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  • Purged cross-validation

    Purged cross-validation

    Purged cross-validation is a variant of k-fold cross-validation designed to prevent look-ahead bias in time series and other structured data, developed in 2017 by Marcos López de Prado at Guggenheim Partners and Cornell University. It is primarily used in financial machine learning to ensure the independence of training and testing samples when labels depend on future events. It provides an alternative to conventional cross-validation and walk-forward backtesting methods, which often yield overly optimistic performance estimates due to information leakage and overfitting. == Motivation == Standard cross-validation assumes that observations are independently and identically distributed (IID), which often does not hold in time series or financial datasets. If the label of a test sample overlaps in time with the features or labels in the training set, the result may be data leakage and overfitting. Purged cross-validation addresses this issue by removing overlapping observations and, optionally, adding a temporal buffer ("embargo") around the test set to further reduce the risk of leakage. The figure below illustrates standard 5 Fold Cross-Validation == Purging == Purging removes from the training set any observation whose timestamp falls within the time range of formation of a label in the test set. This can be the case for train set observations before and after the test set. Their removal ensures that the algorithm cannot learn during train time information that will be used to assess the performance of the algorithm. See the figure below for an illustration of purging. == Embargoing == Embargoing addresses a more subtle form of leakage: even if an observation does not directly overlap the test set, it may still be affected by test events due to market reaction lag or downstream dependencies. To guard against this, a percentage-based embargo is imposed after each test fold. For example, with a 5% embargo and 1000 observations, the 50 observations following each test fold are excluded from training. Unlike purging, embargoing can only occur after the test set. The figure below illustrates the application of embargo: == Applications == Purged and embargoed cross-validation has been useful in: Backtesting of trading strategies Validation of classifiers on labeled event-driven returns Any machine learning task with overlapping label horizons == Example == To illustrate the effect of purging and embargoing, consider the figures below. Both diagrams show the structure of 5-fold cross-validation over a 20-day period. In each row, blue squares indicate training samples and red squares denote test samples. Each label is defined based on the value of the next two observations, hence creating an overlap. If this overlap is left untreated, test set information leaks into the train set. The second figure applies the Purged CV procedure. Notice how purging removes overlapping observations from the training set and the embargo widens the gap between test and training data. This approach ensures that the evaluation more closely resembles a true out-of-sample test and reduces the risk of backtest overfitting. == Combinatorial Purged Cross-Validation == Walk-forward backtesting analysis, another common cross-validation technique in finance, preserves temporal order but evaluates the model on a single sequence of test sets. This leads to high variance in performance estimation, as results are contingent on a specific historical path. Combinatorial Purged Cross-Validation (CPCV) addresses this limitation by systematically constructing multiple train-test splits, purging overlapping samples, and enforcing an embargo period to prevent information leakage. The result is a distribution of out-of-sample performance estimates, enabling robust statistical inference and more realistic assessment of a model's predictive power. === Methodology === CPCV divides a time-series dataset into N sequential, non-overlapping groups. These groups preserve the temporal order of observations. Then, all combinations of k groups (where k < N) are selected as test sets, with the remaining N − k groups used for training. For each combination, the model is trained and evaluated under strict controls to prevent leakage. To eliminate potential contamination between training and test sets, CPCV introduces two additional mechanisms: Purging: Any training observations whose label horizon overlaps with the test period are excluded. This ensures that future information does not influence model training. Embargoing: After the end of each test period, a fixed number of observations (typically a small percentage) are removed from the training set. This prevents leakage due to delayed market reactions or auto-correlated features. Each data point appears in multiple test sets across different combinations. Because test groups are drawn combinatorially, this process produces multiple backtest "paths," each of which simulates a plausible market scenario. From these paths, practitioners can compute a distribution of performance statistics such as the Sharpe ratio, drawdown, or classification accuracy. === Formal definition === Let N be the number of sequential groups into which the dataset is divided, and let k be the number of groups selected as the test set for each split. Then: The number of unique train-test combinations is given by the binomial coefficient: ( N k ) {\displaystyle {\binom {N}{k}}} Each observation is used in k {\displaystyle k} test sets and contributes to φ [ N , k ] {\displaystyle \varphi [N,k]} unique backtest paths: φ [ N , k ] = k N ( N k ) {\displaystyle \varphi [N,k]={\frac {k}{N}}{\binom {N}{k}}} This yields a distribution of performance metrics rather than a single point estimate, making it possible to apply Monte Carlo-based or probabilistic techniques to assess model robustness. === Illustrative example === Consider the case where N = 6 and k = 2. The number of possible test set combinations is ( 6 2 ) = 15 {\displaystyle {\binom {6}{2}}=15} . Each of the six groups appears in five test splits. Consequently, five distinct backtest paths can be constructed, each incorporating one appearance from every group. ==== Test group assignment matrix ==== This table shows the 15 test combinations. An "x" indicates that the corresponding group is included in the test set for that split. ==== Backtest path assignment ==== Each group contributes to five different backtest paths. The number in each cell indicates the path to which the group's result is assigned for that split. === Advantages === Combinatorial Purged Cross-Validation offers several key benefits over conventional methods: It produces a distribution of performance metrics, enabling more rigorous statistical inference. The method systematically eliminates lookahead bias through purging and embargoing. By simulating multiple historical scenarios, it reduces the dependence on any single market regime or realization. It supports high-confidence comparisons between competing models or strategies. CPCV is commonly used in quantitative strategy research, especially for evaluating predictive models such as classifiers, regressors, and portfolio optimizers. It has been applied to estimate realistic Sharpe ratios, assess the risk of overfitting, and support the use of statistical tools such as the Deflated Sharpe Ratio (DSR). === Limitations === The main limitation of CPCV stems from its high computational cost. However, this cost can be managed by sampling a finite number of splits from the space of all possible combinations.

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  • John F. Sowa

    John F. Sowa

    John Florian Sowa (born 1940) is an American computer scientist, an expert in artificial intelligence and computer design, and the inventor of conceptual graphs. == Biography == Sowa received a BS in mathematics from Massachusetts Institute of Technology in 1962, an MA in applied mathematics from Harvard University in 1966, and a PhD in computer science from the Vrije Universiteit Brussel in 1999 with a dissertation titled "Knowledge Representation: Logical, Philosophical, and Computational Foundations". Sowa spent most of his professional career at IBM, starting in 1962 at IBM's applied mathematics group. Over the decades he has researched and developed emerging fields of computer science from compilers, programming languages, and system architecture to artificial intelligence and knowledge representation. In the 1990s Sowa was associated with the IBM Educational Center in New York. Over the years he taught courses at the IBM Systems Research Institute, Binghamton University, Stanford University, the Linguistic Society of America and the Université du Québec à Montréal. He is a fellow of the Association for the Advancement of Artificial Intelligence. After early retirement at IBM, Sowa in 2001 cofounded VivoMind Intelligence, Inc. with Arun K. Majumdar. With this company he was developing data-mining and database technology, more specifically high-level "ontologies" for artificial intelligence and automated natural language understanding. Currently Sowa is working with Kyndi Inc., also founded by Majumdar. John Sowa is married to the philologist Cora Angier Sowa, and they live in Croton-on-Hudson, New York. == Work == Sowa's research interests since the 1970s were in the field of artificial intelligence, expert systems and database query linked to natural languages. In his work he combines ideas from numerous disciplines and eras modern and ancient, for example, applying ideas from Aristotle, the medieval scholastics to Alfred North Whitehead and including database schema theory, and incorporating the model of analogy of Islamic scholar Ibn Taymiyyah in his works. === Conceptual graph === Sowa invented conceptual graphs, a graphic notation for logic and natural language, based on the structures in semantic networks and on the existential graphs of Charles S. Peirce. He introduced the concept in the 1976 article "Conceptual graphs for a data base interface" in the IBM Journal of Research and Development. He elaborated upon it in the 1983 book Conceptual structures: information processing in mind and machine. In the 1980s, this theory had "been adopted by a number of research and development groups throughout the world. International conferences on conceptual structures (ICCS) have been held since 1993, following a series of conceptual graph workshops that began in 1986. === Sowa's law of standards === In 1991, Sowa first stated his Law of Standards: "Whenever a major organization develops a new system as an official standard for X, the primary result is the widespread adoption of some simpler system as a de facto standard for X." Like Gall's law, The Law of Standards is essentially an argument in favour of underspecification. Examples include: The introduction of PL/I resulting in COBOL and FORTRAN becoming the de facto standards for business and scientific programming respectively The introduction of Algol-68 resulting in Pascal becoming the de facto standard for academic programming The introduction of the Ada language resulting in C becoming the de facto standard for US Department of Defense programming The introduction of OS/2 resulting in Windows becoming the de facto standard for desktop OS The introduction of X.400 resulting in SMTP becoming the de facto standard for electronic mail The introduction of X.500 resulting in LDAP becoming the de facto standard for directory services == Publications == 1984. Conceptual Structures - Information Processing in Mind and Machine. The Systems Programming Series, Addison-Wesley 1991. Principles of Semantic Networks. Morgan Kaufmann. Mineau, Guy W; Moulin, Bernard; Sowa, John F, eds. (1993). Conceptual Graphs for Knowledge Representation. LNCS. Vol. 699. doi:10.1007/3-540-56979-0. ISBN 978-3-540-56979-4. S2CID 32275791. 1994. International Conference on Conceptual Structures (2nd : 1994 : College Park, Md.) Conceptual structures, current practices : Second International Conference on Conceptual Structures, ICCS'94, College Park, Maryland, USA, August 16–20, 1994 : proceedings. William M. Tepfenhart, Judith P. Dick, John F. Sowa, eds. Ellis, Gerard; Levinson, Robert; Rich, William; Sowa, John F, eds. (1995). Conceptual Structures: Applications, Implementation and Theory. LNCS. Vol. 954. doi:10.1007/3-540-60161-9. ISBN 978-3-540-60161-6. S2CID 27300281. Lukose, Dickson; Delugach, Harry; Keeler, Mary; Searle, Leroy; Sowa, John, eds. (1997). Conceptual Structures: Fulfilling Peirce's Dream. LNCS. Vol. 1257. doi:10.1007/BFb0027865. ISBN 3-540-63308-1. S2CID 1934069. 2000. Knowledge representation : logical, philosophical, and computational foundations, Brooks Cole Publishing Co., Pacific Grove Articles, a selection Sowa, J. F. (July 1976). "Conceptual Graphs for a Data Base Interface". IBM Journal of Research and Development. 20 (4): 336–357. doi:10.1147/rd.204.0336. Sowa, J. F.; Zachman, J. A. (1992). "Extending and formalizing the framework for information systems architecture". IBM Systems Journal. 31 (3): 590–616. doi:10.1147/sj.313.0590. 1992. "Conceptual Graph Summary"; In: T.E. Nagle et al. (Eds.). Conceptual Structures: Current Research and Practice. Chichester: Ellis Horwood. 1995. "Top-level ontological categories." in: International journal of human-computer studies. Vol. 43, Iss. 5–6, Nov. 1995, pp. 669–685 2006. "Semantic Networks". In: Encyclopedia of Cognitive Science.. John Wiley & Sons.

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  • HTK (software)

    HTK (software)

    HTK (Hidden Markov Model Toolkit) is a proprietary software toolkit for handling HMMs. It is mainly intended for speech recognition, but has been used in many other pattern recognition applications that employ HMMs, including speech synthesis, character recognition and DNA sequencing. Originally developed at the Machine Intelligence Laboratory (formerly known as the Speech Vision and Robotics Group) of the Cambridge University Engineering Department (CUED), HTK is now being widely used among researchers who are working on HMMs.

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  • Mittens (chess)

    Mittens (chess)

    Mittens is a chess engine developed by Chess.com. It was released on January 1, 2023, alongside four other engines, all of them given cat-related names. The engine became a viral sensation in the chess community due to exposure through content made by chess streamers and a social media marketing campaign, later contributing to record levels of traffic to the Chess.com website and causing issues with database scalability. Mittens was given a rating of one point by Chess.com, although it was evidently stronger than that. Various chess masters played matches against the engine, with players such as Hikaru Nakamura and Levy Rozman drawing and losing their games respectively. A month after its release, Mittens was removed from the website on February 1, as expected through Chess.com's monthly bot cycles. In December 2023, Mittens was brought back in a group of Chess.com's most popular bots of 2023. In January 2024, Mittens was removed again. == Release == Mittens was released on January 1, 2023, as part of a New Year event on Chess.com. It was one of five engines released, all with names related to cats. The other engines released were named Scaredy Cat, rated 800; Angry Cat, rated 1000; Mr. Grumpers, rated 1200 and Catspurrov (a pun on Garry Kasparov), rated 1400. As part of the announcement, a picture of each engine was accompanied by a short description of its character. The description given for Mittens suggested that the engine was hiding something, reading: Mittens likes chess… But how good is she? Of the five engines released, Mittens was by far the most popular. In December 2023, Chess.com re-released Mittens as part of a "best of 2023" group of chess bots made to showcase their most popular bots of the year. == Design == Mittens was conceptualized by Chess.com employee Will Whalen. Appearing as a kitten, Mittens trash talked its opponents with a selection of voice lines: these lines included quotes from J. Robert Oppenheimer, Vincent van Gogh and Friedrich Nietzsche, as well as the 1967 film Le Samouraï. The engine's "personality" was devised by a writing team headed by Sean Becker, and Marija Casic provided the engine's graphics. Chess.com did not disclose any information about the software running the engine. It may be based on Chess.com's Komodo Dragon 3 engine. Mittens' strategy was to slowly grind down an opponent, a tactic likened to the playing style of Anatoly Karpov. Becker stated that the design team believed it would be "way more demoralizing and funny" for the engine to play this way. According to Hikaru Nakamura, Mittens sometimes missed the best move (or winning positions). == Rating == On Chess.com, Mittens had a rating of one point. However, the engine's playing style and tactics showed that it was stronger than that; Mittens was able to beat or draw against many top human players. In an interview with CNN Business, Whalen stated that the idea behind giving Mittens a rating of one was to surprise its opponents, giving it the upper hand psychologically. Estimates of Mittens' true rating range from an Elo of 3200 to 3500, because of its ability to beat other engines of around that level. An upper bound of the engine's rating was found after Levy Rozman made Mittens play against Stockfish 15, a 3700 rated engine. Mittens lost the two games that the engines played. The range of Mittens' possible ratings was summarized by Dot Esports, who stated: It seems like she’s around the 3200–3500 rating range (in Chess.com terms, where the best human players, like Magnus Carlsen and Hikaru Nakamura, sport a 3000–3100 rating in the faster formats), as evidenced by her victories over the site’s otherwise strongest, 3200-rated bots, and her defeat to Stockfish 15, which is currently rated around 3700. == Games == Against human players, Mittens won over 99 percent of the millions of games it played. Chess players such as Hikaru Nakamura, Benjamin Bok, Levy Rozman and Eric Rosen struggled against Mittens; while Rozman and Rosen both lost against the engine, Nakamura and Bok were both able to make a draw. In particular, Nakamura's game against the engine lasted 166 moves; he was playing as White. Bok, Benjamin Finegold and Rozman later went on to win against Mittens, the latter with engine assistance from Stockfish. Magnus Carlsen publicly refused to play the engine, calling it a "transparent marketing trick" and "a soulless computer". Against other chess engines, Mittens participated in the Chess.com Computer Chess Championship as a side act. In the competition, Mittens played 150 games against an engine named after the film M3GAN and won overall with a score of 81.5 to 68.5. This equated to 54 percent of the games played. During the event, an estimate of Mittens' rating was made at 3515 points. == Impact == Mittens went viral in the chess community due to its concept and design: according to an announcement by Chess.com, a combined total of 120 million games were played against the cat engines over the course of January, with around 40 million played against Mittens. The popularity of the engine was helped by the social media exposure created by Chess.com. This included creating an official Twitter account to promote the engine. Chess streamers like Rozman and Nakamura helped cultivate this by creating content around the engine. A video by Nakamura entitled "Mittens the chess bot will make you quit chess" gained over 3.5 million views on YouTube. On January 11, Chess.com reported issues with database scalability due to record levels of traffic: 40 percent more games had been played on Chess.com in January 2023 than any other month since the website's release. According to The Wall Street Journal, the popularity spike was more than the similar surge following the release of Netflix's The Queen's Gambit. The popularity of Mittens was cited by Chess.com as a reason for this instability. The problems continued throughout January; Chess.com stated that they would have to upgrade their servers and invest more in cloud computing to solve the problems caused by the website's popularity surge. On February 1, 2023, Mittens and the other cat engines were removed from the computer section of Chess.com. They were replaced with five new engines themed around artificial intelligence. A tweet was posted on the Mittens's Twitter account after the engine's removal, reading "This is just the beginning. Goodbye for now."

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  • Artifact (app)

    Artifact (app)

    Artifact was a personalized social news aggregator app that uses recommender systems to suggest articles. Launched in January 2023 by Nokto, Inc., a company founded by co-founders of Instagram Kevin Systrom and Mike Krieger, the app is available for iOS and Android. The app's name is a portmanteau of the words "articles", "artificial intelligence", and "fact". The app shut down in January 2024 as a result of low interest. == History == Nokto, Inc. was established on March 3, 2022, as a foreign stock company in California, with its headquarters in San Francisco. The company's main product, Artifact, is the first new product launched by Krieger and Systrom since their 2018 resignation from Instagram after conflicts with parent company Meta, which acquired Instagram in 2012. Artifact launched on January 31, 2023, after the team had been working on it for over a year, offering the option to sign up for a waiting list for its private beta, which grew to about 160,000 people, and then launching in open beta on February 22, 2023. With a team of seven employees in San Francisco, the app was free throughout its lifetime, with the founders explaining at the time that different business models - such as advertising or subscription fees - could be explored in the future. In January 2024, cofounder Kevin Systrom announced that the app would be shutting down after concluding that "the market opportunity isn’t big enough to warrant continued investment in this way." In April 2024, it was announced Artifact had been acquired by Yahoo, who intended to use the service's technology in an upgraded Yahoo! News app. == Features == Frequently described as "TikTok for text" and a competitor to Twitter, Artifact was a news aggregator that used machine learning to make personalized recommendations based on topics, news sources, and authors that the reader is interested in. In addition to reading articles, the app offered the ability to like articles, leave comments, or listen to an audio version of an article read by AI-generated voices, including a simulation of the voices of Snoop Dogg or Gwyneth Paltrow. AI also would rewrite clickbait headlines that users flagged. Artifact later expanded to a social network where users could post links, images and text to their profile, which could be liked or commented on by other users. Similar to other social news websites like Reddit, reader accounts had profiles with reputation scores.

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  • 20Q

    20Q

    20Q is a computerized game of twenty questions that began as a test in artificial intelligence (AI). It was invented by Robin Burgener in 1988. The game was made handheld by Radica in 2003, but was discontinued in 2011 because Techno Source took the license for 20Q handheld devices. The game 20Q is based on the spoken parlor game known as twenty questions, and is both a website and a handheld device. 20Q asks the player to think of something and will then try to guess what they are thinking of with twenty yes-or-no questions. If it fails to guess in 20 questions, it will ask an additional 5 questions. If it fails to guess even with 25 (or 30) questions, the player is declared the winner. Sometimes the first guess of the object can be asked at question 14. == Principle and history == The principle is that the player thinks of something and the 20Q artificial intelligence asks a series of questions before guessing what the player is thinking. This artificial intelligence learns on its own with the information relayed back to the players who interact with it, and is not programmed. The player can answer these questions with: Yes, No, Unknown, and Sometimes. The experiment is based on the classic word game of Twenty Questions, and on the computer game "Animals," popular in the early 1970s, which used a somewhat simpler method to guess an animal. The 20Q AI uses an artificial neural network to pick the questions and to guess. After the player has answered the twenty questions posed (sometimes fewer), 20Q makes a guess. If it is incorrect, it asks more questions, then guesses again. It makes guesses based on what it has learned; it is not programmed with information or what the inventor thinks. Answers to any question are based on players’ interpretations of the questions asked. Newer editions were made for different categories, such as music 20Q which has the player think of a song, and Harry Potter 20Q, which has the player think of something from the world of the Harry Potter series. The 20Q AI can draw its own conclusions on how to interpret the information. It can be described as more of a folk taxonomy than a taxonomy. Its knowledge develops with every game played. In this regard, the online version of the 20Q AI can be inaccurate because it gathers its answers from what people think rather than from what people know. Limitations of taxonomy are often overcome by the AI itself because it can learn and adapt. For example, if the player was thinking of a "Horse" and answered "No" to the question "Is it an animal?," the AI will, nevertheless, guess correctly, despite being told that a horse is not an animal. Patent applications in the US and Europe were submitted in 2005. In August 2014, 20Q.net Inc., with Brashworks Studios, developed and released an iOS iPad version available at the Apple iTunes store. == Game show == On June 13, 2009, GSN began a TV version of the game, hosted by Cat Deeley, with Hal Sparks as the voice of Mr. Q.

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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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  • Yann LeCun

    Yann LeCun

    Yann André Le Cun ( lə-KUN; French: [ləkœ̃]; usually spelled LeCun; born 8 July 1960) is a French-American computer scientist working in the fields of artificial intelligence, machine learning, computer vision, robotics and image compression. He is the Jacob T. Schwartz Professor of Computer Science at the Courant Institute of Mathematical Sciences at New York University. He served as Chief AI Scientist at Meta Platforms before co-founding Advanced Machine Intelligence Labs in December 2025. He is well known for his work on optical character recognition and computer vision using convolutional neural networks (CNNs). He is also one of the main creators of the DjVu image compression technology, alongside Léon Bottou and Patrick Haffner. He co-developed the Lush programming language with Léon Bottou. In 2018, LeCun, Yoshua Bengio, and Geoffrey Hinton received the Turing Award from the Association for Computing Machinery (ACM) for their work on deep learning. LeCun, Bengio, and Hinton, and occasionally Jürgen Schmidhuber, are sometimes referred to as the "Godfathers of AI" and "Godfathers of Deep Learning". == Early life and education == Yann André Le Cun was born on 8 July 1960 at Soisy-sous-Montmorency, in the suburbs of Paris. His surname, Le Cun, derives from the old Breton form Le Cunff and originates from the region of Guingamp in northern Brittany. Yann is the Breton form of Jean, the French form of John. He received a Diplôme d'Ingénieur from the ESIEE Paris in 1983 and a PhD in computer science from Université Pierre et Marie Curie (now Sorbonne University) in 1987, during which he proposed an early form of backpropagation, an algorithm crucial for enabling neural networks to learn. Before joining AT&T, LeCun was a postdoctoral researcher for a year, starting in 1987, supervised by Geoffrey Hinton at the University of Toronto. LeCun has three sons, and his brother is employed by Google. He has American citizenship. == Career and research == LeCun's career has been spent primarily at Bell Labs, New York University and Meta Platforms, Inc. === Bell Labs === In 1988, LeCun joined the Adaptive Systems Research Department at AT&T Bell Laboratories in Holmdel, New Jersey, United States, headed by Lawrence D. Jackel, where he developed a number of new machine learning methods, such as a biologically inspired model of image recognition called convolutional neural networks (LeNet), the "Optimal Brain Damage" regularization methods, and the Graph Transformer Networks method (similar to conditional random field), which he applied to handwriting recognition and Optical character recognition (OCR). The bank check recognition system that he helped develop was widely deployed by NCR and other companies. In 1996, he joined AT&T Labs-Research as head of the Image Processing Research Department, which was part of Lawrence Rabiner's Speech and Image Processing Research Lab, and worked primarily on the DjVu image compression technology, a format designed for efficient distribution of scanned documents, and used by the Internet Archive to provide access to digitized texts. His collaborators at AT&T include Léon Bottou and Vladimir Vapnik. === New York University === After a brief tenure as a fellow of NEC Research Institute, LeCun joined New York University in 2003, where he is Jacob T. Schwartz Chaired Professor of Computer Science and Neural Science at the Courant Institute of Mathematical Sciences and the Center for Neural Science. At NYU, he has worked primarily on energy-based models for supervised and unsupervised learning, feature learning for object recognition in computer vision, and mobile robotics. In 2012, he became the founding director of the NYU Center for Data Science. On 9 December 2013, LeCun became the first director of Meta AI Research in New York City and in early 2014 stepped down from the NYU–CDS directorship. In 2013, he and Yoshua Bengio co-founded the International Conference on Learning Representations, which adopted a post-publication open review process he previously advocated on his website. He was the chair and organiser of the "Learning Workshop" held every year between 1986 and 2012 in Snowbird, Utah. He is a member of the Science Advisory Board of the Institute for Pure and Applied Mathematics at UCLA. He is the co-director of the Learning in Machines and Brain research program (formerly Neural Computation & Adaptive Perception) of CIFAR. In 2016, he was the visiting professor of computer science on the Chaire Annuelle Informatique et Sciences Numériques at Collège de France in Paris, where he presented the leçon inaugurale (inaugural lecture). In 2023, he was named as the inaugural Jacob T. Schwartz Chaired Professor in Computer Science at NYU's Courant Institute. LeCun is also a scientific advisor to French research group Kyutai which is being funded by Xavier Niel, Rodolphe Saadé, Eric Schmidt, and others. === Meta Platforms === LeCun joined Facebook (now Meta Platforms) in 2013 as chief AI scientist and led the company's AI research laboratory, FAIR. === AMI Labs === On 19 November 2025, LeCun confirmed that he would be leaving Meta after ten years to found his own company focused on world-model architectures and human-like artificial intelligence he calls superintelligence. The company he founded, Advanced Machine Intelligence Labs (or AMI Labs), is run by CEO Alex LeBrun, with LeCun serving as Executive Chair. This venture is focused on building AI "world models": systems that learn to understand the physical world's structure and dynamics rather than just predict text like large language models. In March 2026, AMI announced it had raised $1.03 billion in funding at a $3.5 billion pre-money valuation. The funding round was co-led by investors including Cathay Innovation, Greycroft, Hiro Capital, HV Capital and Bezos Expeditions. In January 2026, LeCun became founding chair of the Technical Research Board of Logical Intelligence, an AI company developing energy-based (EBM) reasoning systems. == Honours and awards == LeCun is a member of the US National Academy of Sciences, National Academy of Engineering and the French Académie des Sciences. He has received honorary doctorates from Instituto Politécnico Nacional (IPN) in Mexico City in 2016, from EPFL in 2018, from Université Côte d'Azur in 2021, from Università di Siena in 2023, and from Hong Kong University of Science and Technology in 2023. In 2014, he received the IEEE Neural Network Pioneer Award and in 2015, the PAMI Distinguished Researcher Award. In 2018, LeCun was awarded the IRI Medal, established by the Industrial Research Institute (IRI), and the Harold Pender Award, given by the University of Pennsylvania. In 2019, he received the Golden Plate Award of the American Academy of Achievement. In March 2019, LeCun won the 2018 Turing Award, sharing it with Yoshua Bengio and Geoffrey Hinton. In 2022, he received the Princess of Asturias Award in the category "Scientific Research", along with Yoshua Bengio, Geoffrey Hinton and Demis Hassabis. In 2023, the President of France made him a Chevalier (Knight) of the French Legion of Honour. During the World Economic Forum (WEF) 2024 in Davos, he received the Global Swiss AI Award 2023. The same year, he received the grand prize of the VinFuture Prize alongside Yoshua Bengio, Jensen Huang, Geoffrey Hinton, and Fei-Fei Li for their groundbreaking contributions to neural networks and deep learning algorithms. In 2025 he was awarded the Queen Elizabeth Prize for Engineering jointly with Yoshua Bengio, Bill Dally, Geoffrey E. Hinton, John Hopfield, Jensen Huang and Fei-Fei Li.

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  • Character computing

    Character computing

    Character computing is a trans-disciplinary field of research at the intersection of computer science and psychology. It is any computing that incorporates the human character within its context. Character is defined as all features or characteristics defining an individual and guiding their behavior in a specific situation. It consists of stable trait markers (e.g., personality, background, history, socio-economic embeddings, culture,...) and variable state markers (emotions, health, cognitive state, ...). Character computing aims at providing a holistic psychologically driven model of human behavior. It models and predicts behavior based on the relationships between a situation and character. Three main research modules fall under the umbrella of character computing: character sensing and profiling, character-aware adaptive systems, and artificial characters. == Overview == Character computing can be viewed as an extension of the well-established field of affective computing. Based on the foundations of the different psychology branches, it advocates defining behavior as a compound attribute that is not driven by either personality, emotions, situation or cognition alone. It rather defines behavior as a function of everything that makes up an individual i.e., their character and the situation they are in. Affective computing aims at allowing machines to understand and translate the non-verbal cues of individuals into affect. Accordingly, character computing aims at understanding the character attributes of an individual and the situation to translate it to predicted behavior, and vice versa. ''In practical terms, depending on the application context, character computing is a branch of research that deals with the design of systems and interfaces that can observe, sense, predict, adapt to, affect, understand, or simulate the following: character based on behavior and situation, behavior based on character and situation, or situation based on character and behavior.'' The Character-Behavior-Situation (CBS) triad is at the core of character computing and defines each of the three edges based on the other two. Character computing relies on simultaneous development from a computational and psychological perspective and is intended to be used by researchers in both fields. Its main concept is aligning the computational model of character computing with empirical results from in-lab and in-the-wild psychology experiments. The model is to be continuously built and validated through the emergence of new data. Similar to affective and personality computing, the model is to be used as a base for different applications towards improving user experience. == History == Character computing as such was first coined in its first workshop in 2017. Since then it has had 3 international workshops and numerous publications. Despite its young age, it has already drawn some interest in the research community, leading to the publication of the first book under the same title in early 2020 published by Springer Nature. Research that can be categorized under the field dates much older than 2017. The notion of combining several factors towards the explanation of behavior or traits and states has long been investigated in both Psychology and Computer Science, for example. == Character == The word character originates from the Greek word meaning “stamping tool”, referring to distinctive features and traits. Over the years it has been given many different connotations, like the moral character in philosophy, the temperament in psychology, a person in literature or an avatar in various virtual worlds, including video games. According to character computing character is a unification of all the previous definitions, by referring back to the original meaning of the word. Character is defined as the holistic concept representing all interacting trait and state markers that distinguish an individual. Traits are characteristics that mainly remain stable over time. Traits include personality, affect, socio-demographics, and general health. States are characteristics that vary in short periods of time. They include emotions, well-being, health, cognitive state. Each characteristic has many representation methods and psychological models. The different models can be combined or one model can be preset for each characteristic. This depends on the use-case and the design choices. == Areas == Research into character computing can be divided into three areas, which complement each other but can each be investigated separately. The first area is sensing and predicting character states and traits or ensuing behavior. The second area is adapting applications to certain character states or traits and the behavior they predict. It also deals with trying to change or monitor such behavior. The final area deals with creating artificial agents e.g., chatbots or virtual reality avatars that exhibit certain characteristics. The three areas are investigated separately and build on existing findings in the literature. The results of each of the three areas can also be used as a stepping stone for the next area. Each of the three areas has already been investigated on its own in different research fields with focus on different subsets of character. For example, affective computing and personality computing both cover different areas with a focus on some character components without the others to account for human behavior. == The Character-Behavior-Situation triad == Character computing is based on a holistic psychologically driven model of human behavior. Human behavior is modeled and predicted based on the relationships between a situation and a human's character. To further define character in a more formal or holistic manner, we represent it in light of the Character–Behavior–Situation triad. This highlights that character not only determines who we are but how we are, i.e., how we behave. The triad investigated in Personality Psychology is extended through character computing to the Character–Behavior–Situation triad. Any member of the CBS triad is a function of the two other members, e.g., given the situation and personality, the behavior can be predicted. Each of the components in the triad can be further decomposed into smaller units and features that may best represent the human's behavior or character in a particular situation. Character is thus behind a person's behavior in any given situation. While this is a causality relation, the correlation between the three components is often more easily used to predict the components that are most difficult to measure from those measured more easily. There are infinitely many components to include in the representation of any of C, B, and S. The challenge is always to choose the smallest subset needed for prediction of a person's behavior in a particular situation.

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  • Simultaneous localization and mapping

    Simultaneous localization and mapping

    Simultaneous localization and mapping (SLAM) is a process where a computer constructs or updates a map of an unknown environment while simultaneously keeping track of an entity's location within it. While this initially appears to be a chicken or the egg problem, there are several algorithms known to solve it in, at least approximately, tractable time for certain environments. Popular approximate solution methods include the particle filter, extended Kalman filter, covariance intersection, and GraphSLAM. SLAM algorithms are based on concepts in computational geometry and computer vision, and are used in robot navigation, robotic mapping and odometry for virtual reality or augmented reality. SLAM algorithms are tailored to the available resources and are not aimed at perfection but at operational compliance. Published approaches are employed in self-driving cars, unmanned aerial vehicles, autonomous underwater vehicles, planetary rovers, newer domestic robots and even inside the human body. == Mathematical description of the problem == Given a series of controls u t {\displaystyle u_{t}} and sensor observations o t {\displaystyle o_{t}} over discrete time steps t {\displaystyle t} , the SLAM problem is to compute an estimate of the agent's state x t {\displaystyle x_{t}} and a map of the environment m t {\displaystyle m_{t}} . All quantities are usually probabilistic, so the objective is to compute P ( m t + 1 , x t + 1 | o 1 : t + 1 , u 1 : t ) {\displaystyle P(m_{t+1},x_{t+1}|o_{1:t+1},u_{1:t})} Applying Bayes' rule gives a framework for sequentially updating the location posteriors, given a map and a transition function P ( x t | x t − 1 ) {\displaystyle P(x_{t}|x_{t-1})} , P ( x t | o 1 : t , u 1 : t , m t ) = ∑ m t − 1 P ( o t | x t , m t , u 1 : t ) ∑ x t − 1 P ( x t | x t − 1 ) P ( x t − 1 | m t , o 1 : t − 1 , u 1 : t ) / Z {\displaystyle P(x_{t}|o_{1:t},u_{1:t},m_{t})=\sum _{m_{t-1}}P(o_{t}|x_{t},m_{t},u_{1:t})\sum _{x_{t-1}}P(x_{t}|x_{t-1})P(x_{t-1}|m_{t},o_{1:t-1},u_{1:t})/Z} where Z {\displaystyle Z} is the normalization constant, which ensures all the probabilities sum up to 1. Similarly the map can be updated sequentially by P ( m t | x t , o 1 : t , u 1 : t ) = ∑ x t ∑ m t P ( m t | x t , m t − 1 , o t , u 1 : t ) P ( m t − 1 , x t | o 1 : t − 1 , m t − 1 , u 1 : t ) {\displaystyle P(m_{t}|x_{t},o_{1:t},u_{1:t})=\sum _{x_{t}}\sum _{m_{t}}P(m_{t}|x_{t},m_{t-1},o_{t},u_{1:t})P(m_{t-1},x_{t}|o_{1:t-1},m_{t-1},u_{1:t})} Like many inference problems, the solutions to inferring the two variables together can be found, to a local optimum solution, by alternating updates of the two beliefs in a form of an expectation–maximization algorithm. == Algorithms == Statistical techniques used to approximate the above equations include Kalman filters and particle filters (the algorithm behind Monte Carlo Localization). They provide an estimation of the posterior probability distribution for the pose of the robot and for the parameters of the map. Methods which conservatively approximate the above model using covariance intersection are able to avoid reliance on statistical independence assumptions to reduce algorithmic complexity for large-scale applications. Other approximation methods achieve improved computational efficiency by using simple bounded-region representations of uncertainty. Set-membership techniques are mainly based on interval constraint propagation. They provide a set which encloses the pose of the robot and a set approximation of the map. Bundle adjustment, and more generally maximum a posteriori estimation (MAP), is another popular technique for SLAM using image data, which jointly estimates poses and landmark positions, increasing map fidelity, and is used in commercialized SLAM systems such as Google's ARCore which replaces their prior augmented reality computing platform named Tango, formerly Project Tango. MAP estimators compute the most likely explanation of the robot poses and the map given the sensor data, rather than trying to estimate the entire posterior probability. New SLAM algorithms remain an active research area, and are often driven by differing requirements and assumptions about the types of maps, sensors and models as detailed below. Many SLAM systems can be viewed as combinations of choices from each of these aspects. === Mapping === Topological maps are a method of environment representation which capture the connectivity (i.e., topology) of the environment rather than creating a geometrically accurate map. Topological SLAM approaches have been used to enforce global consistency in metric SLAM algorithms. In contrast, grid maps use arrays (typically square or hexagonal) of discretized cells to represent a topological world, and make inferences about which cells are occupied. Typically the cells are assumed to be statistically independent to simplify computation. Under such assumption, P ( m t | x t , m t − 1 , o t ) {\displaystyle P(m_{t}|x_{t},m_{t-1},o_{t})} are set to 1 if the new map's cells are consistent with the observation o t {\displaystyle o_{t}} at location x t {\displaystyle x_{t}} and 0 if inconsistent. Modern self driving cars mostly simplify the mapping problem to almost nothing, by making extensive use of highly detailed map data collected in advance. This can include map annotations to the level of marking locations of individual white line segments and curbs on the road. Location-tagged visual data such as Google's StreetView may also be used as part of maps. Essentially such systems simplify the SLAM problem to a simpler localization only task, perhaps allowing for moving objects such as cars and people only to be updated in the map at runtime. === Sensing === SLAM will always use several different types of sensors, and the powers and limits of various sensor types have been a major driver of new algorithms. Statistical independence is the mandatory requirement to cope with metric bias and with noise in measurements. Different types of sensors give rise to different SLAM algorithms which assumptions are most appropriate to the sensors. At one extreme, laser scans or visual features provide details of many points within an area, sometimes rendering SLAM inference unnecessary because shapes in these point clouds can be easily and unambiguously aligned at each step via image registration. At the opposite extreme, tactile sensors are extremely sparse as they contain only information about points very close to the agent, so they require strong prior models to compensate in purely tactile SLAM. Most practical SLAM tasks fall somewhere between these visual and tactile extremes. Sensor models divide broadly into landmark-based and raw-data approaches. Landmarks are uniquely identifiable objects in the world which location can be estimated by a sensor, such as Wi-Fi access points or radio beacons. Raw-data approaches make no assumption that landmarks can be identified, and instead model P ( o t | x t ) {\displaystyle P(o_{t}|x_{t})} directly as a function of the location. Optical sensors may be one-dimensional (single beam) or 2D- (sweeping) laser rangefinders, 3D high definition light detection and ranging (lidar), 3D flash lidar, 2D or 3D sonar sensors, and one or more 2D cameras. Since the invention of local features, such as SIFT, there has been intense research into visual SLAM (VSLAM) using primarily visual (camera) sensors, because of the increasing ubiquity of cameras such as those in mobile devices. Follow up research includes. Both visual and lidar sensors are informative enough to allow for landmark extraction in many cases. Other recent forms of SLAM include tactile SLAM (sensing by local touch only), radar SLAM, acoustic SLAM, and Wi-Fi-SLAM (sensing by strengths of nearby Wi-Fi access points). Recent approaches apply quasi-optical wireless ranging for multi-lateration (real-time locating system (RTLS)) or multi-angulation in conjunction with SLAM as a tribute to erratic wireless measures. A kind of SLAM for human pedestrians uses a shoe mounted inertial measurement unit as the main sensor and relies on the fact that pedestrians are able to avoid walls to automatically build floor plans of buildings by an indoor positioning system. For some outdoor applications, the need for SLAM has been almost entirely removed due to high precision differential GPS sensors. From a SLAM perspective, these may be viewed as location sensors which likelihoods are so sharp that they completely dominate the inference. However, GPS sensors may occasionally decline or go down entirely, e.g. during times of military conflict, which are of particular interest to some robotics applications. === Kinematics modeling === The P ( x t | x t − 1 ) {\displaystyle P(x_{t}|x_{t-1})} term represents the kinematics of the model, which usually include information about action commands given to a robot. As a part of the model, the kinematics of the robot is included, to improve estimates of sensing under con

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  • Connectionism

    Connectionism

    Connectionism is an approach to the study of human mental processes and cognition that utilizes mathematical models known as connectionist networks or artificial neural networks. Connectionism has had many "waves" since its beginnings. The first wave appeared 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach, and Frank Rosenblatt who published the 1958 paper "The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain" in Psychological Review, while working at the Cornell Aeronautical Laboratory. The first wave ended with the 1969 book Perceptrons about limitations of the original perceptron idea, written by Marvin Minsky and Seymour Papert, which contributed to discouraging major funding agencies in the US from investing in connectionist research. With a few noteworthy deviations, most connectionist research entered a period of inactivity until the mid-1980s. The term connectionist model was reintroduced in a 1982 paper in the journal Cognitive Science by Jerome Feldman and Dana Ballard. The second wave blossomed in the late 1980s, following a 1987 book Parallel Distributed Processing by James L. McClelland, David E. Rumelhart, et al., which introduced a couple of improvements to the simple perceptron idea, such as intermediate processors (now known as "hidden layers") alongside input and output units, and used a sigmoid activation function instead of the old "all-or-nothing" function. Their work built upon that of John Hopfield, who was a key figure investigating the mathematical characteristics of sigmoid activation functions. From the late 1980s to the mid-1990s, connectionism took on an almost revolutionary tone when Schneider, Terence Horgan and Tienson posed the question of whether connectionism represented a fundamental shift in psychology and so-called "good old-fashioned AI", or GOFAI. Some advantages of the second wave connectionist approach included its applicability to a broad array of functions, structural approximation to biological neurons, low requirements for innate structure, and capacity for graceful degradation. Its disadvantages included the difficulty in deciphering how ANNs process information or account for the compositionality of mental representations, and a resultant difficulty explaining phenomena at a higher level. The current (third) wave has been marked by advances in deep learning, which have made possible the creation of large language models. The success of deep-learning networks in the past decade has greatly increased the popularity of this approach, but the complexity and scale of such networks has brought with them increased interpretability problems. == Basic principle == The central connectionist principle is that mental phenomena can be described by interconnected networks of simple and often uniform units. The form of the connections and the units can vary from model to model. For example, units in the network could represent neurons and the connections could represent synapses, as in the human brain. This principle has been seen as an alternative to GOFAI and the classical theories of mind based on symbolic computation, but the extent to which the two approaches are compatible has been the subject of much debate since their inception. === Activation function === Internal states of any network change over time due to neurons sending a signal to a succeeding layer of neurons in the case of a feedforward network, or to a previous layer in the case of a recurrent network. Discovery of non-linear activation functions has enabled the second wave of connectionism. === Memory and learning === Neural networks follow two basic principles: Any mental state can be described as a n-dimensional vector of numeric activation values over neural units in a network. Memory and learning are created by modifying the 'weights' of the connections between neural units, generally represented as an n×m matrix. The weights are adjusted according to some learning rule or algorithm, such as Hebbian learning. Most of the variety among the models comes from: Interpretation of units: Units can be interpreted as neurons or groups of neurons. Definition of activation: Activation can be defined in a variety of ways. For example, in a Boltzmann machine, the activation is interpreted as the probability of generating an action potential spike, and is determined via a logistic function on the sum of the inputs to a unit. Learning algorithm: Different networks modify their connections differently. In general, any mathematically defined change in connection weights over time is referred to as the "learning algorithm". === Biological realism === Connectionist work in general does not need to be biologically realistic. One area where connectionist models are thought to be biologically implausible is with respect to error-propagation networks that are needed to support learning, but error propagation can explain some of the biologically-generated electrical activity seen at the scalp in event-related potentials such as the N400 and P600, and this provides some biological support for one of the key assumptions of connectionist learning procedures. Many recurrent connectionist models also incorporate dynamical systems theory. Many researchers, such as the connectionist Paul Smolensky, have argued that connectionist models will evolve toward fully continuous, high-dimensional, non-linear, dynamic systems approaches. == Precursors == Precursors of the connectionist principles can be traced to early work in psychology, such as that of William James. Psychological theories based on knowledge about the human brain were fashionable in the late 19th century. As early as 1869, the neurologist John Hughlings Jackson argued for multi-level, distributed systems. Following from this lead, Herbert Spencer's Principles of Psychology, 3rd edition (1872), and Sigmund Freud's Project for a Scientific Psychology (composed 1895) propounded connectionist or proto-connectionist theories. These tended to be speculative theories. But by the early 20th century, Edward Thorndike was writing about human learning that posited a connectionist type network. Hopfield networks had precursors in the Ising model due to Wilhelm Lenz (1920) and Ernst Ising (1925), though the Ising model conceived by them did not involve time. Monte Carlo simulations of Ising model required the advent of computers in the 1950s. == The first wave == The first wave begun in 1943 with Warren Sturgis McCulloch and Walter Pitts both focusing on comprehending neural circuitry through a formal and mathematical approach. McCulloch and Pitts showed how neural systems could implement first-order logic: Their classic paper "A Logical Calculus of Ideas Immanent in Nervous Activity" (1943) is important in this development here. They were influenced by the work of Nicolas Rashevsky in the 1930s and symbolic logic in the style of Principia Mathematica. Hebb contributed greatly to speculations about neural functioning, and proposed a learning principle, Hebbian learning. Lashley argued for distributed representations as a result of his failure to find anything like a localized engram in years of lesion experiments. Friedrich Hayek independently conceived the model, first in a brief unpublished manuscript in 1920, then expanded into a book in 1952. The Perceptron machines were proposed and built by Frank Rosenblatt, who published the 1958 paper “The Perceptron: A Probabilistic Model For Information Storage and Organization in the Brain” in Psychological Review, while working at the Cornell Aeronautical Laboratory. He cited Hebb, Hayek, Uttley, and Ashby as main influences. Another form of connectionist model was the relational network framework developed by the linguist Sydney Lamb in the 1960s. The research group led by Widrow empirically searched for methods to train two-layered ADALINE networks (MADALINE), with limited success. A method to train multilayered perceptrons with arbitrary levels of trainable weights was published by Alexey Grigorevich Ivakhnenko and Valentin Lapa in 1965, called the Group Method of Data Handling. This method employs incremental layer by layer training based on regression analysis, where useless units in hidden layers are pruned with the help of a validation set. The first multilayered perceptrons trained by stochastic gradient descent was published in 1967 by Shun'ichi Amari. In computer experiments conducted by Amari's student Saito, a five layer MLP with two modifiable layers learned useful internal representations to classify non-linearily separable pattern classes. In 1972, Shun'ichi Amari produced an early example of self-organizing network. == The neural network winter == There was some conflict among artificial intelligence researchers as to what neural networks are useful for. Around late 1960s, there was a widespread lull in research a

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  • Eimear Kenny

    Eimear Kenny

    Eimear E. Kenny is a researcher in population genetics and translation genomics, and is the Founding Director of the Institute for Genomic Health, and Endowed Chair and Professor of Genomic Health at the Icahn School of Medicine at Mount Sinai. She is known for novel approaches in computational genomics, advancing the study of human genetic variation and its connection to disease risk and diagnosis. Her research has laid the foundation for integrating artificial intelligence (AI) and genomics into precision medicine and routine clinical care. By combining genomics, computer science, and medicine, her work leverages genomic sequencing technologies and machine learning algorithms to uncover insights that improve patient care, accelerate genomic data analysis, and enable the future of AI-driven healthcare. She has led multiple genomics-based clinical trials, applying computational biology and AI in clinical settings to advance genomic medicine and precision healthcare. == Research == A recipient of the Early-Career Award from the American Society of Human Genetics (USA), Kenny, as of 2024, leads a team in genetics, computer science, and medicine, focusing on genetic ancestry, large-scale genomics, clinical trials, and genomic medicine at the Institute for Genomic Health. The lab works to advance understanding of genetic ancestry and its impact on health in order to inform better clinical medicine models. She is recognized for her work to leverage biobanks for translational genomics and her development of new genetic tests an strategies for health care management. In one study, she and her colleagues investigated genetic disorders that might be under-diagnosed due to insufficient data, and found a variant in a collagen gene associated with Steel syndrome. This syndrome caused short stature and bone and joint issues and was thought to be rare. However, the study revealed it is common in individuals with Puerto Rican ancestry. Three of Kenny's genomic medicine clinical trials assessed how to bring new technology, such as digital apps, or information, such as polygenic risk scores, into routine clinical care. In the 2010s, Kenny was instrumental in several large-scale sequencing studies, including the 1000 Genomes Project, the Exome Sequencing Project, the Genome Sequencing Project, and the Trans-Omics for Precision Medicine. In 2012, she led work that discovered the variant responsible for blond hair in Melanesia, work that was featured in the Smithsonian NHGRI Human Genome Exhibit in Washington, D.C. In 2017, her group was one of the first to demonstrate that polygenic risk scores derived in predominantly European populations have reduced accuracy when applied in populations now widely acknowledged as a major challenge in the field of genomic risk prediction. As of 2024, she is Principal Investigator in many NIH-funded international consortium focused on computational genomics and genomic medicine, including Electronic Medical Records and Genomics, Polygenic Risk Methods in Diverse Populations, and the Human Pangenome Reference Consortium. In 2023, Kenny played a key role in a groundbreaking advancement in genomics research by helping to map a diverse human pangenome—a major shift from reliance on a single reference genome. Unlike the earlier genetic map, based on one man of mixed European and African ancestry in Buffalo, this new pangenome project captures far greater human genetic diversity. As reported by The Washington Post, Kenny's work demonstrates how a more inclusive human genome can drive discoveries in rare genetic diseases, improve genomic medicine, and accelerate the future of precision healthcare. Kenny was co-developer and current license holder for Random Forest adMIXture (RFMix), a patented software for inferring continental and sub-continental ancestry at genomic loci. == Education and career == Kenny graduated from Trinity College Dublin with a BA in Biochemistry in 1999 and did a masters in Bioinformatics at Leeds University. She received her PhD in Computational Genomics at Rockefeller University, and did her post-doctoral work in the lab of Dr. Carlos D. Bustamante at Stanford University. === Academic appointments === As of 2024, at Mount Sinai, she serves as the Endowed Chair and Professor of Genomic Health, Professor at the Department of Medicine and Professor at the Department of Genetics and Genomic Sciences. Since 2018 she has served as the Founding Director of the Institute for Genomic Health, and since 2022, she also serves as the Founding Director of the Center for Translational Genomics. She is also the Director of Translational Research, Division for Genomic Medicine. Former appointments include Assistant Professor at the Department of Genetics and Genomic Sciences and Member at The Charles Bronfman Institute of Personalized Medicine, both at Mount Sinai. She was also Bioinformatics Programmer at the California Institute of Technology, and research assistant at the Massachusetts Institute of Technology. == Publications == As of 2024, Kenny is an advisor to Cell Genomics. Google Scholar reports 50,623 citations, an h-index of 66 and an i10-index of 130. The five most-cited articles she contributed to are: Auton, A; Brooks, LD; Durbin, RM; Garrison, EP; Kang, HM; Korbel, JO; Marchini, JL; McCarthy, S; McVean, GA; Abecasis, GR (2015). "A global reference for human genetic variation". Nature. 526 (7571): 68–74. Bibcode:2015Natur.526...68T. doi:10.1038/nature15393. PMC 4750478. PMID 26432245.. Cited by 14847 Abecasis, GR; Auton, A; Brooks, LD; DePristo, MA; Durbin, RM; Handsaker, RE; Kang, HM; Marth, GT; McVean, GA (2012). "An integrated map of genetic variation from 1,092 human genomes". Nature. 491 (7422): 56–65. Bibcode:2012Natur.491...56T. doi:10.1038/nature11632. PMC 3498066. PMID 23128226.. Cited by 8287 Jacob A. Tennessen et al. Evolution and Functional Impact of Rare Coding Variation from Deep Sequencing of Human Exomes.Science337,64–69(2012).DOI:10.1126/science.1219240 Cited by 1886 Taliun, D.; Harris, D.N.; Kessler, M.D.; et al. (2021). "Sequencing of 53,831 diverse genomes from the NHLBI TOPMed Program". Nature. 590 (7845): 290–299. Bibcode:2021Natur.590..290T. doi:10.1038/s41586-021-03205-y. PMC 7875770. PMID 33568819.. Cited by 1369 Vilhjálmsson, BJ; et al. (2015). "Modeling Linkage Disequilibrium Increases Accuracy of Polygenic Risk Scores". Am J Hum Genet. 97 (4): 576–92. doi:10.1016/j.ajhg.2015.09.001. PMC 4596916. PMID 26430803.. Cited by 1327

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  • Transderivational search

    Transderivational search

    Transderivational search (often abbreviated to TDS) is a psychological and cybernetics term, meaning when a search is being conducted for a fuzzy match across a broad field. In computing the equivalent function can be performed using content-addressable memory. Unlike usual searches, which look for literal (i.e. exact, logical, or regular expression) matches, a transderivational search is a search for a possible meaning or possible match as part of communication, and without which an incoming communication cannot be made any sense of whatsoever. It is thus an integral part of processing language, and of attaching meaning to communication. In NLP (Neuro-linguistic programming), a transderivational search (Bandler and Grinder, 1976) is essentially the process of searching back through one's stored memories and mental representations to find the personal reference experiences from which a current understanding or mental map has been derived. By the end of 1976, Grinder and Bandler had combined Satir’s and Perls’ language patterns and Erickson’s hypnotic language and use of metaphor with anchoring to create new processes that they called collapsing anchors, trans-derivational search, changing personal history, and reframing. A psychological example of TDS is in Ericksonian hypnotherapy, where vague suggestions are used that the patient must process intensely in order to find their own meanings, thus ensuring that the practitioner does not intrude his own beliefs into the subject's inner world. == TDS in human communication and processing == Because TDS is a compelling, automatic and unconscious state of internal focus and processing (i.e. a type of everyday trance state), and often a state of internal lack of certainty, or openness to finding an answer (since something is being checked out at that moment), it can be utilized or interrupted, in order to create, or deepen, trance. TDS is a fundamental part of human language and cognitive processing. Arguably, every word or utterance a person hears, for example, and everything they see or feel and take note of, results in a very brief trance while TDS is carried out to establish a contextual meaning for it. === Examples === Leading statements: "And those thoughts you had yesterday..." the human mind cannot process hearing this phrase, without at some level searching internally for some thoughts or other that it had yesterday, to make the subject of the sentence. "The many colors that fruit can be" likewise starts the human mind considering even if briefly, different fruit sorted by color. "You did it again, didn't you!" This everyday manipulative use of TDS usually sends the recipient looking internally for some "it" they may have done for which blame is being fairly given. Regardless of whether such a matter can be identified, guilt or anger may result. "There has been pain, hasn't there" the mind of a patient suffering an illness will find it very hard or impossible to hear or answer this sentence without conducting internal searches to verify whether this is true or not, or to find an example if so. "You'd forgotten something [or: some part of your body], hadn't you?" the mind usually checks through the various things, or parts of the body, on hearing this, seeing if each in turn has been forgotten. Textual ambiguity: "Do you remember line dancing on the steps?" Without sufficient context, some statements may trigger TDS in order to resolve inherent ambiguity in the interpretation of a posed question. Do I remember a bygone fad called "line dancing on the steps"? Do I remember personally engaging in dancing in the past? Do I remember my routine practice dancing by focusing on the steps of the dance? Do I tend to forget about dancing when I am standing on steps? "Penny-wise and pound the table dance to the beat of a different drummer". The mixing of cliché and stock phrases may trigger TDS in order to reconcile the discrepancies between expected and actual utterances in sequence. Although TDS is often associated with spoken language, it can be induced in any perceptual system. Thus Milton Erickson's "hypnotic handshake" is a technique that leaves the other person performing TDS in search of meaning to a deliberately ambiguous use of touch.

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  • InRule Technology

    InRule Technology

    InRule Technology is a software company that offers Business Rule Management System (BRMS) enterprise software products. == History == InRule Technology's Chief Executive Officer Rik Chomko and Chief Technology Officer Loren Goodman founded InRule Technology in Chicago in 2002. Paul Hessinger joined InRule Technology in 2004 as chief executive officer and chairman of the board and served until his retirement in 2015. They work with companies in several markets, including financial services, public sector, healthcare, and insurance. In 2007, InRule Technology became a charter member of the Microsoft Business Process Alliance. In August 2019, InRule was acquired by Open Gate Capital. == Products == On October 29, 2012, InRule Technology launched InRule for Microsoft Dynamics CRM. The program provides components to enable creation and update of rules within Microsoft Dynamics CRM, InRule for Microsoft Dynamics CRM provides a platform for shops that prefer to work with Microsoft's platforms. With the availability of InRule 4.6 in 2014, the company introduced deployment of InRule through REST services and allowed REST services to be called from InRule. This enables access to data exposed as a REST service and to package up a rule service for RESTful access. The product launch reflected the move of the company's core audience to use a broader array of technologies despite an earlier focus on .NET. In 2017, InRule introduced InRule for the Salesforce Platform, as well as a technology partnership with Work-Relay, a Business Process Management (BPM) application built on the Salesforce Platform. One year earlier the company introduced InRule for JavaScript, allowing enterprises to run rules on the client-side, server-side or both. The software architecture includes multiple components, including irAuthor, the primary authoring tool for creating and maintaining rules; irVerify, a real-time test environment to run and debug rule applications; and irSDK, a set of APIs that allows developers to integrate inRule into their applications. Additionally, irSOA allows users to access the InRule rule engine as a service. irSOA is now called the irServer Execution Service.

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  • TRAIGA

    TRAIGA

    TRAIGA, or the Texas Responsible Artificial Intelligence Governance Act, is a state law regulating the development and deployment of artificial intelligence (AI) systems in Texas. Sponsored by Representative Giovanni Capriglione, the Act establishes a framework governing certain uses of AI, outlines prohibited uses, and creates obligations on state government entities, among other provisions. TRAIGA was signed into law in 2025 and took effect on January 1, 2026. The law applies to AI developers and deployers that conduct business in Texas or whose systems are used by Texas residents. It prohibits the intentional development or deployment of AI systems to incite harm, violate constitutional rights, engage in unlawful discrimination, and produce child sexual abuse material or unlawful deepfakes. TRAIGA also establishes the Texas Artificial Intelligence Council and creates a regulatory sandbox program. The Texas Attorney General is charged with enforcement. It has received attention as one of the first comprehensive AI-related laws enacted by a U.S. state. Legal analysts have compared it to the European Union (EU) Artificial Intelligence Act and the Colorado AI Act, noting its intent-based discrimination standard and narrower scope relative to those frameworks. == Background == In June 2023, Texas Governor Greg Abbott signed House Bill 2060, which created an Artificial Intelligence Advisory Council within the Texas Department of Information Resources. The Council was tasked with monitoring the use of AI systems across state government. Its membership included representatives from law enforcement, academia, and the legal profession. After submitting a report to state policymakers, the Council was disbanded in December 2024. Separately, the Texas House Select Committee on Artificial Intelligence and Emerging Technologies was created in 2023 to examine the political and social implications of artificial intelligence. Among its recommendations was the creation of a regulatory sandbox to allow for controlled testing of AI systems. This recommendation informed the regulatory sandbox provision included in TRAIGA. == History == In December 2024, Representative Capriglione introduced House Bill 1709, the Texas Responsible Artificial Intelligence Governance Act. The bill sought to create a statewide framework for artificial intelligence, including transparency requirements for companies deploying AI systems, restrictions on certain uses of AI, and the creation of a regulatory sandbox. Modeled in part on the EU Artificial Intelligence Act and the Colorado AI Act, House Bill 1709 focused on "high-risk" AI systems and included provisions addressing private sector liability. House Bill 1709 did not advance during the legislative session. Industry stakeholders raised concerns that several provisions were overly burdensome. The bill informed the development of a revised proposal, House Bill 149, also titled the Texas Responsible Artificial Intelligence Governance Act. The revised version removed requirements for private companies to notify consumers when they interact with AI systems and to conduct impact assessments, among other provisions. In April 2025, an amended version of House Bill 149 passed the Texas House of Representatives and was referred to the Senate Committee on Business and Commerce. The bill later received approval from both chambers, where the House voted on amendments adopted by the Senate. On May 31, 2025, the state legislature passed House Bill 149, one of several AI-related bills considered during the legislative session. Governor Abbott signed TRAIGA into law on June 22, 2025. During the legislative process, a proposed federal moratorium on state-level AI regulation initially raised questions about the enforceability of state AI laws, including TRAIGA. At the time of signing, Governor Abbott stated that Texas would ensure compliance with applicable federal requirements. In July 2025, the United States Senate voted to remove the proposed moratorium from federal legislation. The Act took effect on January 1, 2026. == Provisions == === Definitions and scope === TRAIGA applies to AI developers and deployers that advertise or conduct business in Texas, develop products used by Texas residents, or develop or deploy AI systems within the state. The Act also applies to Texas state and local government entities. The Act defines a developer as a person who develops an AI system and a deployer as one who deploys an AI system in Texas. Consumers are defined as Texas residents. The Act defines an artificial intelligence system as a machine-based system that "infers from the inputs the system receives how to generate outputs, including content, decisions, predictions, or recommendations, that can influence physical or virtual environments." === Government use === The Act requires government agencies to provide consumers with plain language notices before interacting with AI systems. It also prohibits government agencies from using artificial intelligence systems to assign social scores to consumers. It also restricts the use of AI systems to identify individuals using biometric data without the individual’s consent. === Prohibitions === The Act prohibits the development or deployment of artificial intelligence systems intended to cause harm, self-harm, or criminal activity. It also prohibits the development or deployment of AI systems designed to violate constitutional rights or unlawfully discriminate based on protected classes. In addition, the Act prohibits the development or deployment of AI systems that are intended to produce or distribute child sexual abuse material or unlawful deepfakes. === Enforcement === Enforcement authority under the Act rests with the Texas Attorney General. The Act does not create a private right of action. The Act requires the Texas Attorney General to create an online complaint system where consumers may submit allegations of potential violations. The Attorney General can investigate complaints received through this system and may request information relevant to the operation of an AI system, including information about training data. Before initiating an enforcement action, the Attorney General must provide a written notice to the alleged violator, who is then provided with a 60-day period to cure the alleged violation. === Penalties === If a violation is not cured, the Act authorizes civil penalties. Penalties range from $10,000 to $12,000 per curable violation and from $80,000 to $200,000 per non-curable violation. The Act also authorizes additional penalties of $2,000 to $40,000 for each day the violation continues. If the Attorney General determines that a person certified or licensed by a state agency has violated the Act and recommends enforcement, the relevant agency may impose additional administrative sanctions, including license suspension or further monetary penalties. === Safe harbor === The Act provides an affirmative defense for AI developers and deployers who identify potential violations through internal testing or auditing or who demonstrate compliance with National Institute of Standards and Technology (NIST)'s Artificial Intelligence Risk Management Framework or a comparable risk management framework. The Act also affords protection to developers and deployers when a third party uses their AI systems in a way that violates the Act. === Texas Artificial Intelligence Council === The Act creates the Texas Artificial Intelligence Council to assist the state legislatures in evaluating artificial intelligence policy and oversight. The Council is charged with developing recommendations for state agencies regarding the use of AI systems and with overseeing the regulatory sandbox. TRAIGA gives the Council the ability to organize AI-related training for state entities and issue reports concerning artificial intelligence. The Council does not have binding rulemaking authority. The Council consists of seven members appointed by the governor, the lieutenant governor, and the speaker of the Texas House of Representatives. === Regulatory sandbox === The Act directs the Texas Department of Information Resources to create a regulatory sandbox program that allows participants to test AI systems under state supervision in a modified regulatory setting. To join the program, companies must submit applications that describe their AI systems and intended use. Approved participants may operate within the sandbox for up to 36 months. During that period, the Attorney General is restricted from initiating enforcement actions for certain categories of violations. == Reception == === Support === During legislative testimony, the Texas Public Policy Foundation stated that TRAIGA would benefit Texas businesses by reducing legal ambiguity and creating clearer compliance standards. Representatives of business groups also expressed support, stating that the Act would not impose overly burdensome regulations. The consum

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