AI For Students Articles

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  • Beauty.AI

    Beauty.AI

    Beauty.AI is a mobile beauty pageant for humans and a contest for programmers developing algorithms for evaluating human appearance. The mobile app and website created by Youth Laboratories that uses artificial intelligence technology to evaluate people's external appearance through certain algorithms, such as symmetry, facial blemishes, wrinkles, estimated age and age appearance, and comparisons to actors and models. The Beauty.AI 2.0 contest caused great concern over important ethical issues with deep neural networks such as age, race and gender bias and lead to the creation of the Diversity.AI think tank dedicated to developing new methods for uncovering and managing bias in artificially intelligent systems. Beauty.AI was also an attempt to find approaches on how machines can perceive human face through evaluating particular features, commonly associated with health and beauty. == Concept == The Beauty.AI app was created by Youth Laboratories, a company based out of Russia and Hong Kong that focuses on facial skin analytics. The bioinformation company Insilico Medicine assists in the Beauty.AI app by testing its deep learning techniques to the app. One goal of the app is to reduce the need for human and animal testing as well as improving people's overall health. Its first contest was started in December 2016, and the results were announced in August 2016. More than 60,000 people submitted entries into the contest. The mobile app uses artificial intelligence technology to inspect photographs for certain facial features in order to both determine a person's beauty through artificial means by multiple robots. Part of the Beauty.AI app's purpose is to collect visual and anecdotal data to improve its creator's Youth Laboratories skin analyst skills. == Accusations of racism == There were a total of 44 individuals from different age groups and genders judged as the most attractive, with 37 white entrants, six Asian entrants, and one dark-skinned entrant. The app has received criticism from social justice advocates and computer science professionals. However, Alex Zhavoronkov, PhD, chief science officer of Youth Laboratories and chief technology officer Konstantin Kiselev, both for Youth Laboratories, noted that a lack of data may have contributed to these results. Also, Kiselev added that another issue was that approximately 75% of entrants were white Europeans, whereas only 7% and 1% were from India and Africa, respectively. Kiselev stated that they would work on doing more and better outreach to these areas to improve in this area. Despite this, it was said by Dr. Zhavoronkov that the AI would discard photos of dark-skinned people if the lighting is too poor. Dr. Zhavoronkov vowed to weed out the issues for the next beauty pageant and to try to avoid a similar controversy in the future.

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  • United States export controls on AI chips and semiconductors

    United States export controls on AI chips and semiconductors

    United States export controls on AI chips and semiconductors are a series of regulations imposed by the United States restricting the export of technology and equipment related to artificial intelligence to other countries, primarily targeting China. This has happened in the context of a broader trade war. In January 2026, BIS formalized a flexible license review policy for these transactions.

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  • Computational creativity

    Computational creativity

    Computational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts (e.g., computational art as part of computational culture). Is the application of computer systems to emulate human-like creative processes, facilitating the generation of artistic and design outputs that mimic innovation and originality. The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends: To construct a program or computer capable of human-level creativity. To better understand human creativity and to formulate an algorithmic perspective on creative behavior in humans. To design programs that can enhance human creativity without necessarily being creative themselves. The field of computational creativity concerns itself with theoretical and practical issues in the study of creativity. Theoretical work on the nature and proper definition of creativity is performed in parallel with practical work on the implementation of systems that exhibit creativity, with one strand of work informing the other. The applied form of computational creativity is known as media synthesis. == Theoretical issues == Theoretical approaches concern the essence of creativity. Especially, under what circumstances it is possible to call the model a "creative" if eminent creativity is about rule-breaking or the disavowal of convention. This is a variant of Ada Lovelace's objection to machine intelligence, as recapitulated by modern theorists such as Teresa Amabile. If a machine can do only what it was programmed to do, how can its behavior ever be called creative? Indeed, not all computer theorists would agree with the premise that computers can only do what they are programmed to do—a key point in favor of computational creativity. == Defining creativity in computational terms == Because no single perspective or definition seems to offer a complete picture of creativity, the AI researchers Newell, Shaw and Simon developed the combination of novelty and usefulness into the cornerstone of a multi-pronged view of creativity, one that uses the following four criteria to categorize a given answer or solution as creative: The answer is novel and useful (either for the individual or for society) The answer demands that we reject ideas we had previously accepted The answer results from intense motivation and persistence The answer comes from clarifying a problem that was originally vague Margaret Boden focused on the first two of these criteria, arguing instead that creativity (at least when asking whether computers could be creative) should be defined as "the ability to come up with ideas or artifacts that are new, surprising, and valuable". Mihaly Csikszentmihalyi argued that creativity had to be considered instead in a social context, and his DIFI (Domain-Individual-Field Interaction) framework has since strongly influenced the field. In DIFI, an individual produces works whose novelty and value are assessed by the field—other people in society—providing feedback and ultimately adding the work, now deemed creative, to the domain of societal works from which an individual might be later influenced. Whereas the above reflects a top-down approach to computational creativity, an alternative thread has developed among bottom-up computational psychologists involved in artificial neural network research. During the late 1980s and early 1990s, for example, such generative neural systems were driven by genetic algorithms. Experiments involving recurrent nets were successful in hybridizing simple musical melodies and predicting listener expectations. == Historical evolution of computational creativity == The use computational processes to generate creative artifacts has been present from early times in history. During the late 1800's, methods for composing music combinatorily were explored, involving prominent figures like Mozart, Bach, Haydn, and Kiernberger. This approach extended to analytical endeavors as early as 1934, where simple mechanical models were built to explore mathematical problem solving. Professional interest in the creative aspect of computation also was commonly addressed in early discussions of artificial intelligence. The 1956 Dartmouth Conference, listed creativity, invention, and discovery as key goals for artificial intelligence. As the development of computers allowed systems of greater complexity, the 1970's and 1980's saw invention of early systems that modelled creativity using symbolic or rule-based approaches. The field of creative storytelling investigated several such models. Meehan's TALE-SPIN (1977) generated narratives through simulation of character goals and decision trees. Dehn's AUTHOR (1981) approached generation by simulating an author's process for crafting a story. Beyond narrative generation, computational creativity expanded into artistic and scientific domains. Artistic image generation was one of the disciplines that saw early potential in generated artifacts through computational creativity. One of the most prominent examples was Harold Cohen's AARON, which produced art through composition and adaptation of figures based on a large set of symbolic rules and heuristics for visual composition. Some systems also tackled creativity in scientific endeavors. BACON was said to rediscover natural laws like Boyle's Law and Kepler's law through hypothesis testing in constrained spaces. By the 1990's the modeling techniques became more adaptive, attempting to implement cognitive creative rules for generation. Turner's MINSTREL (1993) introduced TRAMs (Transform Recall Adapt Methods) to simulate creative re-use of prior material for generative storytelling. Meanwhile, Pérez y Pérez's MEXICA (1999) modeled the creative writing process using cycles of engagement and reflection. As systems increasingly incorporated models of internal evaluation, another approach that emerged was that of combining symbolic generation with domain-specific evaluation metrics, modeling generative and selective steps to creativity In the field of generational humor, the JAPE system (1994) generated pun-based riddles using Prolog and WordNet, applying symbolic pattern-matching rules and a large lexical database (WordNet) to compose riddles involving wordplay. WordNet is a system developed by George Miller and his team at Princeton, its platform and inspired word-mapping structures have been used as the backbone of several syntactic and semantic AI programs. A notable system for music generation was David Cope's EMI (Experiments in Musical Intelligence) or Emmy, which was trained in the styles of artists like Bach, Beethoven, or Chopin and generated novel pieces in their style through pattern abstraction and recomposition. In the 2000s and beyond, machine learning began influencing creative system design. Researchers such as Mihalcea and Strapparava trained classifiers to distinguish humorous from non-humorous text, using stylistic and semantic features. Meanwhile custom computational approaches led to chess systems like Deep Blue generating quasi-creative gameplay strategies through search algorithms and parallel processing constrained by specific rules and patterns for evaluation. The institutional development of computational creativity grew along its technical advances. Dedicated workshops such as the IJWCC emerged in the 1990s, growing out of interdisciplinary conferences focused on AI and creativity. By the early 2000s, the field coalesced around annual conferences like the International Conference on Computational Creativity (ICCC). Recently, with the advent of Deep Learning, Transformers, and further refinement in Machine Learning structures, computational creativity's implementation space has new tools for development. == Machine learning for computational creativity == While traditional computational approaches to creativity rely on the explicit formulation of prescriptions by developers and a certain degree of randomness in computer programs, machine learning methods allow computer programs to learn on heuristics from input data enabling creative capacities within the computer programs. Especially, deep artificial neural networks allow to learn patterns from input data that allow for the non-linear generation of creative artefacts. Before 1989, artificial neural networks have been used to model certain aspects of creativity. Peter Todd (1989) first trained a neural network to reproduce musical melodies from a training set of musical pieces. Then he used a change algorithm to modify the network's input parameters. The network was able to randomly generate new music in a highly uncontrolled manner. In 1992, Todd extended this work, using the so-called distal teacher approach that had been d

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  • Stanford Research Institute Problem Solver

    Stanford Research Institute Problem Solver

    The Stanford Research Institute Problem Solver, known by its acronym STRIPS, is an automated planner developed by Richard Fikes and Nils Nilsson in 1971 at SRI International. The same name was later used to refer to the formal language of the inputs to this planner. This language is the base for most of the languages for expressing automated planning problem instances in use today; such languages are commonly known as action languages. This article only describes the language, not the planner. == Definition == A STRIPS instance is composed of: An initial state; The specification of the goal states – situations that the planner is trying to reach; A set of actions. For each action, the following are included: preconditions (what must be established before the action is performed); postconditions (what is established after the action is performed). Mathematically, a STRIPS instance is a quadruple ⟨ P , O , I , G ⟩ {\displaystyle \langle P,O,I,G\rangle } , in which each component has the following meaning: P {\displaystyle P} is a set of conditions (i.e., propositional variables); O {\displaystyle O} is a set of operators (i.e., actions); each operator is itself a quadruple ⟨ α , β , γ , δ ⟩ {\displaystyle \langle \alpha ,\beta ,\gamma ,\delta \rangle } , each element being a set of conditions. These four sets specify, in order, which conditions must be true for the action to be executable, which ones must be false, which ones are made true by the action and which ones are made false; I {\displaystyle I} is the initial state, given as the set of conditions that are initially true (all others are assumed false); G {\displaystyle G} is the specification of the goal state; this is given as a pair ⟨ N , M ⟩ {\displaystyle \langle N,M\rangle } , which specify which conditions are true and false, respectively, in order for a state to be considered a goal state. A plan for such a planning instance is a sequence of operators that can be executed from the initial state and that leads to a goal state. Formally, a state is a set of conditions: a state is represented by the set of conditions that are true in it. Transitions between states are modeled by a transition function, which is a function mapping states into new states that result from the execution of actions. Since states are represented by sets of conditions, the transition function relative to the STRIPS instance ⟨ P , O , I , G ⟩ {\displaystyle \langle P,O,I,G\rangle } is a function succ : 2 P × O → 2 P , {\displaystyle \operatorname {succ} :2^{P}\times O\rightarrow 2^{P},} where 2 P {\displaystyle 2^{P}} is the set of all subsets of P {\displaystyle P} , and is therefore the set of all possible states. The transition function succ {\displaystyle \operatorname {succ} } for a state C ⊆ P {\displaystyle C\subseteq P} , can be defined as follows, using the simplifying assumption that actions can always be executed but have no effect if their preconditions are not met: The function succ {\displaystyle \operatorname {succ} } can be extended to sequences of actions by the following recursive equations: succ ⁡ ( C , [ ] ) = C {\displaystyle \operatorname {succ} (C,[\ ])=C} succ ⁡ ( C , [ a 1 , a 2 , … , a n ] ) = succ ⁡ ( succ ⁡ ( C , a 1 ) , [ a 2 , … , a n ] ) {\displaystyle \operatorname {succ} (C,[a_{1},a_{2},\ldots ,a_{n}])=\operatorname {succ} (\operatorname {succ} (C,a_{1}),[a_{2},\ldots ,a_{n}])} A plan for a STRIPS instance is a sequence of actions such that the state that results from executing the actions in order from the initial state satisfies the goal conditions. Formally, [ a 1 , a 2 , … , a n ] {\displaystyle [a_{1},a_{2},\ldots ,a_{n}]} is a plan for G = ⟨ N , M ⟩ {\displaystyle G=\langle N,M\rangle } if F = succ ⁡ ( I , [ a 1 , a 2 , … , a n ] ) {\displaystyle F=\operatorname {succ} (I,[a_{1},a_{2},\ldots ,a_{n}])} satisfies the following two conditions: N ⊆ F {\displaystyle N\subseteq F} M ∩ F = ∅ {\displaystyle M\cap F=\varnothing } == Extensions == The above language is actually the propositional version of STRIPS; in practice, conditions are often about objects: for example, that the position of a robot can be modeled by a predicate A t {\displaystyle At} , and A t ( r o o m 1 ) {\displaystyle At(room1)} means that the robot is in Room1. In this case, actions can have free variables, which are implicitly existentially quantified. In other words, an action represents all possible propositional actions that can be obtained by replacing each free variable with a value. The initial state is considered fully known in the language described above: conditions that are not in I {\displaystyle I} are all assumed false. This is often a limiting assumption, as there are natural examples of planning problems in which the initial state is not fully known. Extensions of STRIPS have been developed to deal with partially known initial states. == A sample STRIPS problem == A monkey is at location A in a lab. There is a box in location C. The monkey wants the bananas that are hanging from the ceiling in location B, but it needs to move the box and climb onto it in order to reach them. Initial state: At(A), Level(low), BoxAt(C), BananasAt(B) Goal state: Have(bananas) Actions: // move from X to Y _Move(X, Y)_ Preconditions: At(X), Level(low) Postconditions: not At(X), At(Y) // climb up on the box _ClimbUp(Location)_ Preconditions: At(Location), BoxAt(Location), Level(low) Postconditions: Level(high), not Level(low) // climb down from the box _ClimbDown(Location)_ Preconditions: At(Location), BoxAt(Location), Level(high) Postconditions: Level(low), not Level(high) // move monkey and box from X to Y _MoveBox(X, Y)_ Preconditions: At(X), BoxAt(X), Level(low) Postconditions: BoxAt(Y), not BoxAt(X), At(Y), not At(X) // take the bananas _TakeBananas(Location)_ Preconditions: At(Location), BananasAt(Location), Level(high) Postconditions: Have(bananas) == Complexity == Deciding whether any plan exists for a propositional STRIPS instance is PSPACE-complete. Various restrictions can be enforced in order to decide if a plan exists in polynomial time or at least make it an NP-complete problem. == Macro operator == In the monkey and banana problem, the robot monkey has to execute a sequence of actions to reach the banana at the ceiling. A single action provides a small change in the game. To simplify the planning process, it make sense to invent an abstract action, which isn't available in the normal rule description. The super-action consists of low level actions and can reach high-level goals. The advantage is that the computational complexity is lower, and longer tasks can be planned by the solver. Identifying new macro operators for a domain can be realized with genetic programming. The idea is, not to plan the domain itself, but in the pre-step, a heuristics is created that allows the domain to be solved much faster. In the context of reinforcement learning, a macro-operator is called an option. Similar to the definition within AI planning, the idea is, to provide a temporal abstraction (span over a longer period) and to modify the game state directly on a higher layer.

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  • Generative art

    Generative art

    Generative art is post-conceptual art that has been created (in whole or in part) with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator. "Generative art" often refers to algorithmic art (algorithmically determined computer generated artwork) and synthetic media (general term for any algorithmically generated media), but artists can also make generative art using systems of chemistry, biology, mechanics and robotics, smart materials, manual randomization, mathematics, data mapping, symmetry, and tiling. Generative algorithms, algorithms programmed to produce artistic works through predefined rules, stochastic methods, or procedural logic, often yielding dynamic, unique, and contextually adaptable outputs—are central to many of these practices. == History == The use of the word "generative" in the discussion of art has developed over time. The use of "Artificial DNA" defines a generative approach to art focused on the construction of a system able to generate unpredictable events, all with a recognizable common character. The use of autonomous systems, required by some contemporary definitions, focuses a generative approach where the controls are strongly reduced. This approach is also named "emergent". Margaret Boden and Ernest Edmonds have noted the use of the term "generative art" in the broad context of automated computer graphics in the 1960s, beginning with artwork exhibited by Georg Nees and Frieder Nake in 1965: A. Michael Noll did his initial computer art, combining randomness with order, in 1962, and exhibited it along with works by Bell Julesz in 1965. The terms "generative art" and "computer art" have been used in tandem, and more or less interchangeably, since the very earliest days. The first such exhibition showed the work of Nees in February 1965, which some claim was titled "Generative Computergrafik". While Nees does not himself remember, this was the title of his doctoral thesis published a few years later. The correct title of the first exhibition and catalog was "computer-grafik". "Generative art" and related terms was in common use by several other early computer artists around this time, including Manfred Mohr and Ken Knowlton. Vera Molnár (born 1924) is a French media artist of Hungarian origin. Molnar is widely considered to be a pioneer of generative art, and is also one of the first women to use computers in her art practice. The term "Generative Art" with the meaning of dynamic artwork-systems able to generate multiple artwork-events was clearly used the first time for the "Generative Art" conference in Milan in 1998. The term has also been used to describe geometric abstract art where simple elements are repeated, transformed, or varied to generate more complex forms. Thus defined, generative art was practiced by the Argentinian artists Eduardo Mac Entyre and Miguel Ángel Vidal in the late 1960s. In 1972 the Romanian-born Paul Neagu created the Generative Art Group in Britain. It was populated exclusively by Neagu using aliases such as "Hunsy Belmood" and "Edward Larsocchi". In 1972 Neagu gave a lecture titled 'Generative Art Forms' at the Queen's University, Belfast Festival. In 1970 the School of the Art Institute of Chicago created a department called Generative Systems. As described by Sonia Landy Sheridan the focus was on art practices using the then new technologies for the capture, inter-machine transfer, printing and transmission of images, as well as the exploration of the aspect of time in the transformation of image information. Also noteworthy is John Dunn, first a student and then a collaborator of Sheridan. In 1988 Clauser identified the aspect of systemic autonomy as a critical element in generative art: It should be evident from the above description of the evolution of generative art that process (or structuring) and change (or transformation) are among its most definitive features, and that these features and the very term 'generative' imply dynamic development and motion. (the result) is not a creation by the artist but rather the product of the generative process - a self-precipitating structure. In 1989 Celestino Soddu defined the Generative Design approach to Architecture and Town Design in his book Citta' Aleatorie. In 1989 Franke referred to "generative mathematics" as "the study of mathematical operations suitable for generating artistic images." From the mid-1990s Brian Eno popularized the terms generative music and generative systems, making a connection with earlier experimental music by Terry Riley, Steve Reich and Philip Glass. From the end of the 20th century, communities of generative artists, designers, musicians and theoreticians began to meet, forming cross-disciplinary perspectives. The first meeting about generative Art was in 1998, at the inaugural International Generative Art conference at Politecnico di Milano University, Italy. In Australia, the Iterate conference on generative systems in the electronic arts followed in 1999. On-line discussion has centered around the eu-gene mailing list, which began late 1999, and has hosted much of the debate which has defined the field. These activities have more recently been joined by the Generator.x conference in Berlin starting in 2005. In 2012 the new journal GASATHJ, Generative Art Science and Technology Hard Journal was founded by Celestino Soddu and Enrica Colabella jointing several generative artists and scientists in the editorial board. Some have argued that as a result of this engagement across disciplinary boundaries, the community has converged on a shared meaning of the term. As Boden and Edmonds put it in 2011: Today, the term "Generative Art" is still current within the relevant artistic community. Since 1998 a series of conferences have been held in Milan with that title (Generativeart.com), and Brian Eno has been influential in promoting and using generative art methods (Eno, 1996). Both in music and in visual art, the use of the term has now converged on work that has been produced by the activation of a set of rules and where the artist lets a computer system take over at least some of the decision-making (although, of course, the artist determines the rules). In the call of the Generative Art conferences in Milan (annually starting from 1998), the definition of Generative Art by Celestino Soddu: Generative Art is the idea realized as genetic code of artificial events, as construction of dynamic complex systems able to generate endless variations. Each Generative Project is a concept-software that works producing unique and non-repeatable events, like music or 3D Objects, as possible and manifold expressions of the generating idea strongly recognizable as a vision belonging to an artist / designer / musician / architect /mathematician. Discussion on the eu-gene mailing list was framed by the following definition by Adrian Ward from 1999: Generative art is a term given to work which stems from concentrating on the processes involved in producing an artwork, usually (although not strictly) automated by the use of a machine or computer, or by using mathematic or pragmatic instructions to define the rules by which such artworks are executed. A similar definition is provided by Philip Galanter: Generative art refers to any art practice where the artist creates a process, such as a set of natural language rules, a computer program, a machine, or other procedural invention, which is then set into motion with some degree of autonomy contributing to or resulting in a completed work of art. Around the 2020s, generative AI models learned to imitate the distinct style of particular authors. For example, a generative image model such as Stable Diffusion is able to model the stylistic characteristics of an artist like Pablo Picasso (including his particular brush strokes, use of colour, perspective, and so on), and a user can engineer a prompt such as "an astronaut riding a horse, by Picasso" to cause the model to generate a novel image applying the artist's style to an arbitrary subject. Generative image models have received significant backlash from artists who object to their style being imitated without their permission, arguing that this harms their ability to profit from their own work. The emergence of text-to-image generative AI systems has expanded debates over authorship, copyright, and artistic labor. The main issues in these debates include the eligibility of AI-generated outputs for copyright protection and the legal and ethical questions of using existing copyrighted works as training data for generative AI systems. == Types == === Music === Johann Kirnberger's Mu

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  • Parallel terraced scan

    Parallel terraced scan

    The parallel terraced scan is a multi-agent based search technique that is basic to cognitive architectures, such as Copycat, Letter-string, the Examiner, Tabletop, and others. It was developed by John Rehling and Douglas Hofstadter at the Center for Research on Concepts and Cognition at Indiana University, Bloomington. The parallel terraced scan builds on the concepts of the workspace, coderack, conceptual memory, and temperature. According to Hofstadter the parallel and random nature of the processing captures aspects of human cognition.

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  • Unified Modeling Language

    Unified Modeling Language

    The Unified Modeling Language (UML) is a general-purpose, object-oriented, visual modeling language that provides a way to visualize the architecture and design of a system, similar to the function of a blueprint. UML defines notation for many types of diagrams which focus on aspects such as behavior, interaction, and structure. UML is both a formal metamodel and a collection of graphical templates. The metamodel defines the elements in an object-oriented model such as classes and properties. It is essentially the same thing as the metamodel in object-oriented programming (OOP), however for OOP, the metamodel is primarily used at run time to dynamically inspect and modify an application object model. The UML metamodel provides a mathematical, formal foundation for the graphic views used in the modeling language to describe an emerging system. UML was created in an attempt to define a standard language for object-oriented programming at the OOPSLA '95 Conference. Originally, Grady Booch and James Rumbaugh merged their models into a unified model. This was followed by Booch's company Rational Software purchasing Ivar Jacobson's Objectory company and merging their model into the UML. At the time Rational and Objectory were two of the dominant players in the small world of independent vendors of object-oriented tools and methods. The Object Management Group (OMG) then took ownership of UML. The creation of UML was motivated by the desire to standardize the disparate nature of notational systems and approaches to software design at the time. In 1997, UML was adopted as a standard by the Object Management Group (OMG) and has been managed by this organization ever since. In 2005, UML was also published by the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC) as the ISO/IEC 19501 standard. Since then the standard has been periodically revised to cover the latest revision of UML. Most developers do not use UML per se, but instead produce more informal diagrams, often hand-drawn. These diagrams, however, often include elements from UML. == Use == UML is primarily used for software development (in any industry or domain) but also used outside elsewhere including business processes, system functions, database schemas, workflow in the legal systems, medical electronics, Health care systems, and hardware design.. The UML is used by the OMG itself to define other OMG products such as the Unified Architecture Framework (UAF) and the Systems Modelling Language (SysML) v1. UML is designed for use with many object-oriented software development methods, both today and for the methods when it was first developed – including OMT, Booch method, Objectory, and especially RUP, which it was originally intended to be used with when work began at Rational Software. Although originally intended for object-oriented design documentation, UML has been used effectively in other contexts such as modeling business process. As UML is not inherently linked to a particular programming language, it can be used for modeling a system independent of language. Some UML tools generate source code from a UML model. === Elements === UML diagrams support visualizing system aspects like: Use case diagram for specifying user interactions with systems Class diagram for specifying structures, including data structures Activity diagram for specifying business process workflows Component diagram for specifying how components interface with other components Deployment diagram for specifying how components are deployed and executed on computational nodes In addition to syntactical (notational) elements with well-defined semantics, UML diagrams also allow for free-form comments (notes) that explain aspects such as usage, constraints, and intents. === Sharing === UML models can be exchanged among UML tools via the XML Metadata Interchange (XMI) format. === Cardinality notation === As with database Chen, Bachman, and ISO ER diagrams, class models are specified to use "look-across" cardinalities, even though several authors (Merise, Elmasri & Navathe, amongst others) prefer same-side or "look-here" for roles and both minimum and maximum cardinalities. Recent researchers (Feinerer and Dullea et al.) have shown that the "look-across" technique used by UML and ER diagrams is less effective and less coherent when applied to n-ary relationships of order strictly greater than 2. Feinerer says: "Problems arise if we operate under the look-across semantics as used for UML associations. Hartmann investigates this situation and shows how and why different transformations fail.", and: "As we will see on the next few pages, the look-across interpretation introduces several difficulties which prevent the extension of simple mechanisms from binary to n-ary associations." === Artifacts === An artifact is the "specification of a physical piece of information that is used or produced by a software development process, or by deployment and operation of a system" including models, source code, scripts, executables, tables in database systems, development deliverables, a design documents, and email messages. An artifact is the physical entity that is deployed to a node. Other UML elements such as classes and components are first manifest into artifacts and instances of these artifacts are then deployed. Artifacts can be composed of other artifacts. === Metamodeling === The OMG developed a metamodeling architecture to define UML, called the Meta-Object Facility (MOF). MOF is designed as a four-layered architecture, as shown in the image at right. It provides a meta-meta model at the top, called the M3 layer. This M3-model is the language used by Meta-Object Facility to build metamodels, called M2-models. The most prominent example of a Layer 2 Meta-Object Facility model is the UML metamodel, which describes UML itself. These M2-models describe elements of the M1-layer, and thus M1-models. These would be, for example, models written in UML. The last layer is the M0-layer or data layer. It is used to describe runtime instances of the system. The metamodel can be extended using a mechanism called stereotyping. This has been criticized as being insufficient/untenable by Brian Henderson-Sellers and Cesar Gonzalez-Perez in "Uses and Abuses of the Stereotype Mechanism in UML 1.x and 2.0". == Diagrams == UML 2 defines many types of diagrams – shown as a taxonomy in the image. === Structure diagrams === Structure diagrams emphasize the structure of the system – using objects, classifiers, relationships, attributes and operations. They are used to document software architecture. Class diagram – Describes the structure of a class Component diagram – Describes how a software system is split into components and dependencies between the components Composite structure diagram Deployment diagram Object diagram Package diagram Profile diagram === Behavior diagrams === Behavior diagrams emphasize the behavior of a system by showing collaborations among objects and changes to the internal states of objects. They are used to describe the functionality of a system. Activity diagram – Describes the business and operational activities of components State machine diagram Use case diagram – Depicts of a user's interaction with a system === Interaction diagrams === Interaction diagrams, a subset of behavior diagrams, emphasize the flow of control and data between components of a system. Communication diagram – shows communication between components Interaction overview diagram Sequence diagram – shows interactions arranged in time sequence; can be drawn via tools such as Lucidchart and Draw.io Timing diagram – focuses on timing constraints === Examples === == Adoption == In 2013, UML had been marketed by OMG for many contexts, but aimed primarily at software development with limited success. It has been treated, at times, as a design silver bullet, which leads to problems. UML misuse includes overuse (designing every part of the system with it, which is unnecessary) and assuming that novices can design with it. It is considered a large language, with many constructs. Some people (including Jacobson) feel that UML's size hinders learning and therefore uptake. Visual Studio removed support for UML in 2016 due to lack of use. == History == UML has evolved since the second half of the 1990s and has its roots in the object-oriented programming methods developed in the late 1980s and early 1990s. The image shows a timeline of the history of UML and other object-oriented modeling methods and notation. === Origin === Rational Software hired James Rumbaugh from General Electric in 1994 and after that, the company became the source for two of the most popular object-oriented modeling approaches of the day: Rumbaugh's object-modeling technique (OMT) and Grady Booch's method. They were soon assisted in their efforts by Ivar Jacobson, the creator of the object-oriented software engineeri

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  • Resilience (mathematics)

    Resilience (mathematics)

    In mathematical modeling, resilience refers to the ability of a dynamical system to recover from perturbations and return to its original stable steady state. It is a measure of the stability and robustness of a system in the face of changes or disturbances. If a system is not resilient enough, it is more susceptible to perturbations and can more easily undergo a critical transition. A common analogy used to explain the concept of resilience of an equilibrium is one of a ball in a valley. A resilient steady state corresponds to a ball in a deep valley, so any push or perturbation will very quickly lead the ball to return to the resting point where it started. On the other hand, a less resilient steady state corresponds to a ball in a shallow valley, so the ball will take a much longer time to return to the equilibrium after a perturbation. The concept of resilience is particularly useful in systems that exhibit tipping points, whose study has a long history that can be traced back to catastrophe theory. While this theory was initially overhyped and fell out of favor, its mathematical foundation remains strong and is now recognized as relevant to many different systems. == History == In 1973, Canadian ecologist C. S. Holling proposed a definition of resilience in the context of ecological systems. According to Holling, resilience is "a measure of the persistence of systems and of their ability to absorb change and disturbance and still maintain the same relationships between populations or state variables". Holling distinguished two types of resilience: engineering resilience and ecological resilience. Engineering resilience refers to the ability of a system to return to its original state after a disturbance, such as a bridge that can be repaired after an earthquake. Ecological resilience, on the other hand, refers to the ability of a system to maintain its identity and function despite a disturbance, such as a forest that can regenerate after a wildfire while maintaining its biodiversity and ecosystem services. With time, the once well-defined and unambiguous concept of resilience has experienced a gradual erosion of its clarity, becoming more vague and closer to an umbrella term than a specific concrete measure. == Definition == Mathematically, resilience can be approximated by the inverse of the return time to an equilibrium given by resilience ≡ − Re ( λ 1 ( A ) ) {\displaystyle {\text{resilience}}\equiv -{\text{Re}}(\lambda _{1}({\textbf {A}}))} where λ 1 {\textstyle \lambda _{1}} is the maximum eigenvalue of matrix A {\textstyle {\textbf {A}}} . The largest this value is, the faster a system returns to the original stable steady state, or in other words, the faster the perturbations decay. == Applications and examples == In ecology, resilience might refer to the ability of the ecosystem to recover from disturbances such as fires, droughts, or the introduction of invasive species. A resilient ecosystem would be one that is able to adapt to these changes and continue functioning, while a less resilient ecosystem might experience irreversible damage or collapse. The exact definition of resilience has remained vague for practical matters, which has led to a slow and proper application of its insights for management of ecosystems. In epidemiology, resilience may refer to the ability of a healthy community to recover from the introduction of infected individuals. That is, a resilient system is more likely to remain at the disease-free equilibrium after the invasion of a new infection. Some stable systems exhibit critical slowing down where, as they approach a basic reproduction number of 1, their resilience decreases, hence taking a longer time to return to the disease-free steady state. Resilience is an important concept in the study of complex systems, where there are many interacting components that can affect each other in unpredictable ways. Mathematical models can be used to explore the resilience of such systems and to identify strategies for improving their resilience in the face of environmental or other changes. For example, when modelling networks it is often important to be able to quantify network resilience, or network robustness, to the loss of nodes. Scale-free networks are particularly resilient since most of their nodes have few links. This means that if some nodes are randomly removed, it is more likely that the nodes with fewer connections are taken out, thus preserving the key properties of the network.

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  • Event condition action

    Event condition action

    Event condition action (ECA) is a short-cut for referring to the structure of active rules in event-driven architecture and active database systems. Such a rule traditionally consisted of three parts: The event part specifies the signal that triggers the invocation of the rule The condition part is a logical test that, if satisfied or evaluates to true, causes the action to be carried out The action part consists of updates or invocations on the local data This structure was used by the early research in active databases which started to use the term ECA. Current state of the art ECA rule engines use many variations on rule structure. Also other features not considered by the early research is introduced, such as strategies for event selection into the event part. In a memory-based rule engine, the condition could be some tests on local data and actions could be updates to object attributes. In a database system, the condition could simply be a query to the database, with the result set (if not null) being passed to the action part for changes to the database. In either case, actions could also be calls to external programs or remote procedures. Note that for database usage, updates to the database are regarded as internal events. As a consequence, the execution of the action part of an active rule can match the event part of the same or another active rule, thus triggering it. The equivalent in a memory-based rule engine would be to invoke an external method that caused an external event to trigger another ECA rule. ECA rules can also be used in rule engines that use variants of the Rete algorithm for rule processing. == ECA rule engines == Rulecore Concurrent Rules Apart Database Detect Invocation Rules ConceptBase ECArules

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  • Dendral

    Dendral

    Dendral was a project in artificial intelligence (AI) of the 1960s, and the computer software expert system that it produced. Its primary aim was to study hypothesis formation and discovery in science. For that, a specific task in science was chosen: help organic chemists in identifying unknown organic molecules, by analyzing their mass spectra and using knowledge of chemistry. It was done at Stanford University by Edward Feigenbaum, Bruce G. Buchanan, Joshua Lederberg, and Carl Djerassi, along with a team of highly creative research associates and students. It began in 1964 and spans approximately half the history of AI research. The software program Dendral is considered the first expert system because it automated the decision-making process and problem-solving behavior of organic chemists. The project consisted of research on two main programs Heuristic Dendral and Meta-Dendral, and several sub-programs. It was written in the Lisp programming language, which was considered the language of AI because of its flexibility. Many systems were derived from Dendral, including MYCIN, MOLGEN, PROSPECTOR, XCON, and STEAMER. There are many other programs today for solving the mass spectrometry inverse problem, see List of mass spectrometry software, but they are no longer described as 'artificial intelligence', just as structure searchers. The name Dendral is an acronym of the term "Dendritic Algorithm". == Heuristic Dendral == Heuristic Dendral is a program that uses mass spectra or other experimental data together with a knowledge base of chemistry to produce a set of possible chemical structures that may be responsible for producing the data. A mass spectrum of a compound is produced by a mass spectrometer, and is used to determine its molecular weight, the sum of the masses of its atomic constituents. For example, the compound water (H2O), has a molecular weight of 18 since hydrogen has a mass of 1.01 and oxygen 16.00, and its mass spectrum has a peak at 18 units. Heuristic Dendral would use this input mass and the knowledge of atomic mass numbers and valence rules, to determine the possible combinations of atomic constituents whose mass would add up to 18. As the weight increases and the molecules become more complex, the number of possible compounds increases drastically. Thus, a program that is able to reduce this number of candidate solutions through the process of hypothesis formation is essential. New graph-theoretic algorithms were invented by Lederberg, Harold Brown, and others that generate all graphs with a specified set of nodes and connection-types (chemical atoms and bonds) -- with or without cycles. Moreover, the team was able to prove mathematically that the generator is complete, in that it produces all graphs with the specified nodes and edges, and that it is non-redundant, in that the output contains no equivalent graphs (e.g., mirror images). The CONGEN program, as it became known, was developed largely by computational chemists Ray Carhart, Jim Nourse, and Dennis Smith. It was useful to chemists as a stand-alone program to generate chemical graphs showing a complete list of structures that satisfy the constraints specified by a user. == Meta-Dendral == Meta-Dendral is a machine learning system that receives the set of possible chemical structures and corresponding mass spectra as input, and proposes a set of rules of mass spectrometry that correlate structural features with processes that produce the mass spectrum. These rules would be fed back to Heuristic Dendral (in the planning and testing programs described below) to test their applicability. Thus, "Heuristic Dendral is a performance system and Meta-Dendral is a learning system". The program is based on two important features: the plan-generate-test paradigm and knowledge engineering. === Plan-generate-test paradigm === The plan-generate-test paradigm is the basic organization of the problem-solving method, and is a common paradigm used by both Heuristic Dendral and Meta-Dendral systems. The generator (later named CONGEN) generates potential solutions for a particular problem, which are then expressed as chemical graphs in Dendral. However, this is feasible only when the number of candidate solutions is minimal. When there are large numbers of possible solutions, Dendral has to find a way to put constraints that rules out large sets of candidate solutions. This is the primary aim of Dendral planner, which is a “hypothesis-formation” program that employs “task-specific knowledge to find constraints for the generator”. Last but not least, the tester analyzes each proposed candidate solution and discards those that fail to fulfill certain criteria. This mechanism of plan-generate-test paradigm is what holds Dendral together. === Knowledge Engineering === The primary aim of knowledge engineering is to attain a productive interaction between the available knowledge base and problem solving techniques. This is possible through development of a procedure in which large amounts of task-specific information is encoded into heuristic programs. Thus, the first essential component of knowledge engineering is a large “knowledge base.” Dendral has specific knowledge about the mass spectrometry technique, a large amount of information that forms the basis of chemistry and graph theory, and information that might be helpful in finding the solution of a particular chemical structure elucidation problem. This “knowledge base” is used both to search for possible chemical structures that match the input data, and to learn new “general rules” that help prune searches. The benefit Dendral provides the end user, even a non-expert, is a minimized set of possible solutions to check manually. == Heuristics == A heuristic is a rule of thumb, an algorithm that does not guarantee a solution, but reduces the number of possible solutions by discarding unlikely and irrelevant solutions. The use of heuristics to solve problems is called "heuristics programming", and was used in Dendral to allow it to replicate in machines the process through which human experts induce the solution to problems via rules of thumb and specific information. Heuristics programming was a major approach and a giant step forward in artificial intelligence, as it allowed scientists to finally automate certain traits of human intelligence. It became prominent among scientists in the late 1940s through George Polya’s book, How to Solve It: A New Aspect of Mathematical Method. As Herbert A. Simon said in The Sciences of the Artificial, "if you take a heuristic conclusion as certain, you may be fooled and disappointed; but if you neglect heuristic conclusions altogether you will make no progress at all." == History == During the mid 20th century, the question "can machines think?" became intriguing and popular among scientists, primarily to add humanistic characteristics to machine behavior. John McCarthy, who was one of the prime researchers of this field, termed this concept of machine intelligence as "artificial intelligence" (AI) during the Dartmouth summer in 1956. AI is usually defined as the capacity of a machine to perform operations that are analogous to human cognitive capabilities. Much research to create AI was done during the 20th century. Also around the mid 20th century, science, especially biology, faced a fast-increasing need to develop a "man-computer symbiosis", to aid scientists in solving problems. For example, the structural analysis of myoglobin, hemoglobin, and other proteins relentlessly needed instrumentation development due to its complexity. In the early 1960s, Joshua Lederberg started working with computers and quickly became tremendously interested in creating interactive computers to help him in his exobiology research. Specifically, he was interested in designing computing systems to help him study alien organic compounds. Lederberg had been heading a team designing instruments for the Mars Viking lander to search for precursor molecules of life in samples of the Mars surface, using a mass spectrometer coupled with a minicomputer. As he was not an expert in either chemistry or computer programming, he collaborated with Stanford chemist Carl Djerassi to help him with chemistry, and Edward Feigenbaum with programming, to automate the process of determining chemical structures from raw mass spectrometry data. Feigenbaum was an expert in programming languages and heuristics, and helped Lederberg design a system that replicated the way Djerassi solved structure elucidation problems. They devised a system called Dendritic Algorithm (Dendral) that was able to generate possible chemical structures corresponding to the mass spectrometry data as an output. Dendral then was still very inaccurate in assessing spectra of ketones, alcohols, and isomers of chemical compounds. Thus, Djerassi "taught" general rules to Dendral that could help eliminate most of the "chemically implausible" structures, and p

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  • Minimum intelligent signal test

    Minimum intelligent signal test

    The minimum intelligent signal test, or MIST, is a variation of the Turing test proposed by Chris McKinstry in which only boolean (yes/no or true/false) answers may be given to questions. The purpose of such a test is to provide a quantitative statistical measure of humanness, which may subsequently be used to optimize the performance of artificial intelligence systems intended to imitate human responses. McKinstry gathered approximately 80,000 propositions that could be answered yes or no, e.g.: Is Earth a planet? Was Abraham Lincoln once President of the United States? Is the sun bigger than my foot? Do people sometimes lie? He called these propositions Mindpixels. These questions test both specific knowledge of aspects of culture, and basic facts about the meaning of various words and concepts. It could therefore be compared with the SAT, intelligence testing and other controversial measures of mental ability. McKinstry's aim was not to distinguish between shades of intelligence but to identify whether a computer program could be considered intelligent at all. According to McKinstry, a program able to do much better than chance on a large number of MIST questions would be judged to have some level of intelligence and understanding. For example, on a 20-question test, if a program were guessing the answers at random, it could be expected to score 10 correct on average. But the probability of a program scoring 20 out of 20 correct by guesswork is only one in 220, i.e. one in 1,048,576; so if a program were able to sustain this level of performance over several independent trials, with no prior access to the propositions, it should be considered intelligent. == Discussion == McKinstry criticized existing approaches to artificial intelligence such as chatterbots, saying that his questions could "kill" AI programs by quickly exposing their weaknesses. He contrasted his approach, a series of direct questions assessing an AI's capabilities, to the Turing test and Loebner Prize method of engaging an AI in undirected typed conversation. Critics of the MIST have noted that it would be easy to "kill" a McKinstry-style AI too, due to the impossibility of supplying it with correct answers to all possible yes/no questions by ways of a finite set of human-generated Mindpixels: the fact that an AI can answer the question "Is the sun bigger than my foot?" correctly does not mean that it can answer variations like "Is the sun bigger than (my hand | my liver | an egg yolk | Alpha Centauri A | ...)" correctly, too. However, the late McKinstry might have replied that a truly intelligent, knowledgeable entity (on a par with humans) would be able to work out answers such as (yes | yes | yes | don't know | ...) by applying its knowledge of the relative sizes of the objects named. In other words, the MIST was intended as a test of AI, not as a suggestion for implementing AI. It can also be argued that the MIST is a more objective test of intelligence than the Turing test, a subjective assessment that some might consider to be more a measure of the interrogator's gullibility than of the machine's intelligence. According to this argument, a human's judgment of a Turing test is vulnerable to the ELIZA effect, a tendency to mistake superficial signs of intelligence for the real thing, anthropomorphizing the program. The response, suggested by Alan Turing's essay Computing Machinery and Intelligence, is that if a program is a convincing imitation of an intelligent being, it is in fact intelligent. The dispute is thus over what it means for a program to have "real" intelligence, and by what signs it can be detected. A similar debate exists in the controversy over great ape language, in which nonhuman primates are said to have learned some aspects of sign languages but the significance of this learning is disputed.

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  • Clinical quality management system

    Clinical quality management system

    Clinical quality management systems (CQMS) are systems used in the life sciences sector (primarily in the pharmaceutical, biologics and medical device industries) designed to manage quality management best practices throughout clinical research and clinical study management. A CQMS system is designed to manage all of the documents, activities, tasks, processes, quality events, relationships, audits and training that must be administered and controlled throughout the life of a clinical trial. The premise of a CQMS is to bring together the activities led by two sectors of clinical research, Clinical Quality and Clinical Operations, to facilitate cross-functional activities to improve efficiencies and transparency and to encourage the use of risk mitigation and risk management practices at the clinical study level. Based on the principles of quality management systems (QMS) which are used in many industries to create a framework for defining and delivering quality outcomes, managing risk, and continual improvement. Many guidelines and governance bodies have been established to ensure a common approach within a given industry to a set of parameters used to identify the minimally acceptable standard for that industry. The pharmaceutical industry is no exception, with several trade groups (e.g. PhRMA, EFPIA, RQA, etc.) coming together to enhance collaboration. However, as noted by the Academy of Medical Sciences, there are increasingly complex and bureaucratic legal and ethical frameworks that innovators must work within to develop new medicines for patients. The historical pharmaceutical QMS applies primarily to good manufacturing practice as described in existing ISO (International Organization for Standardization) and ICH (International Committee on Harmonization) guidelines. "Good Manufacturing Practices (GMP) relate to quality control and quality assurance enabling companies in the pharmaceutical sector to minimize or eliminate instances of contamination, mix-ups, and errors. This in turn, protects the customer from purchasing a product which is ineffective or even dangerous." These standards have historically been applied to the manufacturing environment, appropriate to how they have been written. However, according to FDA as well as other regulatory bodies, "Implementation of ICH Q10 throughout the product lifecycle should facilitate innovation and continual improvement", implying that the same standards that apply to the manufacturing environment should also be applied to the clinical research space, earlier in the lifecycle of an investigational or marketed product. Accordingly, a CQMS is any system developed to apply these principles to clinical operations within an organization.

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  • Computer Dreams

    Computer Dreams

    Computer Dreams is a 1988 film created by Digital Vision Entertainment and released by MPI Home Video. Written, produced and directed by Geoffrey de Valois and hosted by Amanda Pays, it consists primarily of clips and behind-the-scenes work of early computer graphics animation. Notably included are Luxo Jr. and Red's Dream, the first two short films from Pixar. The film is an hour long and features an electronic score by Music Fantastic. It was revised and re-released on DVD as The History of Computer Animation, Volume 2. It won the Winner Gold Special Jury Award at the 1989 Houston International Film Festival, and the 1989 Golden Decade Award from the US Film & Video Festival. Music used includes: Gail Lennon - Desire, Gail Lennon - Like A Dream, Shandi Sinnamon - Making It,

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  • Dendral

    Dendral

    Dendral was a project in artificial intelligence (AI) of the 1960s, and the computer software expert system that it produced. Its primary aim was to study hypothesis formation and discovery in science. For that, a specific task in science was chosen: help organic chemists in identifying unknown organic molecules, by analyzing their mass spectra and using knowledge of chemistry. It was done at Stanford University by Edward Feigenbaum, Bruce G. Buchanan, Joshua Lederberg, and Carl Djerassi, along with a team of highly creative research associates and students. It began in 1964 and spans approximately half the history of AI research. The software program Dendral is considered the first expert system because it automated the decision-making process and problem-solving behavior of organic chemists. The project consisted of research on two main programs Heuristic Dendral and Meta-Dendral, and several sub-programs. It was written in the Lisp programming language, which was considered the language of AI because of its flexibility. Many systems were derived from Dendral, including MYCIN, MOLGEN, PROSPECTOR, XCON, and STEAMER. There are many other programs today for solving the mass spectrometry inverse problem, see List of mass spectrometry software, but they are no longer described as 'artificial intelligence', just as structure searchers. The name Dendral is an acronym of the term "Dendritic Algorithm". == Heuristic Dendral == Heuristic Dendral is a program that uses mass spectra or other experimental data together with a knowledge base of chemistry to produce a set of possible chemical structures that may be responsible for producing the data. A mass spectrum of a compound is produced by a mass spectrometer, and is used to determine its molecular weight, the sum of the masses of its atomic constituents. For example, the compound water (H2O), has a molecular weight of 18 since hydrogen has a mass of 1.01 and oxygen 16.00, and its mass spectrum has a peak at 18 units. Heuristic Dendral would use this input mass and the knowledge of atomic mass numbers and valence rules, to determine the possible combinations of atomic constituents whose mass would add up to 18. As the weight increases and the molecules become more complex, the number of possible compounds increases drastically. Thus, a program that is able to reduce this number of candidate solutions through the process of hypothesis formation is essential. New graph-theoretic algorithms were invented by Lederberg, Harold Brown, and others that generate all graphs with a specified set of nodes and connection-types (chemical atoms and bonds) -- with or without cycles. Moreover, the team was able to prove mathematically that the generator is complete, in that it produces all graphs with the specified nodes and edges, and that it is non-redundant, in that the output contains no equivalent graphs (e.g., mirror images). The CONGEN program, as it became known, was developed largely by computational chemists Ray Carhart, Jim Nourse, and Dennis Smith. It was useful to chemists as a stand-alone program to generate chemical graphs showing a complete list of structures that satisfy the constraints specified by a user. == Meta-Dendral == Meta-Dendral is a machine learning system that receives the set of possible chemical structures and corresponding mass spectra as input, and proposes a set of rules of mass spectrometry that correlate structural features with processes that produce the mass spectrum. These rules would be fed back to Heuristic Dendral (in the planning and testing programs described below) to test their applicability. Thus, "Heuristic Dendral is a performance system and Meta-Dendral is a learning system". The program is based on two important features: the plan-generate-test paradigm and knowledge engineering. === Plan-generate-test paradigm === The plan-generate-test paradigm is the basic organization of the problem-solving method, and is a common paradigm used by both Heuristic Dendral and Meta-Dendral systems. The generator (later named CONGEN) generates potential solutions for a particular problem, which are then expressed as chemical graphs in Dendral. However, this is feasible only when the number of candidate solutions is minimal. When there are large numbers of possible solutions, Dendral has to find a way to put constraints that rules out large sets of candidate solutions. This is the primary aim of Dendral planner, which is a “hypothesis-formation” program that employs “task-specific knowledge to find constraints for the generator”. Last but not least, the tester analyzes each proposed candidate solution and discards those that fail to fulfill certain criteria. This mechanism of plan-generate-test paradigm is what holds Dendral together. === Knowledge Engineering === The primary aim of knowledge engineering is to attain a productive interaction between the available knowledge base and problem solving techniques. This is possible through development of a procedure in which large amounts of task-specific information is encoded into heuristic programs. Thus, the first essential component of knowledge engineering is a large “knowledge base.” Dendral has specific knowledge about the mass spectrometry technique, a large amount of information that forms the basis of chemistry and graph theory, and information that might be helpful in finding the solution of a particular chemical structure elucidation problem. This “knowledge base” is used both to search for possible chemical structures that match the input data, and to learn new “general rules” that help prune searches. The benefit Dendral provides the end user, even a non-expert, is a minimized set of possible solutions to check manually. == Heuristics == A heuristic is a rule of thumb, an algorithm that does not guarantee a solution, but reduces the number of possible solutions by discarding unlikely and irrelevant solutions. The use of heuristics to solve problems is called "heuristics programming", and was used in Dendral to allow it to replicate in machines the process through which human experts induce the solution to problems via rules of thumb and specific information. Heuristics programming was a major approach and a giant step forward in artificial intelligence, as it allowed scientists to finally automate certain traits of human intelligence. It became prominent among scientists in the late 1940s through George Polya’s book, How to Solve It: A New Aspect of Mathematical Method. As Herbert A. Simon said in The Sciences of the Artificial, "if you take a heuristic conclusion as certain, you may be fooled and disappointed; but if you neglect heuristic conclusions altogether you will make no progress at all." == History == During the mid 20th century, the question "can machines think?" became intriguing and popular among scientists, primarily to add humanistic characteristics to machine behavior. John McCarthy, who was one of the prime researchers of this field, termed this concept of machine intelligence as "artificial intelligence" (AI) during the Dartmouth summer in 1956. AI is usually defined as the capacity of a machine to perform operations that are analogous to human cognitive capabilities. Much research to create AI was done during the 20th century. Also around the mid 20th century, science, especially biology, faced a fast-increasing need to develop a "man-computer symbiosis", to aid scientists in solving problems. For example, the structural analysis of myoglobin, hemoglobin, and other proteins relentlessly needed instrumentation development due to its complexity. In the early 1960s, Joshua Lederberg started working with computers and quickly became tremendously interested in creating interactive computers to help him in his exobiology research. Specifically, he was interested in designing computing systems to help him study alien organic compounds. Lederberg had been heading a team designing instruments for the Mars Viking lander to search for precursor molecules of life in samples of the Mars surface, using a mass spectrometer coupled with a minicomputer. As he was not an expert in either chemistry or computer programming, he collaborated with Stanford chemist Carl Djerassi to help him with chemistry, and Edward Feigenbaum with programming, to automate the process of determining chemical structures from raw mass spectrometry data. Feigenbaum was an expert in programming languages and heuristics, and helped Lederberg design a system that replicated the way Djerassi solved structure elucidation problems. They devised a system called Dendritic Algorithm (Dendral) that was able to generate possible chemical structures corresponding to the mass spectrometry data as an output. Dendral then was still very inaccurate in assessing spectra of ketones, alcohols, and isomers of chemical compounds. Thus, Djerassi "taught" general rules to Dendral that could help eliminate most of the "chemically implausible" structures, and p

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  • ML.NET

    ML.NET

    ML.NET is a free software machine learning library for the C# and F# programming languages. It also supports Python models when used together with NimbusML. The preview release of ML.NET included transforms for feature engineering like n-gram creation, and learners to handle binary classification, multi-class classification, and regression tasks. Additional ML tasks like anomaly detection and recommendation systems have since been added, and other approaches like deep learning will be included in future versions. == Machine learning == ML.NET brings model-based Machine Learning analytic and prediction capabilities to existing .NET developers. The framework is built upon .NET Core and .NET Standard inheriting the ability to run cross-platform on Linux, Windows and macOS. Although the ML.NET framework is new, its origins began in 2002 as a Microsoft Research project named TMSN (text mining search and navigation) for use internally within Microsoft products. It was later renamed to TLC (the learning code) around 2011. ML.NET was derived from the TLC library and has largely surpassed its parent says Dr. James McCaffrey, Microsoft Research. Developers can train a Machine Learning Model or reuse an existing Model by a 3rd party and run it on any environment offline. This means developers do not need to have a background in Data Science to use the framework. Support for the open-source Open Neural Network Exchange (ONNX) Deep Learning model format was introduced from build 0.3 in ML.NET. The release included other notable enhancements such as Factorization Machines, LightGBM, Ensembles, LightLDA transform and OVA. The ML.NET integration of TensorFlow is enabled from the 0.5 release. Support for x86 & x64 applications was added to build 0.7 including enhanced recommendation capabilities with Matrix Factorization. A full roadmap of planned features have been made available on the official GitHub repo. The first stable 1.0 release of the framework was announced at Build (developer conference) 2019. It included the addition of a Model Builder tool and AutoML (Automated Machine Learning) capabilities. Build 1.3.1 introduced a preview of Deep Neural Network training using C# bindings for Tensorflow and a Database loader which enables model training on databases. The 1.4.0 preview added ML.NET scoring on ARM processors and Deep Neural Network training with GPU's for Windows and Linux. === Performance === Microsoft's paper on machine learning with ML.NET demonstrated it is capable of training sentiment analysis models using large datasets while achieving high accuracy. Its results showed 95% accuracy on Amazon's 9GB review dataset. === Model builder === The ML.NET CLI is a Command-line interface which uses ML.NET AutoML to perform model training and pick the best algorithm for the data. The ML.NET Model Builder preview is an extension for Visual Studio that uses ML.NET CLI and ML.NET AutoML to output the best ML.NET Model using a GUI. === Model explainability === AI fairness and explainability has been an area of debate for AI Ethicists in recent years. A major issue for Machine Learning applications is the black box effect where end users and the developers of an application are unsure of how an algorithm came to a decision or whether the dataset contains bias. Build 0.8 included model explainability API's that had been used internally in Microsoft. It added the capability to understand the feature importance of models with the addition of 'Overall Feature Importance' and 'Generalized Additive Models'. When there are several variables that contribute to the overall score, it is possible to see a breakdown of each variable and which features had the most impact on the final score. The official documentation demonstrates that the scoring metrics can be output for debugging purposes. During training & debugging of a model, developers can preview and inspect live filtered data. This is possible using the Visual Studio DataView tools. === Infer.NET === Microsoft Research announced the popular Infer.NET model-based machine learning framework used for research in academic institutions since 2008 has been released open source and is now part of the ML.NET framework. The Infer.NET framework utilises probabilistic programming to describe probabilistic models which has the added advantage of interpretability. The Infer.NET namespace has since been changed to Microsoft.ML.Probabilistic consistent with ML.NET namespaces. === NimbusML Python support === Microsoft acknowledged that the Python programming language is popular with Data Scientists, so it has introduced NimbusML the experimental Python bindings for ML.NET. This enables users to train and use machine learning models in Python. It was made open source similar to Infer.NET. === Machine learning in the browser === ML.NET allows users to export trained models to the Open Neural Network Exchange (ONNX) format. This establishes an opportunity to use models in different environments that don't use ML.NET. It would be possible to run these models in the client side of a browser using ONNX.js, a JavaScript client-side framework for deep learning models created in the Onnx format. === AI School Machine Learning Course === Along with the rollout of the ML.NET preview, Microsoft rolled out free AI tutorials and courses to help developers understand techniques needed to work with the framework.

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