine which weak classifier is the best choice for k m {\displaystyle k_{m}} , and what its weight α m {\displaystyle \alpha _{m}} should be. We define the total error E {\displaystyle E} of C m {\displaystyle C_{m}} as the sum of its exponential loss on each data point, given as follows: E = ∑ i = 1 N e − y i C m ( x i ) = ∑ i = 1 N e − y i C ( m − 1 ) ( x i ) e − y i α m k m ( x i ) {\displaystyle E=\sum _{i=1}^{N}e^{-y_{i}C_{m}(x_{i})}=\sum _{i=1}^{N}e^{-y_{i}C_{(m-1)}(x_{i})}e^{-y_{i}\alpha _{m}k_{m}(x_{i})}} Letting w i ( 1 ) = 1 {\displaystyle w_{i}^{(1)}=1} and w i ( m ) = e − y i C m − 1 ( x i ) {\displaystyle w_{i}^{(m)}=e^{-y_{i}C_{m-1}(x_{i})}} for m > 1 {\displaystyle m>1} , we have: E = ∑ i = 1 N w i ( m ) e − y i α m k m ( x i ) {\displaystyle E=\sum _{i=1}^{N}w_{i}^{(m)}e^{-y_{i}\alpha _{m}k_{m}(x_{i})}} We can split this summation between those data points that are correctly classified by k m {\displaystyle k_{m}} (so y i k m ( x i ) = 1 {\displaystyle y_{i}k_{m}(x_{i})=1} ) and those that are misclassified (so y i k m ( x i ) = − 1 {\displaystyle y_{i}k_{m}(x_{i})=-1} ): E = ∑ y i = k m ( x i ) w i ( m ) e − α m + ∑ y i ≠ k m ( x i ) w i ( m ) e α m = ∑ i = 1 N w i ( m ) e − α m + ∑ y i ≠ k m ( x i ) w i ( m ) ( e α m − e − α m ) {\displaystyle {\begin{aligned}E&=\sum _{y_{i}=k_{m}(x_{i})}w_{i}^{(m)}e^{-\alpha _{m}}+\sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}e^{\alpha _{m}}\\&=\sum _{i=1}^{N}w_{i}^{(m)}e^{-\alpha _{m}}+\sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}\left(e^{\alpha _{m}}-e^{-\alpha _{m}}\right)\end{aligned}}} Since the only part of the right-hand side of this equation that depends on k m {\displaystyle k_{m}} is ∑ y i ≠ k m ( x i ) w i ( m ) {\textstyle \sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}} , we see that the k m {\displaystyle k_{m}} that minimizes E {\displaystyle E} is the one in the set { k 1 , … , k L } {\displaystyle \{k_{1},\ldots ,k_{L}\}} that minimizes ∑ y i ≠ k m ( x i ) w i ( m ) {\textstyle \sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}} [assuming that α m > 0 {\displaystyle \alpha _{m}>0} ], i.e. the weak classifier with the lowest weighted error (with weights w i ( m ) = e − y i C m − 1 ( x i ) {\displaystyle w_{i}^{(m)}=e^{-y_{i}C_{m-1}(x_{i})}} ). To determine the desired weight α m {\displaystyle \alpha _{m}} that minimizes E {\displaystyle E} with the k m {\displaystyle k_{m}} that we just determined, we differentiate: d E d α m = d ( ∑ y i = k m ( x i ) w i ( m ) e − α m + ∑ y i ≠ k m ( x i ) w i ( m ) e α m ) d α m {\displaystyle {\frac {dE}{d\alpha _{m}}}={\frac {d(\sum _{y_{i}=k_{m}(x_{i})}w_{i}^{(m)}e^{-\alpha _{m}}+\sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}e^{\alpha _{m}})}{d\alpha _{m}}}} The value of α m {\displaystyle \alpha _{m}} that minimizes the above expression is: α m = 1 2 ln ⁡ ( ∑ y i = k m ( x i ) w i ( m ) ∑ y i ≠ k m ( x i ) w i ( m ) ) {\displaystyle \alpha _{m}={\frac {1}{2}}\ln \left({\frac {\sum _{y_{i}=k_{m}(x_{i})}w_{i}^{(m)}}{\sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}}}\right)} We calculate the weighted error rate of the weak classifier to be ϵ m = ∑ y i ≠ k m ( x i ) w i ( m ) ∑ i = 1 N w i ( m ) {\displaystyle \epsilon _{m}={\frac {\sum _{y_{i}\neq k_{m}(x_{i})}w_{i}^{(m)}}{\sum _{i=1}^{N}w_{i}^{(m)}}}} , so it follows that: α m = 1 2 ln ⁡ ( 1 − ϵ m ϵ m ) {\displaystyle \alpha _{m}={\frac {1}{2}}\ln \left({\frac {1-\epsilon _{m}}{\epsilon _{m}}}\right)} which is the negative logit function multiplied by 0.5. Due to the convexity of E {\displaystyle E} as a function of α m {\displaystyle \alpha _{m}} , this new expression for α m {\displaystyle \alpha _{m}} gives the global minimum of the loss function. Note: This derivation only applies when k m ( x i ) ∈ { − 1 , 1 } {\displaystyle k_{m}(x_{i})\in \{-1,1\}} , though it can be a good starting guess in other cases, such as when the weak learner is biased ( k m ( x ) ∈ { a , b } , a ≠ − b {\displaystyle k_{m}(x)\in \{a,b\},a\neq -b} ), has multiple leaves ( k m ( x ) ∈ { a , b , … , n } {\displaystyle k_{m}(x)\in \{a,b,\dots ,n\}} ) or is some other function k m ( x ) ∈ R {\displaystyle k_{m}(x)\in \mathbb {R} } . Thus we have derived the AdaBoost algorithm: At each

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  • Logic learning machine

    Logic learning machine

    Logic learning machine (LLM) is a machine learning method based on the generation of intelligible rules. LLM is an efficient implementation of the Switching Neural Network (SNN) paradigm, developed by Marco Muselli, Senior Researcher at the Italian National Research Council CNR-IEIIT in Genoa. LLM has been employed in many different sectors, including the field of medicine (orthopedic patient classification, DNA micro-array analysis and Clinical Decision Support Systems), financial services and supply chain management. == History == The Switching Neural Network approach was developed in the 1990s to overcome the drawbacks of the most commonly used machine learning methods. In particular, black box methods, such as multilayer perceptron and support vector machine, had good accuracy but could not provide deep insight into the studied phenomenon. On the other hand, decision trees were able to describe the phenomenon but often lacked accuracy. Switching Neural Networks made use of Boolean algebra to build sets of intelligible rules able to obtain very good performance. In 2014, an efficient version of Switching Neural Network was developed and implemented in the Rulex suite with the name Logic Learning Machine. Also, an LLM version devoted to regression problems was developed. == General == Like other machine learning methods, LLM uses data to build a model able to perform a good forecast about future behaviors. LLM starts from a table including a target variable (output) and some inputs and generates a set of rules that return the output value y {\displaystyle y} corresponding to a given configuration of inputs. A rule is written in the form: if premise then consequence where consequence contains the output value whereas premise includes one or more conditions on the inputs. According to the input type, conditions can have different forms: for categorical variables the input value must be in a given subset: x 1 ∈ { A , B , C , . . . } {\displaystyle x_{1}\in \{A,B,C,...\}} . for ordered variables the condition is written as an inequality or an interval: x 2 ≤ α {\displaystyle x_{2}\leq \alpha } or β ≤ x 3 ≤ γ {\displaystyle \beta \leq x_{3}\leq \gamma } A possible rule is therefore in the form if x 1 ∈ { A , B , C , . . . } {\displaystyle x_{1}\in \{A,B,C,...\}} AND x 2 ≤ α {\displaystyle x_{2}\leq \alpha } AND β ≤ x 3 ≤ γ {\displaystyle \beta \leq x_{3}\leq \gamma } then y = y ¯ {\displaystyle y={\bar {y}}} == Types == According to the output type, different versions of the Logic Learning Machine have been developed: Logic Learning Machine for classification, when the output is a categorical variable, which can assume values in a finite set Logic Learning Machine for regression, when the output is an integer or real number.

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  • Deep Learning Indaba

    Deep Learning Indaba

    The Deep Learning Indaba is an annual conference and educational event that aims to strengthen machine learning and artificial intelligence (AI) capacity across Africa. Launched in 2017, it brings together students, researchers, industry practitioners, and policymakers from across the African continent. == History == The Deep Learning Indaba began in 2017 at the University of the Witwatersrand with over 300 participants from 23 African countries, offering tutorials in advanced AI topics and featuring notable speakers like Nando de Freitas. In 2018, it expanded to 650 delegates at Stellenbosch University, introducing parallel sessions to encourage collaboration. The 2019 edition in Nairobi, Kenya, reflected further growth, with increasing sponsorship and support from major tech companies like Google and Microsoft. === Deep Learning IndabaX ===

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  • LogitBoost

    LogitBoost

    In machine learning and computational learning theory, LogitBoost is a boosting algorithm formulated by Jerome Friedman, Trevor Hastie, and Robert Tibshirani. The original paper casts the AdaBoost algorithm into a statistical framework. Specifically, if one considers AdaBoost as a generalized additive model and then applies the cost function of logistic regression, one can derive the LogitBoost algorithm. == Minimizing the LogitBoost cost function == LogitBoost can be seen as a convex optimization. Specifically, given that we seek an additive model of the form f = ∑ t α t h t {\displaystyle f=\sum _{t}\alpha _{t}h_{t}} the LogitBoost algorithm minimizes the logistic loss: ∑ i log ⁡ ( 1 + e − y i f ( x i ) ) {\displaystyle \sum _{i}\log \left(1+e^{-y_{i}f(x_{i})}\right)}

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  • Linguamatics

    Linguamatics

    Linguamatics, headquartered in Cambridge, England, with offices in the United States and UK, is a provider of text mining systems through software licensing and services, primarily for pharmaceutical and healthcare applications. Founded in 2001, the company was purchased by IQVIA in January 2019. == Technology == The company develops enterprise search tools for the life sciences sector. The core natural language processing engine (I2E) uses a federated architecture to incorporate data from 3rd party resources. Initially developed to be used interactively through a graphic user interface, the core software also has an application programming interface that can be used to automate searches. LabKey, Penn Medicine, Atrius Health and Mercy all use Linguamatics software to extract electronic health record data into data warehouses. Linguamatics software is used by 17 of the top 20 global pharmaceutical companies, the US Food and Drug Administration, as well as healthcare providers. == Software community == The core software, "I2E", is used by a number of companies to either extend their own software or to publish their data. Copyright Clearance Center uses I2E to produce searchable indexes of material that would otherwise be unsearchable due to copyright. Thomson Reuters produces Cortellis Informatics Clinical Text Analytics, which depends on I2E to make clinical data accessible and searchable. Pipeline Pilot can integrate I2E as part of a workflow. ChemAxon can be used alongside I2E to allow named entity recognition of chemicals within unstructured data. Data sources include MEDLINE, ClinicalTrials.gov, FDA Drug Labels, PubMed Central, and Patent Abstracts.

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  • Crossover (evolutionary algorithm)

    Crossover (evolutionary algorithm)

    Crossover in evolutionary algorithms and evolutionary computation, also called recombination, is a genetic operator used to combine the genetic information of two parents to generate new offspring. It is one way to stochastically generate new solutions from an existing population, and is analogous to the crossover that happens during sexual reproduction in biology. New solutions can also be generated by cloning an existing solution, which is analogous to asexual reproduction. Newly generated solutions may be mutated before being added to the population. The aim of recombination is to transfer good characteristics from two different parents to one child. Different algorithms in evolutionary computation may use different data structures to store genetic information, and each genetic representation can be recombined with different crossover operators. Typical data structures that can be recombined with crossover are bit arrays, vectors of real numbers, or trees. The list of operators presented below is by no means complete and serves mainly as an exemplary illustration of this dyadic genetic operator type. More operators and more details can be found in the literature. == Crossover for binary arrays == Traditional genetic algorithms store genetic information in a chromosome represented by a bit array. Crossover methods for bit arrays are popular and an illustrative example of genetic recombination. === One-point crossover === A point on both parents' chromosomes is picked randomly, and designated a 'crossover point'. Bits to the right of that point are swapped between the two parent chromosomes. This results in two offspring, each carrying some genetic information from both parents. === Two-point and k-point crossover === In two-point crossover, two crossover points are picked randomly from the parent chromosomes. The bits in between the two points are swapped between the parent organisms. Two-point crossover is equivalent to performing two single-point crossovers with different crossover points. This strategy can be generalized to k-point crossover for any positive integer k, picking k crossover points. === Uniform crossover === In uniform crossover, typically, each bit is chosen from either parent with equal probability. Other mixing ratios are sometimes used, resulting in offspring which inherit more genetic information from one parent than the other. In a uniform crossover, we don’t divide the chromosome into segments, rather we treat each gene separately. In this, we essentially flip a coin for each chromosome to decide whether or not it will be included in the off-spring. == Crossover for integer or real-valued genomes == For the crossover operators presented above and for most other crossover operators for bit strings, it holds that they can also be applied accordingly to integer or real-valued genomes whose genes each consist of an integer or real-valued number. Instead of individual bits, integer or real-valued numbers are then simply copied into the child genome. The offspring lie on the remaining corners of the hyperbody spanned by the two parents P 1 = ( 1.5 , 6 , 8 ) {\displaystyle P_{1}=(1.5,6,8)} and P 2 = ( 7 , 2 , 1 ) {\displaystyle P_{2}=(7,2,1)} , as exemplified in the accompanying image for the three-dimensional case. === Discrete recombination === If the rules of the uniform crossover for bit strings are applied during the generation of the offspring, this is also called discrete recombination. === Intermediate recombination === In this recombination operator, the allele values of the child genome a i {\displaystyle a_{i}} are generated by mixing the alleles of the two parent genomes a i , P 1 {\displaystyle a_{i,P_{1}}} and a i , P 2 {\displaystyle a_{i,P_{2}}} : α i = α i , P 1 ⋅ β i + α i , P 2 ⋅ ( 1 − β i ) w i t h β i ∈ [ − d , 1 + d ] {\displaystyle \alpha _{i}=\alpha _{i,P_{1}}\cdot \beta _{i}+\alpha _{i,P_{2}}\cdot \left(1-\beta _{i}\right)\quad {\mathsf {with}}\quad \beta _{i}\in \left[-d,1+d\right]} randomly equally distributed per gene i {\displaystyle i} The choice of the interval [ − d , 1 + d ] {\displaystyle [-d,1+d]} causes that besides the interior of the hyperbody spanned by the allele values of the parent genes additionally a certain environment for the range of values of the offspring is in question. A value of 0.25 {\displaystyle 0.25} is recommended for d {\displaystyle d} to counteract the tendency to reduce the allele values that otherwise exists at d = 0 {\displaystyle d=0} . The adjacent figure shows for the two-dimensional case the range of possible new alleles of the two exemplary parents P 1 = ( 3 , 6 ) {\displaystyle P_{1}=(3,6)} and P 2 = ( 9 , 2 ) {\displaystyle P_{2}=(9,2)} in intermediate recombination. The offspring of discrete recombination C 1 {\displaystyle C_{1}} and C 2 {\displaystyle C_{2}} are also plotted. Intermediate recombination satisfies the arithmetic calculation of the allele values of the child genome required by virtual alphabet theory. Discrete and intermediate recombination are used as a standard in the evolution strategy. == Crossover for permutations == For combinatorial tasks, permutations are usually used that are specifically designed for genomes that are themselves permutations of a set. The underlying set is usually a subset of N {\displaystyle \mathbb {N} } or N 0 {\displaystyle \mathbb {N} _{0}} . If 1- or n-point or uniform crossover for integer genomes is used for such genomes, a child genome may contain some values twice and others may be missing. This can be remedied by genetic repair, e.g. by replacing the redundant genes in positional fidelity for missing ones from the other child genome. In order to avoid the generation of invalid offspring, special crossover operators for permutations have been developed which fulfill the basic requirements of such operators for permutations, namely that all elements of the initial permutation are also present in the new one and only the order is changed. It can be distinguished between combinatorial tasks, where all sequences are admissible, and those where there are constraints in the form of inadmissible partial sequences. A well-known representative of the first task type is the traveling salesman problem (TSP), where the goal is to visit a set of cities exactly once on the shortest tour. An example of the constrained task type is the scheduling of multiple workflows. Workflows involve sequence constraints on some of the individual work steps. For example, a thread cannot be cut until the corresponding hole has been drilled in a workpiece. Such problems are also called order-based permutations. In the following, two crossover operators are presented as examples, the partially mapped crossover (PMX) motivated by the TSP and the order crossover (OX1) designed for order-based permutations. A second offspring can be produced in each case by exchanging the parent chromosomes. === Partially mapped crossover (PMX) === The PMX operator was designed as a recombination operator for TSP like Problems. The explanation of the procedure is illustrated by an example: === Order crossover (OX1) === The order crossover goes back to Davis in its original form and is presented here in a slightly generalized version with more than two crossover points. It transfers information about the relative order from the second parent to the offspring. First, the number and position of the crossover points are determined randomly. The resulting gene sequences are then processed as described below: Among other things, order crossover is well suited for scheduling multiple workflows, when used in conjunction with 1- and n-point crossover. === Further crossover operators for permutations === Over time, a large number of crossover operators for permutations have been proposed, so the following list is only a small selection. For more information, the reader is referred to the literature. cycle crossover (CX) order-based crossover (OX2) position-based crossover (POS) edge recombination voting recombination (VR) alternating-positions crossover (AP) maximal preservative crossover (MPX) merge crossover (MX) sequential constructive crossover operator (SCX) The usual approach to solving TSP-like problems by genetic or, more generally, evolutionary algorithms, presented earlier, is either to repair illegal descendants or to adjust the operators appropriately so that illegal offspring do not arise in the first place. Alternatively, Riazi suggests the use of a double chromosome representation, which avoids illegal offspring.

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  • Multi-exposure HDR capture

    Multi-exposure HDR capture

    In photography and videography, multi-exposure HDR capture is a technique that creates high dynamic range (HDR) images (or extended dynamic range images) by taking and combining multiple exposures of the same subject matter at different exposures. Combining multiple images in this way results in an image with a greater dynamic range than what would be possible by taking one single image. The technique can also be used to capture video by taking and combining multiple exposures for each frame of the video. The term "HDR" is used frequently to refer to the process of creating HDR images from multiple exposures. Many smartphones have an automated HDR feature that relies on computational imaging techniques to capture and combine multiple exposures. A single image captured by a camera provides a finite range of luminosity inherent to the medium, whether it is a digital sensor or film. Outside this range, tonal information is lost and no features are visible; tones that exceed the range are "burned out" and appear pure white in the brighter areas, while tones that fall below the range are "crushed" and appear pure black in the darker areas. The ratio between the maximum and the minimum tonal values that can be captured in a single image is known as the dynamic range. In photography, dynamic range is measured in exposure value (EV) differences, also known as stops. The human eye's response to light is non-linear: halving the light level does not halve the perceived brightness of a space, it makes it look only slightly dimmer. For most illumination levels, the response is approximately logarithmic. Human eyes adapt fairly rapidly to changes in light levels. HDR can thus produce images that look more like what a human sees when looking at the subject. This technique can be applied to produce images that preserve local contrast for a natural rendering, or exaggerate local contrast for artistic effect. HDR is useful for recording many real-world scenes containing a wider range of brightness than can be captured directly, typically both bright, direct sunlight and deep shadows. Due to the limitations of printing and display contrast, the extended dynamic range of HDR images must be compressed to the range that can be displayed. The method of rendering a high dynamic range image to a standard monitor or printing device is called tone mapping; it reduces the overall contrast of an HDR image to permit display on devices or prints with lower dynamic range. == Benefits == One aim of HDR is to present a similar range of luminance to that experienced through the human visual system. The human eye, through non-linear response, adaptation of the iris, and other methods, adjusts constantly to a broad range of luminance present in the environment. The brain continuously interprets this information so that a viewer can see in a wide range of light conditions. Most cameras are limited to a much narrower range of exposure values within a single image, due to the dynamic range of the capturing medium. With a limited dynamic range, tonal differences can be captured only within a certain range of brightness. Outside of this range, no details can be distinguished: when the tone being captured exceeds the range in bright areas, these tones appear as pure white, and when the tone being captured does not meet the minimum threshold, these tones appear as pure black. Images captured with non-HDR cameras that have a limited exposure range (low dynamic range, LDR), may lose detail in highlights or shadows. Modern CMOS image sensors have improved dynamic range and can often capture a wider range of tones in a single exposure reducing the need to perform multi-exposure HDR. Color film negatives and slides consist of multiple film layers that respond to light differently. Original film (especially negatives versus transparencies or slides) feature a very high dynamic range (in the order of 8 for negatives and 4 to 4.5 for positive transparencies). Multi-exposure HDR is used in photography and also in extreme dynamic range applications such as welding or automotive work. In security cameras the term "wide dynamic range" is used instead of HDR. === Limitations === A fast-moving subject, or camera movement between the multiple exposures, will generate a "ghost" effect or a staggered-blur strobe effect due to the merged images not being identical. Unless the subject is static and the camera mounted on a tripod there may be a tradeoff between extended dynamic range and sharpness. Sudden changes in the lighting conditions (strobed LED light) can also interfere with the desired results, by producing one or more HDR layers that do have the luminosity expected by an automated HDR system, though one might still be able to produce a reasonable HDR image manually in software by rearranging the image layers to merge in order of their actual luminosity. Because of the nonlinearity of some sensors image artifacts can be common. Camera characteristics such as gamma curves, sensor resolution, noise, photometric calibration and color calibration affect resulting high-dynamic-range images. == Process == High-dynamic-range photographs are generally composites of multiple standard dynamic range images, often captured using exposure bracketing. Afterwards, photo manipulation software merges the input files into a single HDR image, which is then also tone mapped in accordance with the limitations of the planned output or display. === Capturing multiple images (exposure bracketing) === Any camera that allows manual exposure control can perform multi-exposure HDR image capture, although one equipped with automatic exposure bracketing (AEB) facilitates the process. Some cameras have an AEB feature that spans a far greater dynamic range than others, from ±0.6 in simpler cameras to ±18 EV in top professional cameras, as of 2020. The exposure value (EV) refers to the amount of light applied to the light-sensitive detector, whether film or digital sensor such as a CCD. An increase or decrease of one stop is defined as a doubling or halving of the amount of light captured. Revealing detail in the darkest of shadows requires an increased EV, while preserving detail in very bright situations requires very low EVs. EV is controlled using one of two photographic controls: varying either the size of the aperture or the exposure time. A set of images with multiple EVs intended for HDR processing should be captured only by altering the exposure time; altering the aperture size also would affect the depth of field and so the resultant multiple images would be quite different, preventing their final combination into a single HDR image. Multi-exposure HDR photography generally is limited to still scenes because any movement between successive images will impede or prevent success in combining them afterward. Also, because the photographer must capture three or more images to obtain the desired luminance range, taking such a full set of images takes extra time. Photographers have developed calculation methods and techniques to partially overcome these problems, but the use of a sturdy tripod is advised to minimize framing differences between exposures. === Merging the images into an HDR image === Tonal information and details from shadow areas can be recovered from images that are deliberately overexposed (i.e., with positive EV compared to the correct scene exposure), while similar tonal information from highlight areas can be recovered from images that are deliberately underexposed (negative EV). The process of selecting and extracting shadow and highlight information from these over/underexposed images and then combining them with image(s) that are exposed correctly for the overall scene is known as exposure fusion. Exposure fusion can be performed manually, relying on the HDR operator's judgment, experience, and training, but usually, fusion is performed automatically by software. === Storing === Information stored in high-dynamic-range images typically corresponds to the physical values of luminance or radiance that can be observed in the real world. This is different from traditional digital images, which represent colors as they should appear on a monitor or a paper print. Therefore, HDR image formats are often called scene-referred, in contrast to traditional digital images, which are device-referred or output-referred. Furthermore, traditional images are usually encoded for the human visual system (maximizing the visual information stored in the fixed number of bits), which is usually called gamma encoding or gamma correction. The values stored for HDR images are often gamma compressed using mathematical functions such as power laws logarithms, or floating point linear values, since fixed-point linear encodings are increasingly inefficient over higher dynamic ranges. HDR images often do not use fixed ranges per color channel, other than traditional images, to represent many more colors over a much wi

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  • Dispersive flies optimisation

    Dispersive flies optimisation

    Dispersive flies optimisation (DFO) is a bare-bones swarm intelligence algorithm which is inspired by the swarming behaviour of flies hovering over food sources. DFO is a simple optimiser which works by iteratively trying to improve a candidate solution with regard to a numerical measure that is calculated by a fitness function. Each member of the population, a fly or an agent, holds a candidate solution whose suitability can be evaluated by their fitness value. Optimisation problems are often formulated as either minimisation or maximisation problems. DFO was introduced with the intention of analysing a simplified swarm intelligence algorithm with the fewest tunable parameters and components. In the first work on DFO, this algorithm was compared against a few other existing swarm intelligence techniques using error, efficiency and diversity measures. It is shown that despite the simplicity of the algorithm, which only uses agents’ position vectors at time t to generate the position vectors for time t + 1, it exhibits a competitive performance. Since its inception, DFO has been used in a variety of applications including medical imaging and image analysis as well as data mining and machine learning. == Algorithm == DFO bears many similarities with other existing continuous, population-based optimisers (e.g. particle swarm optimization and differential evolution). In that, the swarming behaviour of the individuals consists of two tightly connected mechanisms, one is the formation of the swarm and the other is its breaking or weakening. DFO works by facilitating the information exchange between the members of the population (the swarming flies). Each fly x {\displaystyle \mathbf {x} } represents a position in a d-dimensional search space: x = ( x 1 , x 2 , … , x d ) {\displaystyle \mathbf {x} =(x_{1},x_{2},\ldots ,x_{d})} , and the fitness of each fly is calculated by the fitness function f ( x ) {\displaystyle f(\mathbf {x} )} , which takes into account the flies' d dimensions: f ( x ) = f ( x 1 , x 2 , … , x d ) {\displaystyle f(\mathbf {x} )=f(x_{1},x_{2},\ldots ,x_{d})} . The pseudocode below represents one iteration of the algorithm: for i = 1 : N flies x i . fitness = f ( x i ) {\displaystyle \mathbf {x_{i}} .{\text{fitness}}=f(\mathbf {x} _{i})} end for i x s {\displaystyle \mathbf {x} _{s}} = arg min [ f ( x i ) ] , i ∈ { 1 , … , N } {\textstyle [f(\mathbf {x} _{i})],\;i\in \{1,\ldots ,N\}} for i = 1 : N and i ≠ s {\displaystyle i\neq s} for d = 1 : D dimensions if U ( 0 , 1 ) < Δ {\displaystyle U(0,1)<\Delta } x i d t + 1 = U ( x min , d , x max , d ) {\displaystyle x_{id}^{t+1}=U(x_{\min ,d},x_{\max ,d})} else x i d t + 1 = x i n d t + U ( 0 , 1 ) ( x s d t − x i d t ) {\displaystyle x_{id}^{t+1}=x_{i_{nd}}^{t}+U(0,1)(x_{sd}^{t}-x_{id}^{t})} end if end for d end for i In the algorithm above, x i d t + 1 {\displaystyle x_{id}^{t+1}} represents fly i {\displaystyle i} at dimension d {\displaystyle d} and time t + 1 {\displaystyle t+1} ; x i n d t {\displaystyle x_{i_{nd}}^{t}} presents x i {\displaystyle x_{i}} 's best neighbouring fly in ring topology (left or right, using flies indexes), at dimension d {\displaystyle d} and time t {\displaystyle t} ; and x s d t {\displaystyle x_{sd}^{t}} is the swarm's best fly. Using this update equation, the swarm's population update depends on each fly's best neighbour (which is used as the focus μ {\displaystyle \mu } , and the difference between the current fly and the best in swarm represents the spread of movement, σ {\displaystyle \sigma } ). Other than the population size N {\displaystyle N} , the only tunable parameter is the disturbance threshold Δ {\displaystyle \Delta } , which controls the dimension-wise restart in each fly vector. This mechanism is proposed to control the diversity of the swarm. Other notable minimalist swarm algorithm is Bare bones particle swarms (BB-PSO), which is based on particle swarm optimisation, along with bare bones differential evolution (BBDE) which is a hybrid of the bare bones particle swarm optimiser and differential evolution, aiming to reduce the number of parameters. Alhakbani in her PhD thesis covers many aspects of the algorithms including several DFO applications in feature selection as well as parameter tuning. == Applications == Some of the recent applications of DFO are listed below: Optimising support vector machine kernel to classify imbalanced data Quantifying symmetrical complexity in computational aesthetics Analysing computational autopoiesis and computational creativity Identifying calcifications in medical images Building non-identical organic structures for game's space development Deep Neuroevolution: Training Deep Neural Networks for False Alarm Detection in Intensive Care Units Identification of animation key points from 2D-medialness maps

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  • Nearest neighbor search

    Nearest neighbor search

    Nearest neighbor search (NNS), as a form of proximity search, is the optimization problem of finding the point in a given set that is closest (or most similar) to a given point. Closeness is typically expressed in terms of a dissimilarity function: the less similar the objects, the larger the function values. Formally, the nearest neighbor (NN) search problem is defined as follows: given a set S of points in a space M and a query point q ∈ M {\displaystyle q\in M} , find the closest point in S to q. Donald Knuth in volume 3 of The Art of Computer Programming (1973) called it the post-office problem, referring to an application of assigning to a residence the nearest post office. A direct generalization of this problem is a k-NN search, where we need to find the k closest points. Most commonly M is a metric space and dissimilarity is expressed as a distance metric, which is symmetric and satisfies the triangle inequality. Even more common, M is taken to be the d-dimensional vector space where dissimilarity is measured using the Euclidean distance, Manhattan distance or other distance metric. However, the dissimilarity function can be arbitrary. One example is asymmetric Bregman divergence, for which the triangle inequality does not hold. == Applications == The nearest neighbor search problem arises in numerous fields of application, including: Pattern recognition – in particular for optical character recognition Statistical classification – see k-nearest neighbor algorithm Computer vision – for point cloud registration Computational geometry – see Closest pair of points problem Cryptanalysis – for lattice problem Databases – e.g. content-based image retrieval Coding theory – see maximum likelihood decoding Semantic search Vector databases, where nearest-neighbor lookup over embeddings is used to retrieve semantically similar records Retrieval-augmented generation systems, where nearest-neighbor retrieval over embeddings is used to fetch candidate passages or documents before generation Data compression – see MPEG-2 standard Robotic sensing Recommendation systems, e.g. see Collaborative filtering Internet marketing – see contextual advertising and behavioral targeting DNA sequencing Spell checking – suggesting correct spelling Plagiarism detection Similarity scores for predicting career paths of professional athletes. Cluster analysis – assignment of a set of observations into subsets (called clusters) so that observations in the same cluster are similar in some sense, usually based on Euclidean distance Chemical similarity Sampling-based motion planning == Methods == Various solutions to the NNS problem have been proposed. The quality and usefulness of the algorithms are determined by the time complexity of queries as well as the space complexity of any search data structures that must be maintained. The informal observation usually referred to as the curse of dimensionality states that there is no general-purpose exact solution for NNS in high-dimensional Euclidean space using polynomial preprocessing and polylogarithmic search time. === Exact methods === ==== Linear search ==== The simplest solution to the NNS problem is to compute the distance from the query point to every other point in the database, keeping track of the "best so far". This algorithm, sometimes referred to as the naive approach, has a running time of O(dN), where N is the cardinality of S and d is the dimensionality of S. There are no search data structures to maintain, so the linear search has no space complexity beyond the storage of the database. Naive search can, on average, outperform space partitioning approaches on higher dimensional spaces. The absolute distance is not required for distance comparison, only the relative distance. In geometric coordinate systems the distance calculation can be sped up considerably by omitting the square root calculation from the distance calculation between two coordinates. The distance comparison will still yield identical results. ==== Space partitioning ==== Since the 1970s, the branch and bound methodology has been applied to the problem. In the case of Euclidean space, this approach encompasses spatial index or spatial access methods. Several space-partitioning methods have been developed for solving the NNS problem. Perhaps the simplest is the k-d tree, which iteratively bisects the search space into two regions containing half of the points of the parent region. Queries are performed via traversal of the tree from the root to a leaf by evaluating the query point at each split. Depending on the distance specified in the query, neighboring branches that might contain hits may also need to be evaluated. For constant dimension query time, average complexity is O(log N) in the case of randomly distributed points, worst case complexity is O(kN^(1-1/k)) Alternatively the R-tree data structure was designed to support nearest neighbor search in dynamic context, as it has efficient algorithms for insertions and deletions such as the R tree. R-trees can yield nearest neighbors not only for Euclidean distance, but can also be used with other distances. In the case of general metric space, the branch-and-bound approach is known as the metric tree approach. Particular examples include vp-tree and BK-tree methods. Using a set of points taken from a 3-dimensional space and put into a BSP tree, and given a query point taken from the same space, a possible solution to the problem of finding the nearest point-cloud point to the query point is given in the following description of an algorithm. (Strictly speaking, no such point may exist, because it may not be unique. But in practice, usually we only care about finding any one of the subset of all point-cloud points that exist at the shortest distance to a given query point.) The idea is, for each branching of the tree, guess that the closest point in the cloud resides in the half-space containing the query point. This may not be the case, but it is a good heuristic. After having recursively gone through all the trouble of solving the problem for the guessed half-space, now compare the distance returned by this result with the shortest distance from the query point to the partitioning plane. This latter distance is that between the query point and the closest possible point that could exist in the half-space not searched. If this distance is greater than that returned in the earlier result, then clearly there is no need to search the other half-space. If there is such a need, then you must go through the trouble of solving the problem for the other half space, and then compare its result to the former result, and then return the proper result. The performance of this algorithm is nearer to logarithmic time than linear time when the query point is near the cloud, because as the distance between the query point and the closest point-cloud point nears zero, the algorithm needs only perform a look-up using the query point as a key to get the correct result. === Approximation methods === An approximate nearest neighbor search algorithm is allowed to return points whose distance from the query is at most c {\displaystyle c} times the distance from the query to its nearest points. The appeal of this approach is that, in many cases, an approximate nearest neighbor is almost as good as the exact one. In particular, if the distance measure accurately captures the notion of user quality, then small differences in the distance should not matter. ==== Greedy search in proximity neighborhood graphs ==== Proximity graph methods (such as navigable small world graphs and HNSW) are considered the current state-of-the-art for the approximate nearest neighbors search. The methods are based on greedy traversing in proximity neighborhood graphs G ( V , E ) {\displaystyle G(V,E)} in which every point x i ∈ S {\displaystyle x_{i}\in S} is uniquely associated with vertex v i ∈ V {\displaystyle v_{i}\in V} . The search for the nearest neighbors to a query q in the set S takes the form of searching for the vertex in the graph G ( V , E ) {\displaystyle G(V,E)} . The basic algorithm – greedy search – works as follows: search starts from an enter-point vertex v i ∈ V {\displaystyle v_{i}\in V} by computing the distances from the query q to each vertex of its neighborhood { v j : ( v i , v j ) ∈ E } {\displaystyle \{v_{j}:(v_{i},v_{j})\in E\}} , and then finds a vertex with the minimal distance value. If the distance value between the query and the selected vertex is smaller than the one between the query and the current element, then the algorithm moves to the selected vertex, and it becomes new enter-point. The algorithm stops when it reaches a local minimum: a vertex whose neighborhood does not contain a vertex that is closer to the query than the vertex itself. The idea of proximity neighborhood graphs was exploited in multiple publications, including the seminal paper by Arya and Mount, in the VoroNet syst

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